https://wiki.teamfortress.com/w/api.php?action=feedcontributions&user=MK38993&feedformat=atomTeam Fortress Wiki - User contributions [en]2024-03-28T22:43:28ZUser contributionsMediaWiki 1.31.10https://wiki.teamfortress.com/w/index.php?title=Pyro&diff=3653686Pyro2024-03-23T04:23:37Z<p>MK38993: Reworded description</p>
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<div>{{Featured article tag}}<!--<br />
-->{{Infobox class<br />
| image = Pyro.png<br />
| class = [[File:Leaderboard class pyro.png|40px]]<br />
| type = [[Classes#Offensive|Offensive]]<br />
| health = '''{{Metrics/Health|C=pyro}}''' {{overheal tool|{{Metrics/Health|C=pyro}}}}<br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=pyro}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small><br />
}}<br />
{{Quotation|'''The Heavy''' on '''the Pyro''', [[Meet the Pyro]]|I fear no man. But that... ''thing''... It scares me.}}<br />
<br />
The '''Pyro''' is a pyromaniac of indeterminate origin, gender, ethnicity, and humanity with a muffled voice and a burning passion for all things fire related. As shown in [[Meet the Pyro]], they are delusional, visualizing themself in a utopian fantasy world known as ''[[Pyroland]]'', which is filled with cherubs (mercenaries the Pyro slaughters) and rainbows (fire). <br />
<br />
The Pyro's name comes from their tendency to ambush enemies at close range using a homemade [[Flame Thrower]]. Enemies caught in the blaze suffer from debilitating [[Fire|afterburn]], allowing the Pyro to retreat and leave their hapless victims to burn to death. Should they be confronted outside their Flamethrower's range, the Pyro may choose to utilize their [[Shotgun]] or [[Flare Gun]], the latter of which can ignite enemies from afar.<br />
<br />
Due to the Flamethrower's limited range and the slow firing speed of their flare guns, the Pyro is fairly weak at mid-to-long range and relies heavily on alternate routes to ambush unprepared opponents. Should such routes not be available, however, the Pyro need not despair; although they are categorized as an offensive class, they possess significant supportive utility for their team. Their Flamethrower's [[compression blast]], for example, can reflect enemy [[projectiles]], extinguish burning teammates, and forcibly reposition enemies, even those who are invulnerable to direct damage thanks to a Medic's [[ÜberCharge]].<br />
<br />
Because enemies hit by fire visibly burst into flames, the Pyro is the best class for [[Spy-checking|catching Spies]], as briefly bathing an area or suspicious-looking teammate in fire can instantly nullify an enemy [[Spy]]'s [[cloak]] and [[disguise]]. Additionally, they can use the [[Homewrecker]], the [[Neon Annihilator]], or the [[Maul]] to protect a friendly [[Engineer]]'s buildings from the saboteur's [[Sapper]] if the Engineer himself is not present.<br />
<br />
While their movement abilities are fairly lackluster by default, the Pyro can catch overconfident enemies off-guard by using the [[Detonator]] or [[Scorch Shot]] to [Jumping#Flare jump|Flare jump]] and reach unexpected locations or suddenly leap at an enemy - or utilize a [[Thermal Thruster | jetpack]] to rapidly fly to places that are normally inaccessible. A skilled Pyro may even use an enemy Soldier's rockets to launch themselves skywards via their compression blast, delivering swift immolation to overconfident enemies who may have believed they were outside of the Pyro's range.<br />
<br />
They wear an asbestos-lined suit that nullifies the afterburn of other Pyros and all flame-related weaponry (except for the [[Dragon's Fury]] and [[Gas Passer]]), although it does not provide any [[Damage#Resistance/vulnerability modifiers|resistance]] to direct fire damage. The three incendiary grenades that they carry are purely cosmetic and cannot be used.<br />
<br />
The Pyro is [[Voice actors|voiced]] by [[Dennis Bateman]].<br />
<br />
__ToC__<br />
{{clr}}<br />
=== Bio ===<br />
{{Class bio<br />
| name = Unknown<br />
| birthplace = Unknown<br />
| job = [[w:Pyrotechnics|Pyrotechnics]]<br />
| motto = "Mmph mmmph mph-mph mmph mmmmph!"<br />
| description = Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man - if he even is a man.<ref>[https://www.teamfortress.com/classes.php?class=pyro Pyro page on the Official TF2 Website]</ref><br />
| image = Placeholder Meet the Pyro.png<br />
}}<br />
<br />
== Health ==<br />
{{main|Health|Healing#Overheal|l1=Health|l2=Overheal}}<br />
<br />
{{Class health pack and overheal table|overheal|pyro=yes}}<br />
<br />
== Speed ==<br />
{{main|Speed|l1=Speed}}<br />
<br />
{{Class speed table|pyro}}<br />
<br />
== Basic strategy ==<br />
{{main|Tips#Pyro|l1=Pyro tips|Basic Pyro strategy|l2=Pyro strategy}}<br />
[[File:Icon pyro.jpg|right|150px]]<br />
<br />
* Ambush enemies to catch them in the short range of your Flamethrower. Use corners to your advantage; however, be sure that the nozzle of the Flamethrower isn't visible from around the corner.<br />
* Don't approach enemies head-on; they will notice you and use your short range to their advantage.<br />
* Approaching enemies from the back is usually a much safer and stronger route to attack. This is an especially effective method when employed with the [[Backburner]].<br />
* Your Flamethrower chews up a lot of ammo. Pick up fallen ammo to refill your supply.<br />
* You can often set enemies on fire and retreat, leaving them to die from the afterburn.<br />
<!-- # NOTE:<br />
# Please *do not* add any new tips to this list.<br />
# Add new strategies to [[Basic Pyro strategy]] instead.<br />
--><br />
{{clr}}<br />
{{clr}}<br />
<br />
== Weapons ==<br />
{{main|Weapons#Pyro|l1=Weapons}} <br />
''Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''<br />
<br />
All flamethrowers and flare guns deal no damage when fired underwater and instead produce harmless bubbles. The aforementioned weapons will only deal damage if fired from above water at an enemy that is only partially immersed in water; however, the water will immediately extinguish the ensuing afterburn. <br />
<br />
{{Class weapons table pyro primary}}<br />
<br />
{{Class weapons table pyro secondary}}<br />
<br />
{{Class weapons table pyro melee}}<br />
<br />
=== Taunt attacks ===<br />
{{Taunt<br />
| image = Pyrotaunt2.PNG<br />
| weapon-1 = Shotgun<br />
| weapon-2 = Flare Gun<br />
| weapon-3 = Detonator<br />
| weapon-4 = Reserve Shooter<br />
| weapon-5 = Manmelter<br />
| weapon-6 = Panic Attack<br />
| weapon-7 = Gas Passer<br />
| weapon-8 = Hot Hand<br />
| special = Hadouken<br />
| description = {{Main|Hadouken}}<br />
The Pyro charges up and performs a Hadouken, complete with a burst of flame emerging from the hands.<br />
}}<br />
{{Taunt<br />
| image = Pyro_Armageddon_Taunt.png<br />
| weapon-1 = Rainblower<br />
| special = Armageddon<br />
| description = {{Main|Armageddon}}<br />
The Pyro blows a stream of bubbles as a rainbow forms above, complete with a sparkling Balloonicorn in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames. When seen outside of Pyroland, the rainbow does not appear, and the Pyro simply breathes a steady arc of fire before releasing an inferno.<br />
}}<br />
{{Taunt<br />
| image = execution.PNG<br />
| weapon-1 = Scorch Shot<br />
| special = Execution<br />
| description = {{Main|Execution}}<br />
The Pyro adjusts its stance and fires one shot, killing an enemy at close range. If the shot misses, it will continue to travel as if fired normally, dealing standard damage.<br />
}}<br />
{{Taunt<br />
| image = Gasblast.png<br />
| weapon-1 = Thermal Thruster<br />
| special = Gas Blast<br />
| description = {{Main|Gas Blast}}<br />
The Pyro takes out a match and a match box, striking the match against the match box and reaching between their legs to place the match in front of the rear area, and letting loose a magnificent burst of flame while watching over their shoulder. The Pyro then stops and jumps around again as the flame disappears.<br />
}}<br />
<br />
== Item sets ==<br />
{{Set|Gas Jockey's Gear}}<br />
<br />
{{Set|Infernal Imp|main=no}}<br />
<br />
{{Set|Moonman Pack|main=no}}<br />
<br />
{{Set|Burny The Pyrosaur|main=no}}<br />
<br />
{{Set|Malice in Pyroland|main=no}}<br />
<br />
{{Set|Murky Lurker|main=no}}<br />
<br />
{{Set|Ronin Roaster|main=no}}<br />
<br />
{{Set|Fast Food Firestarter|main=no}}<br />
<br />
{{Set|Sons of Arsonry|main=no}}<br />
<br />
{{Set|Isolated Merc|main=no}}<br />
<br />
{{Set|Automated Abnormality|main=no}}<br />
<br />
== Cosmetic items ==<br />
{{Main<br />
|Cosmetic items|l1=Cosmetic items<br />
|List of Pyro cosmetics|l2=List of Pyro cosmetics<br />
|List of All class cosmetics|l3=List of All class cosmetics<br />
}}<br />
<br />
== Official class avatars ==<br />
{{Class avatars}}<br />
<br />
== Achievements ==<br />
{|<br />
| [[File:Achieved.png|65px|left]]<br />
| {{Main|Pyro achievements}}<br />
*'''Pyro pack''': 40 achievements, 3 [[Pyro achievements#milestones|milestones]].<br />
*1 [[Achievements#General achievements|General achievement]]<br />
|}<br />
<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|2|14|2008}}'''<br />
* Added Flamethrower "sizzle" sound when the Pyro is hitting a target.<br />
<br />
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])<br />
* Added [[Compression Blast]] ability.<br />
<br />
'''{{Patch name|1|28|2009}}'''<br />
* Fixed Pyro model not animating in the class select menu.<br />
<br />
'''{{Patch name|1|13|2010}}'''<br />
* Added [[backstab]] death animation.<br />
<br />
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])<br />
* {{Undocumented}} Added unused "Hi-five" taunt.<br />
<br />
'''{{Patch name|4|17|2012}}'''<br />
* Fixed Red team Pyros being able to [[Griefing|grief]] teammates by attacking them with the flamethrower and then switching to team Spectator during the attack.<br />
<br />
'''{{Patch name|9|12|2016}}'''<br />
* Fixed Pyros griefing teammates by attacking them with the flamethrowers.<br />
<br />
'''{{Patch name|11|17|2017}}'''<br />
* Fixed a Pyro animation bug related to jumping.<br />
<br />
'''{{Patch name|4|12|2018}}'''<br />
* Added a stomp animation to Pyro that plays when coming down after blasting off from the [[Thermal Thruster]].<br />
<br />
'''{{Patch name|9|26|2022}} #1'''<br />
* Fixed missing polygon on Pyro's finger.<br />
<br />
'''{{Patch name|12|15|2023}}'''<br />
* Fixed the Pyro's right hand c_model not drawing correctly.<br />
}}<br />
<br />
== Bugs ==<br />
* Sometimes, if the Pyro dies while using the Flame Thrower, flames are left behind. The flames do not damage players and go away after a few seconds.<br />
* Many times, after using the Flame Thrower and quickly switching weapons, flame particles appear to shoot out of the Flame Thrower. These flames do not damage players and do not consume ammo. <br />
* The swing animation (on third-person) for Pyro used for [[Weapons#All classes|all class melee weapons]] is delayed, causing the melee hit to register way before the animation is actually over.<br />
<br />
== Trivia ==<br />
* The Pyro's [[Voice actors|voice actor]], [[Dennis Bateman]], also voices the [[Spy]].<br />
* The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of ''Team Fortress 2''.<br />
* Three [[Napalm Grenade]]s, weapons from ''[[Team Fortress Classic]]'', appear strapped to the front of the Pyro's suit and were originally intended to be usable weapons in ''Team Fortress 2''. However, all thrown grenades were eventually scrapped for balancing purposes.<br />
* The [[Non-player characters#BLU team (original)|first BLU team]] Pyro resembled [[w:Abraham Lincoln|Abraham Lincoln]].<br />
* Just like the rest of the classes, the Pyro makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.<br />
* The Pyro is the mascot of "Pyro's Hamburgers", a brand of food sold in ''[[Left 4 Dead 2]]''.<br />
* The Pyro is playable in ''[[Killing Floor]]'' as a promotional bonus character for those who have purchased both ''Killing Floor'' and ''Team Fortress 2''.<br />
* The Pyro appears in ''[[Worms: Reloaded]]'' as part of a playable stage. Additionally, the Pyro's gas mask is a selectable hat for the player's worms.<br />
* The Pyro's gas mask is wearable by the Tank class of ''[[Monday Night Combat]]'' under the name "Jet Guns Are Better".<br />
* The Pyro, alongside the [[Heavy]], [[Engineer]], and [[Medic]], appears as a familiar in the game ''[[w:Dungeon Defenders|Dungeon Defenders]]''.<br />
* The Pyro, [[Heavy]], and [[Spy]] are playable as one character called "Team Fortress" in the PC version of ''[[w:Sonic & All-Stars Racing Transformed|Sonic & All-Stars Racing Transformed]]''. Pyro drives the standard car, Heavy runs<!-- or pilots --> the boat, and Spy flies the plane.<br />
* The Pyro, along with [[Saxton Hale]], is a playable character in the game ''[[w:Super Time Force|Super Time Force Ultra]]''.<br />
* The Pyro, along with [[Heavy]], [[Engineer]], and [[Medic]], is a playable character in the Australium Update in the game ''[[w:Dungeon of the Endless|Dungeon of the Endless]]''. Pyro is also given the name "Pat Bates" in the game.<br />
* The Pyro is a hireable character in the game ''[[w:Evil Genius 2: World Domination|Evil Genius 2: World Domination]]'', as part of the [https://store.steampowered.com/app/1531604 Evil Genius 2: Team Fortress 2 - Pyro Pack] DLC.<br />
<br />
== Gallery ==<br />
<gallery widths=150px heights=150px><br />
File:Pyroprofileconcept.png|Concept art of the Pyro.<br />
File:Pyro concept r.jpg|Concept art of the Pyro.<br />
File:Pyro2.png|Concept art of the Pyro, maskless.<br />
File:Pyrosill.png|Concept art of the Pyro.<br />
File:Pyro back.jpg|[[Trading cards|Trading card]] front.<br />
File:Pyro2.jpg|Trading card back.<br />
File:Steam Game Card Pyro.png|Steam Trading Card.<br />
File:Steam Profile Background Pyro.png|Steam Profile Background.<br />
File:Icon pyro blue.jpg|Updated Class Portrait BLU.<br />
File:Icon pyro.jpg|Updated Class Portrait.<br />
File:Main menu pyro.png|Pyro's Appearance in the Main Menu.<br />
File:Main menu zombie pyro.png|Pyro's Appearance as a Zombie in the Main Menu during Halloween.<br />
File:Class card pyro.jpg|Pyro's Class Card.<br />
File:Arsenal pyro.jpg|Pyro's Default Arsenal.<br />
File:Pyro contract drawer.png|[[Contract drawer]] photo.<br />
</gallery><br />
{{clr}}<br />
<br />
== Related merchandise ==<br />
<gallery><br />
File:Merch Pyro Portrait.png|[https://web.archive.org/web/20160317074028/https://store.valvesoftware.com/product.php?i=P3444 Pyro Poster As Shown In The Valve Store]<br />
File:Flamethrower1.png|[https://web.archive.org/web/20150427123939/https://store.valvesoftware.com/product.php?i=P0107 The Flamethrower Poster]<br />
File:Pyrowristbandblu.png|[https://web.archive.org/web/20150410105734/https://store.valvesoftware.com/product.php?i=A01133 Pyro Class Wristband - BLU]<br />
File:Pyrowristbandred.png|[https://web.archive.org/web/20150410105724/https://store.valvesoftware.com/product.php?i=A01123 Pyro Class Wristband - RED]<br />
File:MeetthePyroshirt.png|[https://web.archive.org/web/20140902062909/https://store.valvesoftware.com/product.php?i=CTF003 Meet the Pyro T-shirt]<br />
File:PyroSunsetLithograph.png|[https://web.archive.org/web/20130530054551/https://store.valvesoftware.com/product.php?i=P3434 Meet the Pyro - Sunset Lithograph]<br />
File:MeetthePyrolitho.png|[https://web.archive.org/web/20130525100623/https://store.valvesoftware.com/product.php?i=P3432 Meet the Pyro - Rainbow Lithograph]<br />
File:Merch Pyro Plush.png|[https://web.archive.org/web/20131103061105/https://store.valvesoftware.com/product.php?i=S0234 Pyro Plush]<br />
File:Merch Pyro Figure RED.png|[https://web.archive.org/web/20130525091609/https://store.valvesoftware.com/product.php?i=FTF202 Pyro Action Figure - RED]<br />
File:Merch Pyro Painting.png|[https://web.archive.org/web/20131103051558/https://store.valvesoftware.com/product.php?i=PTF201 Pyro Painting Poster]<br />
</gallery><br />
<br />
== See also ==<br />
* [[Fire]]<br />
* [[Compression blast]]<br />
* [[Pyro match-ups]]<br />
* [[Anti-Pyro strategy]]<br />
* [[Pyro taunts]]<br />
* [[Pyro responses]]<br />
* [[Basic Pyro strategy]]<br />
* [[Community Pyro strategy]]<br />
* [[Pyro voice commands]]<br />
* [[Pyro (Classic)]]<br />
<br />
== References ==<br />
<references/><br />
<br />
== External links ==<br />
* [https://www.teamfortress.com/classes.php?class=pyro Pyro page on the Official TF2 Website]<br />
* [https://www.teamfortress.com/pyro/ "The Pyro Update"]<br />
* [https://www.teamfortress.com/post.php?id=7254 TF2012 Announcement for Second Annual Saxxy Awards, a "secret project", and Meet the Pyro]<br />
<br />
{{Class Nav}}<br />
{{Pyro Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Demoman&diff=3653684Demoman2024-03-23T03:45:31Z<p>MK38993: Reworked description to outline Stock Demo's close-range weakness and added a section on Demoknight</p>
<hr />
<div>{{Infobox class<br />
| image = Demoman.png<br />
| class = [[File:Leaderboard class demoman.png|40px]]<br />
| type = [[Classes#Defensive|Defensive]]<br />
| health = '''{{Metrics/Health|C=demoman}}''' {{overheal tool|{{Metrics/Health|C=demoman}}}} <br /><small>(''See [[#Health|Health]] below for further details'')</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=demoman}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small><br />
}}<br />
<br />
{{Quotation|'''The Demoman''' on occupational hazards|One crossed wire, one wayward pinch of potassium chlorate, one errant twitch... And '''kablooie'''!|sound=Demomanquote.wav}}<br />
<br />
The '''Demoman''' is a self-described black Scottish cyclops and a [[Bottle|scrumpy]]-swilling demolitions expert from [[w:Ullapool|Ullapool]], [[w:Scotland|Scotland]], and is one of the most powerful members of his [[team]], dealing massive amounts of direct and indirect mid-range splash damage. Armed with his [[Grenade Launcher]] and [[Stickybomb Launcher]], the Demoman uses his one good eye and knowledge of his surrounding environment for well-timed stickybomb detonations and precise grenade impacts that send enemies skyward, often in many pieces. However, his weapons' large splash radius can also be a detriment; if an enemy manages to catch him at close range, he will often take damage from his own explosives as he struggles to defend himself.<br />
<br />
Should he tire of this metaphorical double-edged sword, the Demoman can forgo his explosives in favor of a literal sword (and shield), transforming him into the deadliest melee user in the game - the Demoknight. With a variety of powerful weapons in his arsenal that grant powerful boons after each melee kill, the Demoknight can rapidly charge at an opponent and land a devastating melee blow, at the cost of being vulnerable at mid-to-long range. Alternatively, he may choose to strike a balance between bombs and blades, dispatching enemies at a distance with his grenades while decapitating those who draw too close.<br />
<br />
The Demoman excels at swift destruction; he can launch grenades and stickybombs at creative angles to wreak havoc on enemy encampments and [[Sentry Gun]]s while remaining out of the line of fire, or simply blast his enemies into a red mist with a seemingly-endless stream of these explosives. His stickybombs are also a perfect tool for area denial, and are effective at keeping opponents away from [[Payload#Carts|carts]], [[Control point (objective)|control points]], [[Capture the Flag#Intelligence|Intelligence]], or any other location he deems off-limits.<br />
<br />
The Demoman is [[Voice actors|voiced]] by [[Gary Schwartz]].<br />
<br />
=== Bio ===<br />
{{Class bio<br />
| name = Tavish Finnegan DeGroot<br />
| birthplace = [[w:Ullapool|Ullapool, '''Scotland''', '''United Kingdom''']]<br />
| job = House Cleaning<ref name="trailer 2">[[Trailer 2|Team Fortress 2 Trailer 2]], released in September 2006.</ref><br />
| motto = "Boom Boom Baby."<ref name="trailer 2"/><br />
| specialability = [[Stickybomb jump]]<br />
| description = A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.<br />
<br />
Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.<br />
| image = Meethedemo1.PNG<br />
| betaemblems = [[File:Demoman emblem RED beta1.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem BLU beta1.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem RED beta2.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem BLU beta2.png|50px]]<br />
}}<br />
<br />
== Health ==<br />
{{main|Health|Overheal|l1=Health|l2=Overheal}}<br />
<br />
{{Class health pack and overheal table|overheal|demoman=yes}}<br />
<br />
== Speed ==<br />
{{main|Speed|l1=Speed}}<br />
<br />
{{Class speed table|demoman}}<br />
<br />
== Basic strategy ==<br />
{{main|Tips#Demoman|l1=Demoman tips|Basic Demoman strategy|l2=Demoman strategy}}<br />
[[File:Icon demoman.jpg|right|150px]]<br />
<br />
* Hit {{tooltip|{{Key|MOUSE1}}|The primary fire command will change to match a custom control scheme or console controller.}} to fire Stickybombs and then press {{tooltip|{{Key|MOUSE2}}|The secondary fire command will change to match a custom control scheme or console controller.}} to detonate them later.<br />
* Press {{tooltip|{{Key|E}}|The Medic! call command will change to match a custom control scheme or console controller.}} to call for a Medic if you get hurt. Nearby Medics will be notified of your need.<br />
* With the [[Stickybomb Launcher]], the longer you hold down the fire button, the farther the shot will go.<br />
* Set off Stickybombs beneath your feet to [[Jumping#Demoman jumps|sticky jump]] up to great heights.<br />
* Shoot Stickybombs onto walls and ceilings where they're hard to spot.<br />
<br />
<!-- # NOTE:<br />
# Please do not add any new tips to this list.<br />
# Add new strategies to [[Basic Demoman strategy]] instead.<br />
--><br />
{{clr}}<br />
{{clr}}<br />
<br />
== Weapons ==<br />
{{main|Weapons#Demoman|l1=Weapons}}<br />
''Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''<br />
<br />
{{Class weapons table demoman primary}}<br />
<br />
{{Class weapons table demoman secondary}}<br />
<br />
{{Class weapons table demoman melee}}<br />
<br />
=== Taunt Attack ===<br />
{{Taunt<br />
| image = Demoeyelander.png<br />
| weapon-1 = Eyelander<br />
| weapon-2 = Horseless Headless Horsemann's Headtaker<br />
| weapon-3 = Claidheamh Mòr<br />
| weapon-4 = Half-Zatoichi<br />
| weapon-5 = Persian Persuader<br />
| weapon-6 = Nessie's Nine Iron<br />
| special = Barbarian Swing<br />
| description = {{Main|Barbarian Swing}}<br />
The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards.<br />
}}<br />
<br />
== Item sets ==<br />
{{Set|The Expert's Ordnance}}<br />
<br />
{{Set|One Thousand and One Demoknights|main=no}}<br />
<br />
{{Set|Swashbuckler's Swag|main=no}}<br />
<br />
{{Set|The Highland Hound|main=no}}<br />
<br />
{{Set|Count Tavish|main=no}}<br />
<br />
{{Set|Cursed Captain|main=no}}<br />
<br />
{{Set|The South of The Border|main=no}}<br />
<br />
{{Set|The Forgotten King|main=no}}<br />
<br />
== Cosmetic items ==<br />
{{Main<br />
|Cosmetic items|l1=Cosmetic items<br />
|List of Demoman cosmetics|l2=List of Demoman cosmetics<br />
|List of All class cosmetics|l3=List of All class cosmetics<br />
}}<br />
<br />
== Official class avatars ==<br />
{{Class avatars}}<br />
<br />
== Achievements ==<br />
{|<br />
| [[File:Achieved.png|65px|left]]<br />
| {{Main|Demoman achievements}}<br />
*'''Demoman pack''': 44 achievements, 3 [[Demoman achievements#milestones|milestones]].<br />
|}<br />
<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|2|14|2008}}'''<br />
* Made some small changes to the Demoman viewmodel that were causing performance problems.<br />
<br />
'''{{Patch name|2|28|2008}}'''<br />
* Reduced Demoman's maximum [[Grenade Launcher]] reserve [[ammo]] from 30 to 16.<br />
* Reduced Demoman's maximum [[Sticky bomb launcher]] reserve ammo from 40 to 24.<br />
<br />
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])<br />
* Added new [[Demoman responses|speech]].<br />
<br />
'''{{Patch name|3|13|2009}}'''<br />
* Fixed [[Jumping#Soldier jumps|rocket]] & [[Jumping#Demoman jumps|grenade]] [[Jumping|jumps]] not propelling players as far as they're supposed to.<br />
<br />
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])<br />
* Demomen can now detonate their [[Projectiles|stickies]] while [[Taunts|taunting]].<br />
<br />
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])<br />
* Removed self-inflicted [[Critical hits#Mini-crits|minicrits]]. Fixes [[Jarate|Jarate'd]] [[Soldier]]s/Demomen having ineffective rocket/grenade jumps.<br />
<br />
'''{{Patch name|8|21|2009}}'''<br />
* Restored LOD for the Demoman player model.<br />
<br />
'''{{Patch name|12|10|2009}}'''<br />
* Added counters to the [[Heads-up display|HUD]]s of [[Demomen]] to keep count of how many of either Demomen killed as [[Soldier]] or Soldiers killed as Demoman that person has contributed to the War.<br />
<br />
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])<br />
* Added 35 [[Demoman achievements]].<br />
* Added Demoman Domination lines.<br />
<br />
'''{{Patch name|1|13|2010}}'''<br />
* Added [[backstab]] death animation.<br />
<br />
'''{{Patch name|11|19|2010}}'''<br />
* {{Undocumented}} Demoman's arm emblem changed to a [[Stickybomb Launcher]] sticky bomb.<br />
<br />
'''{{Patch name|3|11|2011}}'''<br />
* Fixed the Demoman not using the correct animations for some of his weapons.<br />
<br />
'''{{Patch name|3|21|2011}}'''<br />
* {{Undocumented}} Updated Demoman two-handed melee weapon 3rd-person views in the loadout screen.<br />
<br />
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])<br />
* Added [[Training Mode|Training]] for the Demoman.<br />
<br />
'''{{Patch name|6|8|2011}}'''<br />
* {{Undocumented}} New laughing taunt animations have been added but are currently unused.<br />
<br />
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])<br />
* Added achievement award response<br />
* Removed "I didn't need your help y'know" line if being healed by a [[Medic]].<br />
<br />
'''{{Patch name|10|27|2011}}''' ([[Very Scary Halloween Special]])<br />
* {{Undocumented}} Added a [[Demoman taunts#Costume|Wolf Howl]] taunt for the Demoman which plays when wearing [[Highland Hound|The Highland Hound]] set.<br />
<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* {{Undocumented}} Added voice lines for Demoman.<br />
<br />
'''{{Patch name|10|2|2013}}'''<br />
* Fixed the Demoman charge sound being clipped by the weapon crit sound.<br />
<br />
'''{{Patch name|10|3|2013}}'''<br />
* Fixed the Demoman charge sound being played multiple times simultaneously.<br />
<br />
'''{{Patch name|2|7|2014}}'''<br />
* Added missing payload audio for the Medic, Soldier, Demoman, and Spy.<br />
<br />
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])<br />
* All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.<br />
* Updated Loch-n-Load reload animation.<br />
<br />
'''{{Patch name|6|23|2014}}'''<br />
* Removed damage ramp up mechanic from stickybombs.<br />
<br />
'''{{Patch name|12|22|2014}}''' ([[Smissmas 2014]])<br />
* Damage variance on grenades and stickybombs reduced from +/- 10% damage to +/-2%.<br />
* Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159.<br />
* Added [[Iron Bomber]] and the [[Quickiebomb Launcher]].<br />
<br />
'''{{Patch name|12|23|2014}}'''<br />
* Fixed a bug related to the Demoman's charge meter.<br />
<br />
'''{{Patch name|1|15|2015}} #1'''<br />
* Fixed <code>AE_CL_BODYGROUP_SET_VALUE</code> animation events not working properly.<br />
** Fixes the Demoman's [[Demoman taunts|sticky note]] not drawing.<br />
<br />
'''[Unknown date]'''<br />
* Sped up world animations for the Demoman's sword-based weapons.<br />
<br />
'''{{Patch name|7|25|2019}}'''<br />
* Fixed an [[Exploits|exploit]] where [[Projectiles|pipebombs]] could not be destroyed or pushed by the enemy team.<br />
}}<br />
<br />
== Bugs ==<br />
* When taunting with a primary weapon out, the smiley [[bodygroup]] may not show up.<br />
* Crouch-walking while holding an all class melee weapon causes the Demoman's arm to bend at an unorthodox angle.<br />
<br />
== Trivia ==<br />
* The Demoman's [[Voice actors|voice actor]], [[Gary Schwartz]], also voices the [[Heavy]] class.<br />
* The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.[https://www.teamfortress.com/post.php?id=1783]<br />
* The ethnic Scottish, Irish, and Dutch names in his full name, ''Tavish Finnegan DeGroot'', collectively reference the antiquated cultural terms [[w:Black Scottish people|Black Scot]], [[w:Irish people#Black Irish|Black Irish]], and [[w:Afro-Dutch_people|Black Dutch]].<br />
** Black Irish and Black Dutch referred to people living in, having descendancy from, or claiming descendancy from Ireland or the Netherlands, respectively, but who were not actually ethnic Irish or Dutch.<br />
** Black Scot was used in much the same sense as above; however, [[w:Black Scottish people#History|Black Scots]] also referred specifically to numerous Scottish descendants of freed African house servants that remained in Scotland.<br />
* Just like the rest of the classes, the Demoman makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.<br />
* According to his biography, the Demoman lost his eye before being found by his real parents, but in the [[:File:War12.jpg|''WAR!'']] comic, there is a portrait of him with both eyes and his parents.<br />
** According to the [[Bombinomicon (comic)|''Bombinomicon'']] comic, the Demoman lost his eye due to a magical spell to stop the Bombinomicon from possessing him. As this event occurred due to his mother asking him to get a job, it's likely this incident happened after he met his real parents.<br />
* The DeGroot family's seal in the portrait of the aforementioned comic states in Latin, "''In Regionem Caecorum Rex Est Luscus''." In English, this is roughly translated to, "In the land of the blind, the one-eyed man is king". Scottish clans typically have mottos, often in prestigious languages like Latin.<br />
* The Demoman was originally going to have a pack of dynamite presumably instead of the [[Stickybomb Launcher]], as referenced to in a 2006 trailer. The mechanics were similar to those of the [[MIRV Grenade]] from ''Team Fortress Classic''.<br />
* The [[Non-player characters#BLU team (original)|first BLU team]] Demoman resembled [[w:Alfred Nobel|Alfred Nobel]].<br />
* The emblem on the Demoman's arm was originally a stick of dynamite, which was later changed to a bomb. It is currently a sticky bomb as of {{Patch name|11|19|2010}}. Other in-game appearances of the logo, such as the [[119th Update|119th Medals]], [[Scoreboard#Class icon gallery|Scoreboard Class icon]], [[Class Token]], [[Mann vs. Machine (teaser)|Mann vs. Machine trailer]], the [[Carouser's Capotain]], and Spy's [[Tailored Terminal]] special taunt remain unchanged.<br />
** On several promotional posters, the Demoman lacks any class icon on the patch on his sleeve. This can be seen on the [https://www.teamfortress.com/screamfortress/ Scream Fortress page], the [https://teamfortress.com/post.php?id=5104 Shogun page] and the [https://www.teamfortress.com/australianchristmas/ Australian Christmas page]. This is also apparent in ''[[Meet the Demoman]]''.<br />
*** Furthermore, the Demoman's alternative dynamite logo can be seen on the promo pages of [https://www.teamfortress.com/pumpkinpatch/ Halloween 2009], the Demoman's page on the [https://www.teamfortress.com/demomanupdate/ WAR! Update], in ''[[Meet the Pyro]]'', on the backdrop image for ''Team Fortress 2'' on [[Steam]], as well on the [[PS3]] and [[Xbox 360]] versions of the game.<br />
* In ''[[Poker Night at the Inventory]]'', an image of the Demoman makes a cameo as the Jack of Hearts & Diamonds in the "Team Fortress 2" deck. <br />
* The Demoman's eyepatch and beanie make an appearance in ''[[Worms: Reloaded]]'' as one of the hats selectable for the player's worms.<br />
* The Assault class in ''[[Monday Night Combat]]'' has a promo item with the Demoman's eyepatch and beanie named "Eye Lad".<br />
* The Demoman can play the piano, as seen in ''[[Expiration Date]]''.<br />
<br />
== Gallery ==<br />
<br><gallery widths=150px heights=150px>.<br />
File:Dm concept1.png|Concept art of the Demoman.<br />
File:Dm concept2.png|Concept art of the Demoman.<br />
File:Dm concept3.png|Concept art of the Demoman.<br />
File:Dm concept3a.png|Concept art of the Demoman.<br />
File:Dm concept4.png|Concept art of the Demoman.<br />
File:Dm concept5.png|Concept art of the Demoman.<br />
File:Dm concept5a.png|Concept art of the Demoman.<br />
File:Dm concept6.png|Concept art of the Demoman.<br />
File:Dm concept7.png|Concept art of the Demoman.<br />
File:Dm concept8.png|Concept art of the Demoman.<br />
File:Demo card back.jpg|[[Trading cards|Trading card]] front.<br />
File:Demo card front.jpg|Trading card back.<br />
File:Steam Game Card Demoman.png|Steam Trading Card.<br />
File:Steam Profile Background Demoman.png|Steam Profile Background.<br />
File:Icon demoman blue.jpg|Updated Class Portrait BLU.<br />
File:Icon demoman.jpg|Updated Class Portrait.<br />
File:Main menu demoman.png|Demoman's Appearance in the Main Menu.<br />
File:Class card demoman.jpg|Demoman's Class Card.<br />
File:Arsenal demoman.jpg|Demoman's Arsenal.<br />
File:YoungDemo.JPG|Demoman as young teen from the comics.<br />
File:TF2-JackHearts.png|The [[Demoman]] Jack of Hearts card from Poker Night at The Inventory.<br />
File:Demoman contract drawer.png|[[Contract drawer]] photo.<br />
</gallery><br />
{{clr}}<br />
<br />
== Related merchandise ==<br />
<gallery><br />
File:Merch Demoman Portrait.png|[https://valvestore.forfansbyfans.com/demo-man-portrait-10943.html Demoman Portrait Poster]<br />
File:Merch RED Sticky Plush.png|RED Stickybomb Plush<br />
File:Merch BLU Sticky Plush.png|BLU Stickybomb Plush<br />
File:Merch demoman shirt.png|The Demoman T-Shirt<br />
File:Demoman Decal Black.png|Demoman Class Decal, Black<br />
File:MeettheDemomanLithograph.png|Meet the Demoman Lithograph<br />
File:Merch Demo Figure BLU.png|Demoman Action Figure - BLU<br />
</gallery><br />
<br />
== See also ==<br />
* [[Demoman match-ups]]<br />
* [[Anti-Demoman Strategy]]<br />
* [[Demoman taunts]]<br />
* [[Demoman responses]]<br />
* [[Demoman voice commands]]<br />
* [[Basic Demoman strategy]]<br />
* [[Community Demoman strategy]]<br />
* [[Demoman (Classic)]]<br />
<br />
== Reference ==<br />
<references/><br />
<br />
== External links ==<br />
* [https://www.teamfortress.com/classes.php?class=demoman Demoman page on the Official TF2 Website]<br />
* [https://www.teamfortress.com/war/part7/index.htm WAR! Update]<br />
* [https://www.teamfortress.com/demomanupdate/ WAR! Update - Demoman Update]<br />
* [https://www.teamfortress.com/war/demo/ The Demoman comic]<br />
* [https://www.teamfortress.com/post.php?id=1783 TF2 Official Website - A Grim Bloody Fable!]<br />
* [https://www.teamfortress.com/post.php?id=3219 TF2 Official Website - Attention Employees...]<br />
* [https://www.teamfortress.com/post.php?id=3225 TF2 Official Website - The War Update!]<br />
* [https://www.teamfortress.com/post.php?id=3230 TF2 Official Website - It's a Bloodbath!]<br />
* [https://www.teamfortress.com/post.php?id=3233 TF2 Official Website - War, Day 2]<br />
* [https://www.teamfortress.com/post.php?id=3238 TF2 Official Website - Casualties of War!]<br />
<br />
{{Class Nav}}<br />
{{Demoman Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Medic&diff=3653589Medic2024-03-23T03:17:41Z<p>MK38993: Reworded description</p>
<hr />
<div>{{Featured article tag}}<!--<br />
-->{{Infobox class<br />
| image = Medic.png<br />
| class = [[File:Leaderboard class medic.png|40px]]<br />
| type = [[Classes#Support|Support]]<br />
| health = '''{{Metrics/Health|C=medic}}''' {{overheal tool|{{Metrics/Health|C=medic}}}} <br /><small>(''See [[#Health|Health]] below for further details'')</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=medic}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small><br />
}}<br />
<br />
{{Quotation|'''The Medic''', [[Meet the Medic]]|... Let's go practice medicine.}}<br />
<br />
The '''Medic''' is a Teutonic man of medicine from [[w:Stuttgart|Stuttgart]], [[w:Germany|Germany]]. While his adherence to medical ethics is tenuous at best, he is nonetheless his [[team]]'s primary [[healing]] source, and is often found near the front lines bolstering his experiments (teammates).<br />
<br />
When the Medic focuses his [[Medi Gun]] on a nearby teammate, they will regain [[health]]; patients who are already at full health have their health temporarily [[Overheal|increased]] up to 150% of their base health capacity, allowing them to fight more aggressively. However, teammates who have taken [[damage]] recently are healed much more slowly; as such, a skilled Medic must quickly decide in the heat of battle who he can and cannot save. Often, he will augment his Medi Gun's healing by replacing his Syringe Gun with the [[Crusader's Crossbow]], which provides less damage output but can heal wounded teammates from afar.<br />
<br />
In the process of healing teammates, the Medic gradually fills a unique [[ÜberCharge]] meter. When this meter is fully charged, his Medi Gun will crackle with energy, indicating that he may now deploy an ÜberCharge on a teammate, granting them both devastating power for eight seconds. An ÜberCharge from the default Medi Gun makes the Medic and his patient completely invulnerable to nearly all sources of damage, allowing them to tear apart heavily-defended areas with impunity; the [[Kritzkrieg]] offers guaranteed [[critical hits]], letting the recipient of the charge annihilate enemies before they can fight back; the [[Quick-Fix]] triples the Medic's healing rate (and grants immunity to [[knockback]]), allowing the Medic to either spread a burst of health across multiple ailing teammates or simply provide a single patient with a weaker, more disposable version of the standard ÜberCharge; the [[Vaccinator]] may deploy up to four shields on one or more teammates that block most damage from one of three damage types ([[Ammunition|bullets]], [[Projectiles|explosives]], and [[fire]]). <br />
<br />
Although the Medic cannot heal himself with his Medi Gun (unless using the Quick-Fix's ÜberCharge or the Kritzkrieg's [[Oktoberfest]] taunt), he is unique in that he will passively regenerate health over time. The longer he stays out of combat and avoids taking damage, the faster he will heal; by default, an injured Medic begins regenerating health at a rate of 3 points per second, increasing over the following ten seconds to a maximum of 6 health per second, though this base rate increases while brandishing the [[Amputator]] and is reduced if the [[Blutsauger]] is equipped. Healing injured teammates will double the current rate of health regeneration, encouraging the Medic to prioritize them over healthy patients.<br />
<br />
A skilled Medic must be able to quickly judge whether a situation is about to deteriorate and if so, retreat before enemies can target him; unlike his teammates, he possesses exceptionally poor combat capabilities. His [[Syringe Gun]]'s pitifully slow projectiles struggle to deal meaningful damage against any enemy faster than a Heavy, and lashing out with his [[Bonesaw]] is ineffective against enemies that keep their distance. As a result, a Medic requires the protection of his teammates just as much they need his healing; if a team forgets to defend their Medic, they may lose their source of health when they most need it. <br />
<br />
The Medic is [[Voice actors|voiced]] by [[Robin Atkin Downes]].<br />
<br />
=== Bio ===<br />
{{Class bio<br />
| name = Mr. Ludwig<ref name="Naked">[[:File:TheNakedandtheDead208.png|The Naked and the Dead, page 208]].</ref> <br />
| birthplace = [[w:Stuttgart|Stuttgart, Germany]]<br />
| job = Doctor Assisted Homicide<br />
| motto = "Prepare for your examination"<br />
| description = What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.<br />
| image = Placeholder Meet the Medic.png<br />
}}<br />
<br />
== Health ==<br />
{{main|Health|Overheal|l1=Health|l2=Overheal}}<br />
<br />
{{Class health pack and overheal table|overheal|medic=yes}}<br />
<br />
== Speed ==<br />
{{main|Speed|l1=Speed}}<br />
<br />
{{Class speed table|medic}}<br />
<br />
'''''Note''': If the Medic is healing a patient that is faster, he walks at the same speed as long as the beam is connected.''<br />
<br />
== Basic strategy ==<br />
{{main|Tips#Medic|l1=Medic tips|Basic Medic strategy|l2=Medic strategy}}<br />
[[File:Icon medic.jpg|right|150px]]<br />
<br />
* Use your Medi Gun to heal teammates, and buff them up to 150% of their normal health.<br />
* Fill your ÜberCharge by healing teammates. Then hit secondary fire ([[List of default keys|Default]]: {{Key|Mouse2}}) to activate.<br />
* Your ÜberCharge makes both you and your [[Medi Gun]] target invulnerable for a short time.<br />
* You fill your ÜberCharge faster by healing teammates who are more hurt.<br />
* Keep alert for teammates calling for your help. Use the Medic arrows onscreen to find them.<br />
<br />
<!-- # NOTE:<br />
# Please do not add any new tips to this list.<br />
# Add new strategies to [[Basic Medic strategy]] instead.<br />
--><br />
== Weapons ==<br />
{{main|Weapons#Medic|l1=Weapons}}<br />
''Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''<br />
<br />
{{Class weapons table medic primary}}<br />
<br />
{{Class weapons table medic secondary}}<br />
<br />
{{Class weapons table medic melee}}<br />
<br />
=== Special Taunts ===<br />
{{Taunt<br />
| image = Medictaunt06.PNG<br />
| weapon-1 = Kritzkrieg<br />
| description = {{Main|Oktoberfest}}<br />
The Medic puts his face to the barrel of the Kritzkrieg, inhales while laughing maniacally, and exclaims "Oktoberfest!". Afterward, he exhales, shakes his head, and refocuses.<br />
This taunt heals the Medic for 11 health.<br />
}}<br />
<br />
{{Taunt<br />
| image = Medicuberkill.png<br />
| weapon-1 = Ubersaw<br />
| special = Uberslice<br />
| description = {{Main|Uberslice}}<br />
The Medic enters a combat pose, thrusts his Ubersaw forward and retracts it while exclaiming, "I'm going to saw through your bones!", stunning and killing an enemy if they are unlucky enough to be in the way.<br />
If the initial hit strikes an enemy, the Medic is awarded 25% ÜberCharge. If the retraction kills an enemy, he gains 75% charge. If both connect, he will end up with a full ÜberCharge, but it is possible to gain only 25% or 75% charge if the victim's momentum carries him out of the way of the retraction or an enemy walks into the way of the taunt after the initial stab misses, respectively.<br />
}}<br />
<br />
{{Taunt<br />
| image = Medicamputatortaunt.png<br />
| weapon-1 = Amputator<br />
| special =<br />
| description = {{Main|Medicating Melody}}<br />
The Medic places the Amputator on his shoulder and plays it as if it were a violin. All nearby injured teammates regain health and team-colored circles emanate from their feet.<br />
}}<br />
<br />
== Item sets ==<br />
{{Set|The Medieval Medic}}<br />
<br />
{{Set|The Clinical Trial|main=no}}<br />
<br />
{{Set|The Mad Doktor|main=no}}<br />
<br />
{{Set|Eliminating The Impossible|main=no}}<br />
<br />
{{Set|Doctor Galactic|main=no}}<br />
<br />
{{Set|Sun King|main=no}}<br />
<br />
{{Set|Canis Ex Machina|main=no}}<br />
<br />
{{Set|Dr. Acula|main=no}}<br />
<br />
{{Set|The Templar|main=no}}<br />
<br />
== Cosmetic items ==<br />
{{Main<br />
|Cosmetic items|l1=Cosmetic items<br />
|List of Medic cosmetics|l2=List of Medic cosmetics<br />
|List of All class cosmetics|l3=List of All class cosmetics<br />
}}<br />
<br />
== Official class avatars ==<br />
{{Class avatars}}<br />
<br />
== Achievements ==<br />
{|<br />
| [[File:Achieved.png|65px|left]]<br />
| {{Main|Medic achievements}}<br />
* '''Medic pack''': 39 achievements, 3 [[Medic achievements#milestones|milestones]].<br />
* 1 [[General achievements|General achievement]]<br />
|}<br />
<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|1|14|2008}}'''<br />
* Added option for [[Medi Gun]] beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.<br />
<br />
'''{{Patch name|2|28|2008}}'''<br />
* {{Undocumented}} Fixed potential client crash for players being healed by a Medic or [[Dispenser]].<br />
<br />
'''{{Patch name|4|29|2008}}''' ({{update link|Gold Rush Update}})<br />
* Added 39 Medic achievements.<br />
<br />
'''{{Patch name|8|20|2008}}'''<br />
* Fixed a viewmodel related crash when switching classes away from Medic.<br />
<br />
'''{{Patch name|12|11|2008}}'''<br />
* The icon on the HUD for a person calling for Medic will now give more information to the Medic (if the target is low on health, on fire, etc.).<br />
<br />
'''{{Patch name|1|28|2009}}'''<br />
* Added percentage to [[ÜberCharge]] [[Heads-up display|HUD]] panel for the Medic.<br />
<br />
'''{{Patch name|2|24|2009}}''' ({{update link|Scout Update}})<br />
* Added sound for a fully charged Medic dying.<br />
<br />
'''{{Patch name|9|15|2009}}'''<br />
* Medic regeneration changes.<br />
** Base regeneration amount increased from 1/sec to 3/sec.<br />
** Regen amount increase since time of last damage decreased from 3x to 2x.<br />
** End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec.<br />
* Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team.<br />
<br />
'''{{Patch name|12|17|2009}}''' ({{update link|WAR! Update}})<br />
* Added options to the Multiplayer->Advanced dialog:<br />
** Medic auto caller, which automatically shows you nearby friends at low health.<br />
** Heal target marker, which better highlights the target your Medi Gun is locked onto.<br />
* Added headshot death animation.<br />
<br />
'''{{Patch name|1|13|2010}}'''<br />
* Added backstab death animation.<br />
<br />
'''{{Patch name|7|8|2010}}''' ({{update link|Engineer Update}})<br />
* {{Undocumented}} Added Medic companionship lines when calling for a [[Medic]] while targeting one.<br />
<br />
'''{{Patch name|9|30|2010}}''' ({{update link|Mann-Conomy Update}})<br />
* {{Undocumented}} Added unused "Hi-five" animation.<br />
<br />
'''{{Patch name|5|5|2011}}''' ({{update link|Replay Update}})<br />
* Community contributed voice responses rules have been implemented for the Spinal Tap and Oktoberfest.<br />
<br />
'''{{Patch name|6|8|2011}}'''<br />
* {{Undocumented}} Laughing taunt animations have been added but are currently unused.<br />
<br />
'''{{Patch name|6|23|2011}}''' ({{update link|Über Update}})<br />
* {{Undocumented}} Added backpack bodygroup to the Medic model.<br />
<br />
'''{{Patch name|10|13|2011}}''' ({{update link|Manniversary Update & Sale}})<br />
* Players will now always call for a Medic when low on health or when on fire when a Medic is under the crosshair, whereas previously the character would ask the Medic to follow them.<br />
* Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon.<br />
<br />
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)|}})<br />
* {{Undocumented}} Added voice lines to Medic.<br />
<br />
'''{{Patch name|10|26|2012}}''' ({{update link|Spectral Halloween Special}})<br />
* {{Undocumented}} Added voice lines.<br />
<br />
'''{{Patch name|10|29|2013}}''' ({{update link|Scream Fortress 2013}})<br />
* In PvP Medics can now see the clip status of a patient’s active weapon<br />
<br />
'''{{Patch name|2|7|2014}}'''<br />
* Added missing Payload audio for the Medic, Soldier, Demoman, and Spy.<br />
<br />
'''{{Patch name|3|5|2014}}'''<br />
* Fixed a bug where Medics would be unable to deploy their ÜberCharge.<br />
<br />
'''{{Patch name|1|15|2015}} #1'''<br />
* Fixed the Medic not being able to deploy a Quick-Fix/Vaccinator charge while carrying the [[Capture the Flag#Intelligence|flag]].<br />
<br />
'''{{Patch name|12|17|2015}}''' ({{update link|Tough Break Update}})<br />
* Medics now have slightly higher health regeneration when healing a hurt patient<br />
* During setup time, ÜberCharge build rate is now increased by 3x<br />
<br />
'''{{Patch name|7|7|2016}} #1''' ({{update link|Meet Your Match Update}})<br />
* All Mediguns allow the Medic to match the speed of their heal target.<br />
** Previously only available on The Quick-Fix.<br />
<br />
'''{{Patch name|7|7|2016|no-link=yes}} #2'''<br />
* Fixed a bug where the Medic's run speed would not adjust when his heal target was killed.<br />
<br />
'''{{Patch name|10|20|2017}} #1''' ({{update link|Jungle Inferno Update}})<br />
* Added a disconnect sound when the Medic stops healing their target.<br />
<br />
'''{{Patch name|4|12|2018}}'''<br />
* Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team.<br />
}}<br />
<br />
== Unused content ==<br />
* In the VPK, there is an unused texture for a RED Medic which features his beta hairstyle; lighter and shorter. It is listed as <code>medic_head_red</code>. Both teams in-game use the same head texture.<br />
<br />
== Bugs ==<br />
* The low-quality model of the Medic has a leak on his back. This is not commonly seen, since the Medi Gun and the Quick-Fix backpack covers it; however, since the [[Vaccinator]] has a different style of a backpack on a different placement, the leak is shown. It is also shown slightly when equipping the [[Medic Mech-bag]] or the [[Scrap Pack]] cosmetic items.<br />
* During [[humiliation]], the Medic's arm may appear bent and clips through his head if the secondary weapon is equipped.<ref>[https://youtu.be/DzOl4S_A6ao?t=75 Hand bug]<!-- Intentionally starts at the end, don't remove. Timestamp is in the description. Please do not remove unless patch notes/developers say it's fixed, it doesn't always happen and doesn't always happen under the same circumstances. --></ref><br />
<br />
== Trivia ==<br />
* The Medic's glasses and hair make an appearance in ''[[Worms: Reloaded]]'' as one of the selectable hats for the player's worms.<br />
* The Support class of ''[[Monday Night Combat]]'' had a promotional item of the Medic's backpack and the [[Engineer]]'s hardhat named "Doctor Dispenser."<br />
* The Medic was originally going to have an oversized needle presumably instead of the [[Bonesaw]], as referenced to in a 2006 trailer.<br />
* The [[Non-player characters#BLU team (original)|first BLU team]] Medic resembled [[w:Sigmund Freud|Sigmund Freud]].<br />
* Just like the rest of the classes, the Medic makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.<br />
* The Medic keeps a flock of doves as pets, which are allowed to fly around in his office (despite hygiene concerns). One of them is named [[Archimedes]], who is easily noted by having blood stains, unlike the other doves. <br />
** Archimedes is named after the ancient Greek scientist and seems to share his owner's fascination with blood, evidenced by his leaning in while watching surgery and nesting in open wounds (as both the [[Heavy]] and [[Scout]] learned).<br />
** According to the Archimedes plush in the Valve store and in-game item description, the Medic obtained Archimedes after hijacking a catering van during a prime minister's wedding.<br />
* The Medic, alongside the [[Pyro]], [[Heavy]], and [[Engineer]], appears as a familiar in the game [[w:Dungeon Defenders|Dungeon Defenders]].<br />
* The Medic was briefly given the name of ''Joseph Heilburger'' by ''Gaming Heads'', a video game merchandiser, when promoting a Medic figurine; it was removed and is regarded as non-canon. This was most likely taken from a fan-made Halloween update, which used the same name.<br />
* Medic's last name "Ludwig" was first used in [[:File:TheNakedandtheDead208.png|The Naked and the Dead, page 208]].<br />
* Medic's design is repurposed from the pre-release design concept known as [[Invasion]]. <br />
** This can be seen in the concept art, certain concepts fit the steampunk sci-fi style rather than the early 20th century commercial illustration style the game released with.<br />
<br />
== Gallery ==<br />
<gallery widths=150px heights=150px><br />
File:Medicprofileconcept.png|Concept art of the Medic.<br />
File:620medic.png|Concept art of the Medic.<br />
File:Medic concept2.jpg|Concept art of the Medic, without glasses.<br />
File:Medic concept.jpg|Concept art of the Medic.<br />
File:Medic conecpt3.jpg|Concept art of the Medic.<br />
File:Medic concept4.jpg|Concept art of the Medic.<br />
File:Medic concept5.png|Concept art of the Medic.<br />
File:Medicconceptold.png|Concept art of the Medic.<br />
File:Human medic concept.jpg|Concept art of the Medic.<br />
File:Tf2sketches1.png|Concept art of the Medic.<br />
File:Medic card back.jpg|[[Trading card|Trading card]] (front).<br />
File:Medic card front.jpg|Trading card (back).<br />
File:Medic doves.png|Artwork of the Medic with [[Doves]].<br />
File:Steam Game Card Medic.png|Steam Trading Card.<br />
File:Steam Profile Background Medic.png|Steam Profile Background.<br />
File:Icon medic blue.jpg|Updated Class Portrait BLU.<br />
File:Icon medic.jpg| Updated Class Portrait.<br />
File:Main menu medic.png|Medic's Appearance in the Main Menu.<br />
File:Main menu zombie medic.png|Medic's Appearance as a Zombie in the Main Menu.<br />
File:Class card medic.jpg|Medic's Class Card.<br />
File:Arsenal medic.jpg|Medic's Arsenal.<br />
File:Medic contract drawer.png|[[Contract drawer]] photo.<br />
</gallery><br />
{{clr}}<br />
== Related merchandise ==<br />
{|<br />
<gallery><br />
File:Merch Medic Portrait.png|[https://store.valvesoftware.com/product.php?i=P3443 Medic Poster As Shown In The Valve Store]<br />
File:Medic Decal Black.png|[https://store.valvesoftware.com/product.php?i=STF209 Medic Class Decal, Black]<br />
File:GamingHeadsMedicRED.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=96 The Medic RED Figurine]<br />
File:GamingHeadsMedicBLU.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=98 The Medic BLU Figurine]<br />
</gallery><br />
|}<br />
<br />
== See also ==<br />
* [[Healing]]<br />
* [[ÜberCharge]]<br />
* [[ÜberCharge strategy]]<br />
* [[Medic taunts]]<br />
* [[Medic responses]]<br />
* [[Medic voice commands]]<br />
* [[Basic Medic strategy]]<br />
* [[Community Medic strategy]]<br />
* [[Medic match-ups]]<br />
* [[Anti-Medic strategy]]<br />
* [[Medic (Classic)]]<br />
<br />
== References ==<br />
<references/><br />
<br />
== External links ==<br />
* [https://www.teamfortress.com/classes.php?class=medic Medic page on the Official TF2 Website]<br />
* [https://www.teamfortress.com/goldrush/ Gold Rush Update]<br />
* [https://www.teamfortress.com/uberupdate/day_01.html Uber Update]<br />
<br />
{{Class Nav}}<br />
{{Medic Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Heavy&diff=3652709Heavy2024-03-22T00:03:22Z<p>MK38993: Reworded some areas</p>
<hr />
<div>{{Featured article tag}}<!--<br />
-->{{infobox class<br />
| image = Heavy.png<br />
| class = [[File:Leaderboard class heavy.png|40px]]<br />
| type = [[Classes#Defensive|Defensive]]<br />
| health = '''{{Metrics/Health|C=heavy}}''' {{overheal tool|{{Metrics/Health|C=heavy}}}} <br /><small>(''See [[#Health|Health]] below for further details'')</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=heavy}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small><br />
|Voiced By=[[Gary Schwartz]]<br />
}}<br />
<br />
{{Quotation|'''The Heavy'''|Some people think they can outsmart me. Maybe... maybe. I have yet to meet one that can outsmart '''bullet'''.|sound=Meet.wav}}<br />
<br />
The '''Heavy Weapons Guy''', more commonly known as the '''Heavy''', is a towering hulk of a man hailing from the [[w:USSR|USSR]]. He is often considered the face of the game, due to his prominent appearance on box-art, promotional materials, and loading screens. He starred in the very first [[Movies|Meet the Team]] video, and has appeared in all further movies to date.<br />
<br />
The Heavy is the largest and arguably most dangerous class in ''Team Fortress 2'' - boasting the most base [[health]], combined with the devastating firepower of his trusty [[Minigun]]. This weapon can inflict huge damage at a very high rate of fire, allowing him to mow down opposing Heavies, cowards, and tiny-baby-men in mere seconds. However, as the slowest class in the game, the Heavy's low movement [[speed]] is his main weakness, making him an appealing target for [[Sniper]]s and [[Spy|Spies]]. Upon revving up or firing his Minigun, this already unimpressive speed slows to a crawl, making it even easier for enemies to damage him. As a result, the Heavy is often dependent on support from [[Medic]]s and [[Engineer]]s to keep him in the fight. Thanks to his burly stature, he also takes 50% less knockback from most damage sources - excluding [[Sentry Gun]] bullets.<br />
<br />
Aside from shredding entire teams when adequately supported, the Heavy is able to provide limited healing for himself and his comrades via his [[Sandvich]], which, when consumed, is capable of restoring him to perfect health within seconds. It can also be dropped to provide an instant, often-appreciated 50% health boost to his teammates, equal to a medium [[Health|health kit]]. However, if the Heavy is not careful, an opportunistic enemy may pick up the dropped Sandvich for a health boost of their own.<br />
<br />
The Heavy is [[Voice actors|voiced]] by [[Gary Schwartz]].<br />
<br />
__TOC__<br />
=== Bio ===<br />
{{Class bio<br />
| name = Misha (short for Mikhail)<ref>[https://www.teamfortress.com/tf03_cold_day_in_hell/#f=60 "Team Fortress #3 - A Cold Day in Hell"], April 2, 2014</ref><br />
|birthplace = [[w:Dzhugdzhur Mountains|Dzhugdzhur Mountains]], [[w:Khabarovsk Krai|Khabarovsk Krai]], '''[[w:Soviet%5FUnion|USSR]]'''<ref>[https://teamfortress.com/post.php?id=4965&p=1 "From Hell" – TF2 Official Blog post, February 3, 2011.]</ref><br />
| job = Mow Down<ref name="trailer 2">[[Trailer 2|Team Fortress 2 Trailer 2]], released in September 2006.</ref><br />
| motto = "Shooting Good."<ref name="trailer 2"/><br />
| specialability = <br />
| description = Like a hibernating bear, the Heavy appears to be a gentle giant. Also [https://www.teamfortress.com/images/posts/soundbytes/SCOUT_bigshavedbear.mp3 like a bear], confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb; he's not your big friend and he generally wishes that you would just shut up before he has to make you shut up.<br />
| image = Meettheheavy4.PNG<br />
}}<br />
<br />
== Health ==<br />
{{main|Health|Overheal|l1=Health|l2=Overheal}}<br />
<br />
{{Class health pack and overheal table|overheal|heavy=yes}}<br />
<br />
== Speed ==<br />
{{main|Speed|l1=Speed}}<br />
<br />
{{Class speed table|heavy}}<br />
<br />
== Basic strategy ==<br />
{{main|Tips#Heavy|l1=Heavy tips|Basic Heavy strategy|l2=Heavy strategy}}<br />
[[File:Icon heavy.jpg|right|150px]]<br />
<br />
* Hold {{tooltip|MOUSE2|The Secondary Fire command will change to match a custom control scheme or console controller.}} to keep your Minigun spinning, ready for approaching enemies.<br />
* You're a great Medic buddy. Keep a clear line of sight to your Medic to keep the Medigun on you.<br />
* Hit {{tooltip|E|The Medic! call command will change to match a custom control scheme or console controller.}} to call for a Medic if you get hurt. Nearby Medics will be notified of your need.<br />
* Your Minigun chews up a lot of ammo. Pick up fallen ammo boxes to refill your supply.<br />
<br />
<br />
<!-- # NOTE:<br />
# Please do not add any new tips to this list.<br />
# Add new strategies to [[Basic Heavy strategy]] instead.<br />
--><br />
{{clr}}<br />
{{clr}}<br />
<br />
== Weapons ==<br />
{{main|Weapons#Heavy|l1=Weapons}}<br />
'' Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''<br />
<br />
{{Class weapons table heavy primary}}<br />
<br />
{{Class weapons table heavy secondary}}<br />
<br />
{{Class weapons table heavy melee}}<br />
<br />
=== Taunt Attack ===<br />
{{Taunt<br />
| image = Heavytaunt3.PNG<br />
| weapon-1 = Fists<br />
| weapon-2 = Saxxy<br />
| weapon-3 = Apoco-Fists<br />
| weapon-4 = Holiday Punch<br />
| description = {{main|High Noon}}<br />
With a flick of the wrist, the Heavy mimics a quick-draw Pistol Showdown and shouts before blowing out the imaginary smoke from the "barrel."<br />
:[[Media:Heavy niceshot02.wav|"Pow! Haha!"]]<br />
}}<br />
<br />
== Item sets ==<br />
{{Set|The Hibernating Bear}}<br />
<br />
{{Set|Black Market Business|main=no}}<br />
<br />
{{Set|The FrankenHeavy|main=no}}<br />
<br />
{{Set|The Grand Duchess|main=no}}<br />
<br />
{{Set|The Minsk Beast|main=no}}<br />
<br />
{{Set|The Monster Mash-Up Pack|main=no}}<br />
<br />
== Cosmetic items ==<br />
{{Main<br />
|Cosmetic items|l1=Cosmetic items<br />
|List of Heavy cosmetics|l2=List of Heavy cosmetics<br />
|List of All class cosmetics|l3=List of All class cosmetics<br />
}}<br />
<br />
== Official class avatars ==<br />
{{Class avatars}}<br />
<br />
== Achievements ==<br />
{|<br />
| [[File:Achieved.png|65px|left]]<br />
| {{Main|Heavy achievements}}<br />
*'''Heavy pack''': 38 achievements, 3 [[Heavy achievements#Milestones|milestones]].<br />
|}<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])<br />
* Added speech for the Heavy.<br />
<br />
'''{{Patch name|8|19|2008}}''' ([[Heavy Update]])<br />
* Added 35 [[Heavy achievements]].<br />
* {{Undocumented}} Added a new fist bodygroup to the Heavy model.<br />
<br />
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])<br />
* The Heavy and [[Sniper]] now have custom death animations.<br />
<br />
'''{{Patch name|6|8|2009}}'''<br />
* Added a [[backstab]] custom death animation to the Heavy.<br />
<br />
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])<br />
* {{Undocumented}} Added unused "Hi-five" taunt.<br />
<br />
'''{{Patch name|10|6|2010}}'''<br />
* Fixed the Heavy's hands being invisible.<br />
<br />
'''{{Patch name|1|7|2011}}'''<br />
* {{Undocumented}} The spin-up and spin-down animations of the Heavy's [[Heavy#Primary|miniguns]] were changed.<br />
<br />
'''{{Patch name|6|8|2011}}'''<br />
* {{Undocumented}} New laughing taunt animations have been added but are currently unused.<br />
<br />
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])<br />
* Added a previously unused fist swing line.<br />
<br />
'''{{Patch name|11|22|2011}}'''<br />
* Added [[FrankenHeavy]] set taunt.<br />
<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* {{Undocumented}} Added new voice lines to Heavy.<br />
<br />
'''{{Patch name|10|26|2012}}''' ([[Spectral Halloween Special]]) <br />
* {{Undocumented}} Added voice lines.<br />
<br />
'''{{Patch name|2|1|2013}}'''<br />
* Fixed the Heavy using incorrect melee animations.<br />
<br />
'''{{Patch name|2|7|2014}}'''<br />
* Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc.<br />
<br />
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])<br />
* All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.<br />
<br />
'''{{Patch name|1|20|2016}}'''<br />
* {{undocumented}} Fixed Heavy and Soldier not playing animations for some of their voice commands.<br />
<br />
'''{{Patch name|5|31|2016}}'''<br />
* Fixed pink error textures appearing on heavy{{sic}} fist weapons.<br />
}}<br />
<br />
== Bugs ==<br />
* The Heavy's hands occasionally turn invisible if he dies or taunts with his melee weapon out.<br />
* If the Heavy dies while firing the Minigun, the weapon may show a muzzle flash and make firing noises upon respawning, even though its unrevved.<br />
* Depleting all of the ammo of any Minigun by lightly tapping the primary fire while keeping it spun-up with secondary fire allows the Heavy to appear to be firing indefinitely despite having no ammunition. Sounds play and a muzzle flash is visible, but no damage is dealt.<br />
* If a Heavy spins up his primary and taunts while keeping the secondary fire held down, the barrel does not spin after the taunt is finished. This can be fixed by firing or unrevving.<br />
* Depleting the ammo of any Minigun while simultaneously picking up any other Minigun makes the Heavy unable to attack or deal damage. It also causes the Heavy's animations to [[Reference pose|stop completely]].<br />
<br />
== Guest appearances ==<br />
* '''Saints Row: The Third''' - In the form of a cosmetic item.<br />
* '''[[Poker Night at the Inventory]]''' - Non Playable Character<br />
* '''Battle Nations''' - Usable Character<br />
* '''Dungeon Defenders''' - Non Playable Character / Familiar<br />
* '''Hero Academy''' - Usable Character<br />
* '''Sonic & All-Stars Racing Transformed''' - As a part of the "Team Fortress" Playable Character, alongside Spy and Pyro (PC Version Only)<br />
* '''Surgeon Simulator''' - Non Playable Character<br />
* '''Joe Danger''' - Playable Character<br />
* '''Dungeon of the Endless''' - Playable Character<br />
* '''Western Press''' - Playable Character<br />
<br />
== Trivia ==<br />
* The Heavy's [[Voice actors|voice actor]], [[Gary Schwartz]], voices the [[Demoman]] and [[MONOCULUS]] as well.<br />
* The songs that the Heavy may sing as part of his [[Heavy responses|response rules]] include [https://www.youtube.com/watch?v=4cgCDHz6G1s Mily Balakirev's 'Song of the Volga Boatmen'], [https://www.youtube.com/watch?v=Q5UrVdvk1Ao Chopin's 'Funeral March'], and [https://www.youtube.com/watch?v=gqg3l3r_DRI Khachaturian's 'Sabre Dance'].<br />
* The Heavy is the mascot of "Heavy Gulp", a brand of drink sold in ''[[Left 4 Dead 2]]''.<br />
* In the ''Left 4 Dead'' comic [https://www.l4d.com/comic/ "The Sacrifice"], a RED Heavy statue appears on Louis' work desk during his recollection.<ref>[https://www.l4d.com/comic/comic.php?page=25 L4D comic].</ref><br />
* Just like the rest of the classes, the Heavy makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.<br />
* The Heavy takes a starring role as one of the four main characters in Telltale Games' ''[[Poker Night at the Inventory]]''.<br />
** Players can unlock the [[Iron Curtain]] for use in ''Team Fortress 2'' by knocking him out of a tournament in which he buys with the weapon instead of the normal $10,000.<br />
<!--The following have been hidden until it is confirmed that the Poker Night conversations are canon<br />
** He describes how listening to [[w:Huey Lewis|Huey Lewis]] on the battlefield helps keeps spirits up while fighting.<br />
** His favorite movies are ''[[w:The Dirty Dozen|The Dirty Dozen]]'' and the first 20 minutes of ''[[w:Rocky IV|Rocky IV]]''.<br />
** His drink of choice is [[w:Bellini (cocktail)|peach bellini]] (a cocktail consisting of peach puree and Prosecco wine), though he says the bubbles sometimes give him a headache.<br />
** An in-game conversation suggests that the Heavy is very educated, having gone to college and receiving a PhD in Russian literature. When asked if he uses his education in his line of work, he responds with "More than you would think".--><br />
** An image of the Heavy makes a cameo as the King of Diamonds in the "Team Fortress 2", "Poker Night" and "Poker Night Alternative" decks, respectively, as well as the King of Hearts in the "Team Fortress 2" deck.<br />
* The Heavy makes an appearance in ''[[Worms: Reloaded]]'' as part of one of the forts; the rest of the fort is composed of [[Dustbowl]]. A plastic mask of the Heavy also makes an appearance as one of the hats selectable for the player's worms.<br />
* The Gunner class of ''[[Monday Night Combat]]'' has a promo item resembling the Heavy's ammo belt, named "Bavcon".<br />
** The name "Bavcon" comes from bandolier, the type of ammo belt that Heavy wears. Bacon is a running gag throughout ''Monday Night Combat.''<br />
* The [[Non-player characters#BLU team (original)|first BLU team]] Heavy resembled [[w:John Henry (folklore)|John Henry]].<br />
* Heavy posted his first blog post on April 7, 2011 <ref name="April 7, 2011">[https://teamfortress.com/post.php?id=5244&p=1 "This is Very Good Title to Blog Post"] – TF2 Official Blog post, April 7, 2011.</ref> while Soldier was on jury duty.<br />
* In the ''[https://www.teamfortress.com/meetthedirector/?p=7 Meet the Director]'' comic, it was revealed that Heavy sleeps in a bed next to Sasha, who is in a smaller bed.<br />
** It was also [https://www.teamfortress.com/meetthedirector/?p=4 mentioned] that the Heavy's father was a "counter-revolutionary" who was executed, and that his mother, sisters, and himself were sent to a north Siberian Gulag in September 1941. The gulag was destroyed and all prisoners escaped in December of the same year.<br />
* In the ''[https://www.teamfortress.com/bombinomicon/?p=3 Bombinomicon]'' comic, it was revealed that the Heavy works to feed his family, meaning he is still in contact with them. This is confirmed in later comics, where he is seen reuniting with his family in [[A Cold Day in Hell]].<br />
* The Heavy is a Familiar (a pet) in the game [[w:Dungeon Defenders|Dungeon Defenders]]. The three other TF2 Familiars in the same game are the [[Pyro]], [[Medic]], and [[Engineer]].<br />
** The Heavy appears in the teaser trailer in ''Dungeon Defenders'', where he fights against the [[BLU]] team on the [[Gravel Pit]] and gets pulled by the hero character Huntress into a portal to the Dungeon Defenders universe.<br />
* The Heavy makes an appearance in the film ''[[w:Chef (2014 film)|Chef]]'' on a background of an iPad Mini, while wearing the [[Connoisseur's Cap]] and eating a Sandvich on Dustbowl's first stage.<ref>[https://i.imgur.com/I4kaOoe.jpg Screenshot of the iPad Mini in the background]</ref><br />
<!--<br />
The following are not particularly useful or interesting, but may become so if an extended "Bio" section is included in the future:<br />
* The Heavy, taking into account the historical setting of the game, appears very apathetic towards the USSR. While stereotypes and clichés often show soviets placing the USSR in very high regards, the Heavy barely makes references to it. In fact, only the [[Soldier]] seems to acknowledge his place of origin (in domination lines). In addition, the Heavy himself seems to be able to get along fine with the [[Soldier]], the [[Scout]], the [[Engineer]], and the [[Medic]], whose national backgrounds would seem to be potentially problematic. However, this may be because of his childhood in a gulag.<br />
* Though, despite the fact that his family was sent to a gulag, he himself seems to be somewhat patriotic, printing the hammer and sickle on the Iron Curtain. <br />
* In the Russian version of Meet the Heavy, the Heavy appears much more intelligent than he is in the other versions. This may suggest the Heavy is smarter than he seems, but simply doesn't speak English well. The Russian version also uses updated models for the Heavy, such as more defined ears.<br />
* Instead of most translations, "Пулеметчик" in the Russian version means simply "machinegunner". <br />
* In his [[HUD]] icon, the Heavy is not wearing his fingerless gloves because the image was originally used in the TF2 Beta and has not yet been altered.<br />
* In the beta Heavy had 4 different skins: The Beta, Trailer 2 skin, Meet the team videos and the original.<br />
* In Poker Night at the Inventory, the [[Heavy]] appears to have green eyes instead of his usual blue eyes. Also, in a recent trailer for the game, the [[Heavy]] sounds significantly different from normal, even though it has been confirmed Gary Schwartz will be voicing the [[Heavy]] in the game. In addition to this, Strongbad will sometimes refer to the Heavy as "Ivan".<br />
* The Heavy seems to have changed his style of dialogue after the [[Spectral Halloween Special]] update; his dialogue is now spoken with an [[w:Illeism|illeistic]] style, meaning he refers to himself in the third person as opposed to before the update where he would normally speak in the first person.<br />
* The Heavy has really killed a bear with his hands as shown in the TF2 Comic: [[A Cold Day in Hell]]. <br />
** In the same comic, it is revealed that the Heavy has 3 sisters: Yana, Zhanna, and Bronislava. The Heavy is also addressed as 'Misha', which is short for the Russian name Mikhail, a Russian variant of Michael.<br />
--><br />
<br />
== Gallery ==<br />
<br><gallery widths=150px heights=150px><br />
File:Heavyprofileconcept.png|Concept art of the Heavy Weapons Guy.<br />
File:Heavy concept r.jpg|Concept art of the Heavy Weapons Guy.<br />
File:Heavycon2.png|Concept art of the Heavy Weapons Guy, with a mullet.<br />
File:Heavycon3.png|Concept art of the Heavy Weapons Guy.<br />
File:Heavycon4.jpg|Concept art of the Heavy Weapons Guy.<br />
File:Heavystuff2 concept.jpg|Concept art of the Heavy Weapons Guy.<br />
File:Hwguy old concept.jpg|Concept art of the Heavy Weapons Guy.<br />
File:Hwguy old concept2.jpg|Concept art of the Heavy Weapons Guy.<br />
File:Heavysketch1.png|Concept art of the Heavy Weapons Guy.<br />
File:Heavy card back.jpg|[[Trading cards|Trading card]] front.<br />
File:Heavy card front.jpg|Trading card back.<br />
File:Heavymugshot.png|The Heavy's Mafia Monday mugshot.<br />
File:Steam Game Card Heavy.png|Steam Trading Card.<br />
File:Steam Profile Background Heavy.png|Steam Profile Background.<br />
File:Icon heavy blue.jpg|Updated Class Portrait BLU.<br />
File:Icon heavy.jpg|Updated Class Portrait.<br />
File:Main menu heavy.png|Heavy's Appearance in the Main Menu.<br />
File:Main menu zombie heavy.png|Heavy's Appearance as a Zombie in the Main Menu.<br />
File:Class card heavy.jpg|Heavy's Class Card.<br />
File:Arsenal heavy.jpg|Heavy's Arsenal.<br />
File:TF2-KingHearts.png|The Heavy King of Hearts card from Poker Night at The Inventory.<br />
File:Card tf2deck heavy kd.png|The Heavy King of Diamonds card from Poker Night at The Inventory.<br />
File:PN-KingDiamonds.png|The Heavy King of Diamonds card from Poker Night at The Inventory.<br />
File:Card maxdeck heavy kd.png|The Alternative Heavy King of Diamonds card from Poker Night at The Inventory.<br />
File:Heavy contract drawer.png|[[Contracts drawer]] photo.<br />
</gallery><br />
<br />
== Related merchandise ==<br />
<gallery><br />
File:Merch Heavy Portrait.png|[https://store.valvesoftware.com/product.php?i=P3442 Heavy Portrait Poster]<br />
File:Merch Sandvich Shirt Front.png|[https://store.valvesoftware.com/product.php?i=C01675 The Sandvich T-Shirt]<br />
File:Merch heavy tee.png| The Heavy T-Shirt<br />
File:GamingHeadsHeavyRED.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=84 The Heavy RED Figurine]<br />
File:GamingHeadsHeavyBLU.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=82 The Heavy BLU Figurine]<br />
File:Merch TF2 Poster Heavy Anatomy.jpg|[https://store.valvesoftware.com/product.php?i=P0116 Anatomy of Heavy Weapons Guy Poster]<br />
File:Minigun1.png|[https://store.valvesoftware.com/product.php?i=P0108 The Minigun Poster]<br />
File:Merch TF2 Poster Sandvich.jpg|[https://store.valvesoftware.com/product.php?i=P0118 The Sandvich Poster]<br />
File:Merch TF2 Poster Team.jpg|[https://store.valvesoftware.com/product.php?i=P0110 Team Poster]<br />
File:Heavy Decal White.png|[https://store.valvesoftware.com/product.php?i=STF207 Heavy Class Decal, White]<br />
File:Heavy Decal Black.png|[https://store.valvesoftware.com/product.php?i=STF205 Heavy Class Decal, Black]<br />
File:Merch Heavy Figure_RED.png|[https://store.valvesoftware.com/product.php?i=FTF206 RED Heavy Action Figure]<br />
File:BLU Heavy Action Figure.png|[https://store.valvesoftware.com/product.php?i=FTF205 BLU Heavy Action Figure]<br />
File:3a team-fortress-2-red-robot-heavy.png|RED Robot Heavy Action Figure.<br />
File:3a-team-fortress-2-blu-robot-heavy.png|BLU Robot Heavy Action Figure.<br />
</gallery><br />
<br />
== See also ==<br />
* [[Heavy match-ups]]<br />
* [[Anti-Heavy strategy]]<br />
* [[Heavy taunts]]<br />
* [[Heavy responses]]<br />
* [[Heavy voice commands]]<br />
* [[Basic Heavy strategy]]<br />
* [[Community Heavy strategy]]<br />
* [[Heavy Weapons Guy (Classic)]]<br />
<br />
== References ==<br />
<references/><br />
<br />
== External links ==<br />
* [https://www.teamfortress.com/classes.php?class=heavy Heavy page on the Official TF2 Website]<br />
* [https://www.teamfortress.com/heavy/ "A Heavy Update"]<br />
* [https://www.teamfortress.com/post.php?id=1670 TF2 Official Blog - A Heavy Problem]<br />
* [https://www.teamfortress.com/post.php?id=1688 TF2 Official Blog - So much blood!]<br />
* [https://www.teamfortress.com/post.php?id=1738 TF2 Official Blog - Incoming Heavy!]<br />
* [https://www.teamfortress.com/post.php?id=5244 TF2 Official Blog - This is Very Good Title to Blog Post]<br />
* [https://www.teamfortress.com/tf03_cold_day_in_hell/#f=1 A Cold Day in Hell]<br />
<br />
{{Class Nav}}<br />
{{Heavy Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Versus_Saxton_Hale_strategy&diff=3487383Community Versus Saxton Hale strategy2023-08-06T18:40:57Z<p>MK38993: </p>
<hr />
<div>[[File:Vsh nucleus.png|400px|thumb|{{map link|Nucleus VSH}}]]<br />
<br />
This article is about '''Community Versus Saxton Hale strategy'''.<br />
<br />
== General strategy (as Saxton Hale) ==<br />
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===<br />
As Hale, you have a lot of health, great mobility, and massive damage, making you incredibly powerful at point-blank range. Your weakness is your lack of ranged weapons, and the Mercenaries will often take advantage of your extremely limited range to outmaneuver you and chip away at your health.<br />
* If you are targeting a high health enemy (such as a Heavy or an overhealed Soldier) and it has been a while since you've used [[Versus Saxton Hale#Saxton Punch!|Saxton Punch!]], it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.<br />
* If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire [[Glossary of player terms#Sentry nest|Sentry nest]]. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] can be used to nearly instantly kill it, as it damages the building for every tick that it is active.<br />
* Try to use the Sweeping Charge often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.<br />
* Prioritise high-value targets over the main combat classes. Below is a list of which classes are important to a team, why they pose a threat to you, and how to deal with them.<br />
** A [[Medic]]'s ability to grant Overheal prevents you from killing most Mercenaries in one hit and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.<br />
*** Über-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a full ÜberCharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.<br />
** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Sentry nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.<br />
** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the Control Point.<br />
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.<br />
*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.<br />
* While Mighty Slam is on cooldown, it is still possible to hold the button {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.<br />
<br />
== General strategy (against Saxton Hale) ==<br />
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.<br />
* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimise the splash damage he will deal.<br />
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.<br />
* If you are falling to your death, try to make your way to a wall and hit it with your melee to wall climb. If you are successful, this will launch you upwards, and can save your life.<br />
* If you own the [[Rock, Paper, Scissors]] taunt and are the last remaining mercenary, ask Hale if he is willing to engage in a battle of hands. If you win, Hale dies. If you lose, you delayed the inevitable.<br />
<br />
== Class-specific strategy ==<br />
=== {{class link|Scout}} ===<br />
* As Scout, damading Hale is quite risky, as your Scattergun's limited range and your Pistol's limited ammo force you to get close to Hale to deal large amounts of damage. Consider equipping weapons that will support your team, rather than focusing on damage.<br />
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.<br />
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.<br />
* Using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.<br />
* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its [[Critical hits# Mini-crits|Mini-Crit]] boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.<br />
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.<br />
* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.<br />
* Using the [[Flying Guillotine]] will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.<br />
** The [[Wrap Assassin]] can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed crits of melee weapons.<br />
** If you are more confident in melee battle, the [[Boston Basher]] allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed crits deal more damage to Hale but also to yourself!<br />
<br />
=== {{class link|Soldier}} ===<br />
* As Soldier, you can take two hits from Hale before dying, making you better suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammo quickly, so you'll need to support your team during your downtime.<br />
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.<br />
** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.<br />
** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.<br />
** The [[Battalions Backup]] is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. The 20 extra health gained doesn't mean much on its own, it increases the health received from health packs may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.<br />
*** If Hale has Saxton Punch! ready, activating the Backup, but not letting go of primary fire, will allow you to deploy it as soon as he's hitting a teammate. Although it won't stop a {{botignore|direct hit}} from killing your teammates, the splash damage can be reduced.<br />
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.<br />
** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.<br />
** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.<br />
* If you are confident in your rocket jumping skills, consider using the [[Market Gardener]] to deal heavy damage to Hale.<br />
** The [[Rocket Jumper]] can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.<br />
*** If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the [[Liberty Launcher]] combined with the [[Gunboats]]. You will still have a damage option, but also take very little damage from rocket jumps.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.<br />
<br />
=== {{class link|Pyro}} ===<br />
* As Pyro, your [[Compression blast|airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavourable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.<br />
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.<br />
* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.<br />
* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 damage. If you are able to hit Hale, the {{botignore|heavy}} knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.<br />
* The [[Hot Hand]]'s double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.<br />
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively. <br />
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.<br />
* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of {{botignore|flamethrower}} ammo for airblasting.<br />
<br />
=== {{class link|Demoman}} ===<br />
As Demoman, you have the potential to deal massive amounts of burst damage against Hale, or <br />
* Your Stickybomb Lancher can deal nearly 1000 damage with a well-placed detonation - or 3000 if you have a source of Critical Hits, such as a Kritzkrieg Medic. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.<br />
** The [[Scottish Resistance]] is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.<br />
* Consider equipping the [[Loose Cannon]] as your primary weapon to push Hale away when he gets too close.<br />
* While Demoknight's charge is less useful due to this gamemode's perpetual crit-buff on melee weapons, the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] now nullify the first punch you take from Hale. While much less applicable, they also will save you from death if you lose a [[Rock, Paper, Scissors]] match.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, it is possible to deal massive amounts of damage before dying by pinning him to a wall with your melee's knockback.<br />
* The [[Eyelander]] grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.<br />
* Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.<br />
<br />
=== {{class link|Heavy}} ===<br />
As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal damage Hale heavily, and may make the difference between a win and a loss.<br />
* Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Despite this, you are still capable of dealing heavy damage to him, especially if he chooses to ignore you.<br />
* If you are at full health, you can always survive a punch at full health - two if you have a Medic overhealing you.<br />
* Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds in 20-25 seconds. If you have an Engineer on your team, remember where he places his Dispenser. A voice response plays if you are low on ammo.<br />
** Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you. The [Tomislav]]'s tightened bullet spread makes it ideal for this strategy.<br />
* If you have no Engineer, consider using the [[Shotgun]] as a backup weapon, as ammo is very limited in this gamemode.<br />
** The Tomislav's quicker rev-up time and better accuracy makes it a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.<br />
* The [[Brass Beast]]'s 20% damage bonus is very useful when you are supported by your team, especially when paired with a [[Kritzkrieg]] Medic. Try to get to high ground where Hale will have difficulty reaching you.<br />
* The [[Natascha]] has a 15% chance to apply [[slowdown]] to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach location where Hale is not able to easily attack you, such as high ground.<br />
* The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.<br />
** The [[Warrior's Spirit]] grants you 50 health points for every hit against Hale, possibly letting you escape in risky situations.<br />
** The [[Killing Gloves of Boxing]] trigger a 5 second crit-boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your Minigun while surviving his onslaught.<br />
* The [[Eviction Notice]]'s increased firing speed lets you wall climb faster and to higher places, and the rapid attacks also can pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.<br />
* Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.<br />
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.<br />
* The [[Holiday Punch]] can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, his stun will be canceled, knocking back those nearby.<br />
<br />
=== {{class link|Engineer}} ===<br />
As Engineer, you and Medic form the backbone of your team. While each of your buildings serves an important purpose, remember that your Dispenser should take top priority, as ammo is very limited in this gamemode.<br />
* Try to hide your [[Dispenser]] out of sight in places where Hale must go out of his way to reach. Communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat to. If it is destroyed, build a new one as soon as possible; your team will soon run low on ammo without it.<br />
* Build your [[Sentry Gun]] guarding locations where Hale is likely to spend time in to slowly chip away at his health as he fights your teammates.<br />
** Sentries can be rebuilt; your teammates cannot. Placing a Sentry in the open can be a great distraction and waste Hale's time while your teammates use the downtime to heal or pile damage on him.<br />
* Due to the lack of respawn, [[Teleporters]] are fairly low-priority, useful primarily as an escape option rather than for quick reinforcements.<br />
** If your team is running out of ammo and you don't have a Dispenser set up, you can convert your Metal to ammo by constructing a building and immediately demolishing it; each building drops four "scraps" when destroyed (aside from the Dispenser, which drops five) - each "scrap" the equivalent of a medium ammo pack.<br />
** The [[Eureka Effect]] can help you hide personal Teleporters more easily or escape while your Teleporter Entrance recharges, but beware of the long taunt animation preceding your escape.<br />
* Dispensers, Teleporters, and Sentry Guns can be used to physically block Hale's movement on the ground. Barricading doorways or corridors like this can slow him greatly, allowing your team more time to damage him. Remember that buildings alone are extremely vulnerable to Hale's Sweeping Charge, however; a building barricade is most effective when your team can swarm Hale and divert his attention from the buildings.<br />
** Teleporters are only effective for blocking ramps and inclines where the incline prevents Hale from simply walking over it. Make sure your teammates know where the barricade is, or they may get stuck while fleeing from Hale.<br />
* The [[Rescue Ranger]] is extremely useful for saving your buildings from a safe distance when Hale attacks, as well as maintaining buildings built by other dead or busy Engineers.<br />
* When using the [[Frontier Justice]], remember that your Sentry Gun will be credited with one assist for every 200 damage dealt to Hale.<br />
** Mini Sentries deal at minimum 11 DPS against Hale, granting at least one Revenge Crit for every 19 seconds of sustained fire against Hale, though this value will often be lower, depending on your proximity to him.<br />
** Level 1 Sentries deal 17-42 DPS, granting at least one crit for every 5-11 seconds it is locked onto Hale.<br />
** Level 2 Sentries deal 29-70 DPS, awarding you with a crit every 3-7 seconds of firing on Hale.<br />
** Level 3 Sentries deal 29-95 DPS, gaining an assist every 2-7 seconds of attacking Hale.<br />
<br />
=== {{class link|Medic}} ===<br />
* Medics take only 70% damage from Hale's fist, allowing you to survive a hit.<br />
* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.<br />
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.<br />
* Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.<br />
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.<br />
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.<br />
* Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.<br />
* The [[Kritzkrieg]] is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.<br />
<br />
=== {{class link|Sniper}} ===<br />
* High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.<br />
* Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.<br />
* The [[Sydney Sleeper]] is a great support tool to shoot Hale from far away and increase your team's damage output.<br />
* The [[Bazaar Bargain]] is highly recommended, as its higher charge rate increases your damage output greatly.<br />
* The [[Machina]] has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.<br />
* Although very risky, the [[Huntsman]] and the [[Fortified Compound]] taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.<br />
** Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.<br />
<br />
=== {{class link|Spy}} ===<br />
* Use the [[Dead Ringer]] to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.<br />
* The [[Kunai]] and the [[Big Earner]] on kill effects trigger on backstab, allowing you to escape more easily.<br />
* Consider disguising as a friendly teammate with the [[Disguise Kit]] to conceal that you are a Spy or gain the [[Enforcer]]'s damage bonus.<br />
**Consider disguising as a friendly [[Scout]], as they will commonly use the [[Baby Face's Blaster]], masking your slower movement speed.<br />
***It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.<br />
**Disguising as a friendly [[Medic]] can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.<br />
**Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.<br />
*It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.<br />
<br />
{{Map Strategy Nav}}<br />
<br />
[[Category:Game mode strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Versus_Saxton_Hale_strategy&diff=3487143Community Versus Saxton Hale strategy2023-08-06T14:17:29Z<p>MK38993: </p>
<hr />
<div>[[File:Vsh nucleus.png|400px|thumb|{{map link|Nucleus VSH}}]]<br />
<br />
This article is about '''Community Versus Saxton Hale strategy'''.<br />
<br />
== General strategy (as Saxton Hale) ==<br />
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===<br />
As Hale, you have a lot of health, great mobility, and massive damage, making you incredibly powerful at point-blank range. Your weakness is your lack of ranged weapons, and the Mercenaries will often take advantage of your extremely limited range to outmaneuver you and chip away at your health.<br />
* If you are targeting a high health enemy (such as a Heavy or an overhealed Soldier) and it has been a while since you've used [[Versus Saxton Hale#Saxton Punch!|Saxton Punch!]], it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.<br />
* If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire [[Glossary of player terms#Sentry nest|Sentry nest]]. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] can be used to nearly instantly kill it, as it damages the building for every tick that it is active.<br />
* Try to use the Sweeping Charge often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.<br />
* Prioritise high-value targets over the main combat classes. Below is a list of which classes are important to a team, why they pose a threat to you, and how to deal with them.<br />
** A [[Medic]]'s ability to grant Overheal prevents you from killing most Mercenaries in one hit and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.<br />
*** Über-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a full ÜberCharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.<br />
** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Sentry nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.<br />
** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the Control Point.<br />
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.<br />
*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.<br />
* While Mighty Slam is on cooldown, it is still possible to hold the button {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.<br />
<br />
== General strategy (against Saxton Hale) ==<br />
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.<br />
* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimise the splash damage he will deal.<br />
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.<br />
* If you are falling to your death, try to make your way to a wall and hit it with your melee to wall climb. If you are successful, this will launch you upwards, and can save your life.<br />
* If you own the [[Rock, Paper, Scissors]] taunt and are the last remaining mercenary, ask Hale if he is willing to engage in a battle of hands. If you win, Hale dies. If you lose, you delayed the inevitable.<br />
<br />
== Class-specific strategy ==<br />
=== {{class link|Scout}} ===<br />
* As Scout, damading Hale is quite risky, as your Scattergun's limited range and your Pistol's limited ammo force you to get close to Hale to deal large amounts of damage. Consider equipping weapons that will support your team, rather than focusing on damage.<br />
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.<br />
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.<br />
* Using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.<br />
* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its [[Critical hits# Mini-crits|Mini-Crit]] boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.<br />
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.<br />
* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.<br />
* Using the [[Flying Guillotine]] will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.<br />
** The [[Wrap Assassin]] can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed crits of melee weapons.<br />
** If you are more confident in melee battle, the [[Boston Basher]] allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed crits deal more damage to Hale but also to yourself!<br />
<br />
=== {{class link|Soldier}} ===<br />
* As Soldier, you can take two hits from Hale before dying, making you better suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammo quickly, so you'll need to support your team during your downtime.<br />
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.<br />
** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.<br />
** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.<br />
** The [[Battalions Backup]] is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. The 20 extra health gained doesn't mean much on its own, it increases the health received from health packs may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.<br />
*** If Hale has Saxton Punch! ready, activating the Backup, but not letting go of primary fire, will allow you to deploy it as soon as he's hitting a teammate. Although it won't stop a {{botignore|direct hit}} from killing your teammates, the splash damage can be reduced.<br />
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.<br />
** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.<br />
** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.<br />
* If you are confident in your rocket jumping skills, consider using the [[Market Gardener]] to deal heavy damage to Hale.<br />
** The [[Rocket Jumper]] can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.<br />
*** If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the [[Liberty Launcher]] combined with the [[Gunboats]]. You will still have a damage option, but also take very little damage from rocket jumps.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.<br />
<br />
=== {{class link|Pyro}} ===<br />
* As Pyro, your [[Compression blast|airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavourable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.<br />
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.<br />
* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.<br />
* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 damage. If you are able to hit Hale, the {{botignore|heavy}} knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.<br />
* The [[Hot Hand]]'s double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.<br />
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively. <br />
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.<br />
* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of {{botignore|flamethrower}} ammo for airblasting.<br />
<br />
=== {{class link|Demoman}} ===<br />
As Demoman, you have the potential to deal massive amounts of burst damage against Hale, or <br />
* Your Stickybomb Lancher can deal nearly 1000 damage with a well-placed detonation - or 3000 if you have a source of Critical Hits, such as a Kritzkrieg Medic. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.<br />
** The [[Scottish Resistance]] is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.<br />
* Consider equipping the [[Loose Cannon]] as your primary weapon to push Hale away when he gets too close.<br />
* While Demoknight's charge is less useful due to this gamemode's perpetual crit-buff on melee weapons, the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] now nullify the first punch you take from Hale. While much less applicable, they also will save you from death if you lose a [[Rock, Paper, Scissors]] match.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, it is possible to deal massive amounts of damage before dying by pinning him to a wall with your melee's knockback.<br />
* The [[Eyelander]] grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.<br />
* Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.<br />
<br />
=== {{class link|Heavy}} ===<br />
As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal damage Hale heavily, and may make the difference between a win and a loss.<br />
* Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Despite this, you are still capable of dealing heavy damage to him, especially if he chooses to ignore you.<br />
* If you are at full health, you can always survive a punch at full health - two if you have a Medic overhealing you.<br />
* Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds in 20-25 seconds. If you have an Engineer on your team, remember where he places his Dispenser. A voice response plays if you are low on ammo.<br />
** Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you. The [Tomislav]]'s tightened bullet spread makes it ideal for this strategy.<br />
* If you have no Engineer, consider using the [[Shotgun]] as a backup weapon, as ammo is very limited in this gamemode.<br />
** The Tomislav's quicker rev-up time and better accuracy makes it a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.<br />
* The [[Brass Beast]]'s 20% damage bonus is very useful when you are supported by your team, especially when paired with a [[Kritzkrieg]] Medic. Try to get to high ground where Hale will have difficulty reaching you.<br />
* The [[Natascha]] has a 15% chance to apply [[slowdown]] to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach location where Hale is not able to easily attack you, such as high ground.<br />
* The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.<br />
** The [[Warrior's Spirit]] grants you 50 health points for every hit against Hale, possibly letting you escape in risky situations.<br />
** The [[Killing Gloves of Boxing]] trigger a 5 second crit-boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your Minigun while surviving his onslaught.<br />
* The [[Eviction Notice]]'s increased firing speed lets you wall climb faster and to higher places, and the rapid attacks also can pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.<br />
* Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.<br />
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.<br />
* The [[Holiday Punch]] can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, knocking back those nearby.<br />
<br />
=== {{class link|Engineer}} ===<br />
* The [[Rescue Ranger]] is a great pick to pack up your Sentry Guns when Saxton is damaging it, as well to repair friendly Sentry Guns from other Engineers.<br />
* Try to hide your [[Dispenser]] out of sight or in places where Hale does not pass through, communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat.<br />
* Place your [[Sentry Gun]] in clear view of where Saxton will likely be to maximize time spent dealing damage.<br />
** Sentry Guns are a very good deterrant that may take attention away from your teammates.<br />
* Due to the lack of respawn, [[Teleporters]] can be used as an escape option rather than for quick reinforcements.<br />
** The [[Eureka Effect]] can let you hide Teleporters more easily, but beware of the long taunt animation.<br />
* Dispensers, Teleporters, and Sentry Guns can be used to block Saxton's movement on the ground. This can slow him greatly in corridors or other areas of importance.<br />
** Teleporters are effective on ramps and inclines where the incline may prevent you from simply stepping over the teleporter.<br />
** Be careful however, an experienced Saxton can tear through your buildings with his charge attack.<br />
* When using the [[Frontier Justice]], remember that your Sentry Gun will be credited with one assist when it deals 200 damage to Saxton, giving you a Revenge Crit.<br />
<br />
=== {{class link|Medic}} ===<br />
* Medics take only 70% damage from Hale's fist, allowing you to survive a hit.<br />
* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.<br />
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.<br />
* Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.<br />
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.<br />
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.<br />
* Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.<br />
* The [[Kritzkrieg]] is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.<br />
<br />
=== {{class link|Sniper}} ===<br />
* High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.<br />
* Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.<br />
* The [[Sydney Sleeper]] is a great support tool to shoot Hale from far away and increase your team's damage output.<br />
* The [[Bazaar Bargain]] is highly recommended, as its higher charge rate increases your damage output greatly.<br />
* The [[Machina]] has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.<br />
* Although very risky, the [[Huntsman]] and the [[Fortified Compound]] taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.<br />
** Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.<br />
<br />
=== {{class link|Spy}} ===<br />
* Use the [[Dead Ringer]] to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.<br />
* The [[Kunai]] and the [[Big Earner]] on kill effects trigger on backstab, allowing you to escape more easily.<br />
* Consider disguising as a friendly teammate with the [[Disguise Kit]] to conceal that you are a Spy or gain the [[Enforcer]]'s damage bonus.<br />
**Consider disguising as a friendly [[Scout]], as they will commonly use the [[Baby Face's Blaster]], masking your slower movement speed.<br />
***It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.<br />
**Disguising as a friendly [[Medic]] can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.<br />
**Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.<br />
*It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.<br />
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{{Map Strategy Nav}}<br />
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[[Category:Game mode strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Versus_Saxton_Hale_strategy&diff=3487014Community Versus Saxton Hale strategy2023-08-06T02:43:14Z<p>MK38993: /* {{class link|Pyro}} */</p>
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<div>[[File:Vsh nucleus.png|400px|thumb|{{map link|Nucleus VSH}}]]<br />
<br />
This article is about '''Community Versus Saxton Hale strategy'''.<br />
<br />
== General strategy (as Saxton Hale) ==<br />
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===<br />
* If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used Saxton Punch!, it may be beneficial to back off and wait for the ability to recharge to deal extra damage.<br />
* Try to use the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent them from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.<br />
* Prioritize high-value targets over the main combat classes. Below is a list of which mercenaries you should try to kill first, why they pose a threat to you, and how to deal with them.<br />
** [[Medic]]s should be killed as quickly as possible, as their ability to grant Overheal prevents you from killing most Mercenaries in one hit, and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.<br />
*** Uber-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a free Ubercharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.<br />
** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry guns, a large Engineer nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.<br />
*** Buildings have a +100% damage vulnerability to Hale's [[Versus Saxton Hale#Mighty Slam|Mighty Slam]]. If the nest is not underneath a low ceiling, consider using [[Versus Saxton Hale#Brave Jump|Brave Jump]] to leap above it, then slam down, breaking all buildings in a wide radius.<br />
*** If the room is too small to use Mighty Slam, wait for Saxton Punch to recharge. Saxton Punch creates a large explosion that can break buildings instantly - use Brave Jump or Sweeping Charge to approach the nest quickly, then target the Sentries first. Don't worry about the Wrangler, as your attacks pierce its damage resistance.<br />
** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the control point.<br />
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.<br />
*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. As in the base game, if you find a lone Phlogistonator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic Übercharges them as they do so, it is strongly advised to back off and target other mercenaries until their buffs wear off.<br />
* While Mighty Slam is on cooldown, it is still possible to hold {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.<br />
<br />
== General strategy (as Mercenaries) ==<br />
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.<br />
* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimize the splash damage he will deal.<br />
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.<br />
* If you are falling to your death (a common occurrence in this gamemode), try to make your way to a wall and hit it with your melee to Wall Climb. If you are successful, this will launch you upwards, and can save your life.<br />
* In less serious matches, Hale may be willing to play [[Rock, Paper, Scissors]]. Winning the toss-up is the only way to instantly kill Hale in larger servers, and it is not uncommon to see the last player standing offering Hale a game.<br />
<br />
== Class-specific strategy (against Saxton Hale) ==<br />
=== {{class link|Scout}} ===<br />
As Scout, you cannot damage Hale as efficiently as many of your teammates, as your Scatterguns' limited range and your Pistols' limited ammo force you to get close to Hale to deal large amounts of damage - extremely risky, as Hale will kill you in a single hit, even if you are Overhealed. As such, your main role will usually be supporting your team<br />
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.<br />
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.<br />
* While situational, using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank.<br />
* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your effective range and lets you keep your distance from Hale. The downside of marking yourself for death is largely irrelevant, as Hale will kill you in one hit regardless.<br />
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.<br />
* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output.<br />
<br />
=== {{class link|Soldier}} ===<br />
As Soldier, you can take two hits from Hale before dying, making you better-suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammunition quickly, so you'll need to support your team during your downtime.<br />
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.<br />
** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to [[Critical hits# Mini-crits| Mini-crits]] ignoring damage falloff.<br />
*** If you are one of the three last Mercenaries standing, you will gain a permanent Mini-Crit boost, making the Buff Banner completely useless.<br />
** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on, and its speed boost the will help them outmaneuver or escape him in the early game.<br />
*** The Concheror can be activated more often as it only requires 480 damage to charge, compared to the other banners' 600 damage required. <br />
*** The speed boost's utility diminishes as Hale takes damage. At low health, he can run 30% faster than Scout, making running away ineffective.<br />
** The [[Battalions Backup]] is extremely useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer.<br />
*** Combined with Medic's [[Healing#Overheal|overheal]], the 35% damage reduction lets you take two punches from Hale without dying. Light classes survive a hit from Hale with overheal. Even without overheal, the buff lets Pyros and Demomen can now survive a hit from Hale, and Heavies can take two punches without dying.<br />
***If Hale is about to attack a nearby Heavy with Saxton Punch!, activating the Backup will let him survive it if he is at full health.<br />
*** The extra 20 maximum health from the Battalions doesn't often come into play, as you still die in 2 hits without Overheal. However, you receive slightly more health from health packs, which may occasionally save your life.<br />
*** Unlike other banners, the Battalions is useful at all times, as the damage reduction can often allow you and a Pyro to capture the control point while warding off Hale.<br />
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.<br />
** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-crit Hale.<br />
** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale if he as much as jumps.<br />
*** You do have to be especially accurate, due to the 70% explosion penalty.<br />
* If you are confident in your rocket-jumping skills, consider using the Market Gardener to deal heavy damage to Hale.<br />
** [[Glossary of player terms#Trolldier|Trolldier]] can be viable if you can consistently hit Gardens, as Hale will have a hard time hitting a highly mobile target that only stops to reload their Rocket Launcher. Be advised that the [[Rocket Jumper]] no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers often. <br />
***One launcher you can utilize is the [[Liberty Launcher]] in conjunction with the [[Gunboats]], as it severely reduces the amount of self-damage you take and gives an extra rocket in the clip. The damage penalty doesn't matter as much as you will usually be using your Market Gardener to deal damage, however it is useful for dealing some damage if you miss the Garden.<br />
***You do risk under-performing or being caught out as you will spend a good amount of time traveling to ammo packs or reloading due to the nature of the Liberty Launcher and the Rocket Jumper, but the potential payoff is worth it.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take. If you activate the [[Battalion's Backup]] before engaging Hale, this ratio will drop to 1.27 hits dealt per hit taken, making you very difficult for Hale to kill as long as you keep hitting him.<br />
<br />
=== {{class link|Pyro}} ===<br />
As Pyro, your [[Compression blast|Airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavorable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.<br />
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.<br />
* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the reduced deploy/holster speed leaves you vulnerable for a short time.<br />
* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 points of damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.<br />
* The [[Hot Hand]]'s double-hit can be used to wall-climb faster.<br />
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively. <br />
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.<br />
* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him), and can deal significant knockback if you run out of Flamethrower ammo for airblasting.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Try to lure him into a hidden sticky trap to take a good chunk of his HP.<br />
** The [[Scottish Resistance]] is the most suitable weapon for this, as it allows Demo to set a sticky trap with up to 14 stickies.<br />
* Consider equipping the [[Loose Cannon]] as your primary to knock him out if he starts focusing on you or is reaching too close to you.<br />
* The [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can act as a one-hit immunity against Hale's primary attack or the death penalty of a [[Rock, Paper, Scissors]] match.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
* The [[Eyelander]] grants heads for each successful hit against Hale. The increased movement speed can be helpful for dodging Hale's attacks, or for chasing him around the map.<br />
* The Swords also provide greater mobility with regards to wall-climbing, as the increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away from Hale, or to better approach him.<br />
<br />
=== {{class link|Heavy}} ===<br />
* All Miniguns have a 40% damage reduction to Saxton Hale.<br />
* As the class with the highest health pool, you can always survive a normal punch at full health (two if fully overhealed).<br />
* Keep an eye on your ammo counter, as you can run out of ammo very quickly. Make sure to find where your Engineer put his Dispenser for easy access to unlimited ammo. A voice response plays if you are low on ammo.<br />
* Consider using the [[Shotgun]] or [[Tomislav]] to take advantage of the higher mobility they provide.<br />
** The Tomislav's quicker rev-up time and better accuracy is a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.<br />
* The [[Brass Beast]] is an ultimate damage dealer, especially when paired with a [[Kritzkrieg]] Medic, with its trade-off being the lack of mobility. Consider using it in high places where Hale might have difficulty reaching you.<br />
* The [[Natascha]]'s [[slowdown]]-on-hit ability has a 15% chance of applying against Hale, making it less viable to use in close proximity. Much like the Brass Beast, consider using it in spots where Hale is not able to easily reach you, especially on high places.<br />
* The large knockback of melee weapons means that a skilled Heavy can use them to push Saxton back, while still gaining benefits from on-hit effects.<br />
** The [[Warrior's Spirit]] grants Heavies 50 health points for every hit against Hale, allowing for increased survivability.<br />
** The [[Killing Gloves of Boxing]] trigger a 5 second crit boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, a Heavy can chew through Hale's health in a massive burst while still surviving his onslaught.<br />
* The [[Eviction Notice]]'s quicker firing speed lets Heavies wall climb faster and to higher places.<br />
* Beware of Saxton Hale's Super Punch, as it can usually deal fatal damage, although a full overheal can just barely take the hit.<br />
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.<br />
* The [[Holiday Punch]] can be used to stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, damaging and knocking back those nearby.<br />
<br />
=== {{class link|Engineer}} ===<br />
* The [[Rescue Ranger]] is a great pick to pack up your Sentry Guns when Saxton is damaging it, as well to repair friendly Sentry Guns from other Engineers.<br />
* Try to hide your [[Dispenser]] out of sight or in places where Hale does not pass through, communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat.<br />
* Place your [[Sentry Gun]] in clear view of where Saxton will likely be to maximize time spent dealing damage.<br />
** Sentry Guns are a very good deterrant that may take attention away from your teammates.<br />
* Due to the lack of respawn, [[Teleporters]] can be used as an escape option rather than for quick reinforcements.<br />
** The [[Eureka Effect]] can let you hide Teleporters more easily, but beware of the long taunt animation.<br />
* Dispensers, Teleporters, and Sentry Guns can be used to block Saxton's movement on the ground. This can slow him greatly in corridors or other areas of importance.<br />
** Teleporters are effective on ramps and inclines where the incline may prevent you from simply stepping over the teleporter.<br />
** Be careful however, an experienced Saxton can tear through your buildings with his charge attack.<br />
* When using the [[Frontier Justice]], remember that your Sentry Gun will be credited with one assist when it deals 200 damage to Saxton, giving you a Revenge Crit.<br />
<br />
=== {{class link|Medic}} ===<br />
* Medics take only 70% damage from Hale's fist, allowing you to survive a hit.<br />
* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.<br />
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.<br />
* Prioritize the classes closest to Saxton Hale, as they are the ones in the most danger.<br />
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.<br />
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.<br />
* Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.<br />
* The [[Kritzkrieg]] is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.<br />
<br />
=== {{class link|Sniper}} ===<br />
* High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.<br />
* Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.<br />
* The [[Sydney Sleeper]] is a great support tool to shoot Hale from far away and increase your team's damage output.<br />
* The [[Bazaar Bargain]] is highly recommended, as its higher charge rate increases your damage output greatly.<br />
* The [[Machina]] has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.<br />
* Although very risky, the [[Huntsman]] and the [[Fortified Compound]] taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.<br />
** Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.<br />
<br />
=== {{class link|Spy}} ===<br />
* Use the [[Dead Ringer]] to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.<br />
* The [[Kunai]] and the [[Big Earner]] on kill effects trigger on backstab, allowing you to escape more easily.<br />
* Consider disguising as a friendly teammate with the [[Disguise Kit]] to conceal that you are a Spy or gain the [[Enforcer]]'s damage bonus.<br />
**Consider disguising as a friendly [[Scout]], as they will commonly use the [[Baby Face's Blaster]], masking your slower movement speed.<br />
***It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.<br />
**Disguising as a friendly [[Medic]] can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.<br />
**Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.<br />
*It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.<br />
<br />
{{Map Strategy Nav}}<br />
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[[Category:Game mode strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Versus_Saxton_Hale_strategy&diff=3487013Community Versus Saxton Hale strategy2023-08-06T02:42:46Z<p>MK38993: </p>
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<div>[[File:Vsh nucleus.png|400px|thumb|{{map link|Nucleus VSH}}]]<br />
<br />
This article is about '''Community Versus Saxton Hale strategy'''.<br />
<br />
== General strategy (as Saxton Hale) ==<br />
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===<br />
* If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used Saxton Punch!, it may be beneficial to back off and wait for the ability to recharge to deal extra damage.<br />
* Try to use the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent them from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.<br />
* Prioritize high-value targets over the main combat classes. Below is a list of which mercenaries you should try to kill first, why they pose a threat to you, and how to deal with them.<br />
** [[Medic]]s should be killed as quickly as possible, as their ability to grant Overheal prevents you from killing most Mercenaries in one hit, and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.<br />
*** Uber-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a free Ubercharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.<br />
** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry guns, a large Engineer nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.<br />
*** Buildings have a +100% damage vulnerability to Hale's [[Versus Saxton Hale#Mighty Slam|Mighty Slam]]. If the nest is not underneath a low ceiling, consider using [[Versus Saxton Hale#Brave Jump|Brave Jump]] to leap above it, then slam down, breaking all buildings in a wide radius.<br />
*** If the room is too small to use Mighty Slam, wait for Saxton Punch to recharge. Saxton Punch creates a large explosion that can break buildings instantly - use Brave Jump or Sweeping Charge to approach the nest quickly, then target the Sentries first. Don't worry about the Wrangler, as your attacks pierce its damage resistance.<br />
** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the control point.<br />
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.<br />
*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. As in the base game, if you find a lone Phlogistonator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic Übercharges them as they do so, it is strongly advised to back off and target other mercenaries until their buffs wear off.<br />
* While Mighty Slam is on cooldown, it is still possible to hold {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.<br />
<br />
== General strategy (as Mercenaries) ==<br />
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.<br />
* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimize the splash damage he will deal.<br />
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.<br />
* If you are falling to your death (a common occurrence in this gamemode), try to make your way to a wall and hit it with your melee to Wall Climb. If you are successful, this will launch you upwards, and can save your life.<br />
* In less serious matches, Hale may be willing to play [[Rock, Paper, Scissors]]. Winning the toss-up is the only way to instantly kill Hale in larger servers, and it is not uncommon to see the last player standing offering Hale a game.<br />
<br />
== Class-specific strategy (against Saxton Hale) ==<br />
=== {{class link|Scout}} ===<br />
As Scout, you cannot damage Hale as efficiently as many of your teammates, as your Scatterguns' limited range and your Pistols' limited ammo force you to get close to Hale to deal large amounts of damage - extremely risky, as Hale will kill you in a single hit, even if you are Overhealed. As such, your main role will usually be supporting your team<br />
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.<br />
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.<br />
* While situational, using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank.<br />
* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your effective range and lets you keep your distance from Hale. The downside of marking yourself for death is largely irrelevant, as Hale will kill you in one hit regardless.<br />
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.<br />
* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output.<br />
<br />
=== {{class link|Soldier}} ===<br />
As Soldier, you can take two hits from Hale before dying, making you better-suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammunition quickly, so you'll need to support your team during your downtime.<br />
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.<br />
** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to [[Critical hits# Mini-crits| Mini-crits]] ignoring damage falloff.<br />
*** If you are one of the three last Mercenaries standing, you will gain a permanent Mini-Crit boost, making the Buff Banner completely useless.<br />
** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on, and its speed boost the will help them outmaneuver or escape him in the early game.<br />
*** The Concheror can be activated more often as it only requires 480 damage to charge, compared to the other banners' 600 damage required. <br />
*** The speed boost's utility diminishes as Hale takes damage. At low health, he can run 30% faster than Scout, making running away ineffective.<br />
** The [[Battalions Backup]] is extremely useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer.<br />
*** Combined with Medic's [[Healing#Overheal|overheal]], the 35% damage reduction lets you take two punches from Hale without dying. Light classes survive a hit from Hale with overheal. Even without overheal, the buff lets Pyros and Demomen can now survive a hit from Hale, and Heavies can take two punches without dying.<br />
***If Hale is about to attack a nearby Heavy with Saxton Punch!, activating the Backup will let him survive it if he is at full health.<br />
*** The extra 20 maximum health from the Battalions doesn't often come into play, as you still die in 2 hits without Overheal. However, you receive slightly more health from health packs, which may occasionally save your life.<br />
*** Unlike other banners, the Battalions is useful at all times, as the damage reduction can often allow you and a Pyro to capture the control point while warding off Hale.<br />
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.<br />
** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-crit Hale.<br />
** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale if he as much as jumps.<br />
*** You do have to be especially accurate, due to the 70% explosion penalty.<br />
* If you are confident in your rocket-jumping skills, consider using the Market Gardener to deal heavy damage to Hale.<br />
** [[Glossary of player terms#Trolldier|Trolldier]] can be viable if you can consistently hit Gardens, as Hale will have a hard time hitting a highly mobile target that only stops to reload their Rocket Launcher. Be advised that the [[Rocket Jumper]] no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers often. <br />
***One launcher you can utilize is the [[Liberty Launcher]] in conjunction with the [[Gunboats]], as it severely reduces the amount of self-damage you take and gives an extra rocket in the clip. The damage penalty doesn't matter as much as you will usually be using your Market Gardener to deal damage, however it is useful for dealing some damage if you miss the Garden.<br />
***You do risk under-performing or being caught out as you will spend a good amount of time traveling to ammo packs or reloading due to the nature of the Liberty Launcher and the Rocket Jumper, but the potential payoff is worth it.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take. If you activate the [[Battalion's Backup]] before engaging Hale, this ratio will drop to 1.27 hits dealt per hit taken, making you very difficult for Hale to kill as long as you keep hitting him.<br />
<br />
=== {{class link|Pyro}} ===<br />
As Pyro, your Airblast [[Compression blast|Airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavorable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.<br />
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.<br />
* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the reduced deploy/holster speed leaves you vulnerable for a short time.<br />
* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 points of damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.<br />
* The [[Hot Hand]]'s double-hit can be used to wall-climb faster.<br />
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively. <br />
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.<br />
* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him), and can deal significant knockback if you run out of Flamethrower ammo for airblasting.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Try to lure him into a hidden sticky trap to take a good chunk of his HP.<br />
** The [[Scottish Resistance]] is the most suitable weapon for this, as it allows Demo to set a sticky trap with up to 14 stickies.<br />
* Consider equipping the [[Loose Cannon]] as your primary to knock him out if he starts focusing on you or is reaching too close to you.<br />
* The [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can act as a one-hit immunity against Hale's primary attack or the death penalty of a [[Rock, Paper, Scissors]] match.<br />
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.<br />
* The [[Eyelander]] grants heads for each successful hit against Hale. The increased movement speed can be helpful for dodging Hale's attacks, or for chasing him around the map.<br />
* The Swords also provide greater mobility with regards to wall-climbing, as the increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away from Hale, or to better approach him.<br />
<br />
=== {{class link|Heavy}} ===<br />
* All Miniguns have a 40% damage reduction to Saxton Hale.<br />
* As the class with the highest health pool, you can always survive a normal punch at full health (two if fully overhealed).<br />
* Keep an eye on your ammo counter, as you can run out of ammo very quickly. Make sure to find where your Engineer put his Dispenser for easy access to unlimited ammo. A voice response plays if you are low on ammo.<br />
* Consider using the [[Shotgun]] or [[Tomislav]] to take advantage of the higher mobility they provide.<br />
** The Tomislav's quicker rev-up time and better accuracy is a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.<br />
* The [[Brass Beast]] is an ultimate damage dealer, especially when paired with a [[Kritzkrieg]] Medic, with its trade-off being the lack of mobility. Consider using it in high places where Hale might have difficulty reaching you.<br />
* The [[Natascha]]'s [[slowdown]]-on-hit ability has a 15% chance of applying against Hale, making it less viable to use in close proximity. Much like the Brass Beast, consider using it in spots where Hale is not able to easily reach you, especially on high places.<br />
* The large knockback of melee weapons means that a skilled Heavy can use them to push Saxton back, while still gaining benefits from on-hit effects.<br />
** The [[Warrior's Spirit]] grants Heavies 50 health points for every hit against Hale, allowing for increased survivability.<br />
** The [[Killing Gloves of Boxing]] trigger a 5 second crit boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, a Heavy can chew through Hale's health in a massive burst while still surviving his onslaught.<br />
* The [[Eviction Notice]]'s quicker firing speed lets Heavies wall climb faster and to higher places.<br />
* Beware of Saxton Hale's Super Punch, as it can usually deal fatal damage, although a full overheal can just barely take the hit.<br />
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.<br />
* The [[Holiday Punch]] can be used to stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, damaging and knocking back those nearby.<br />
<br />
=== {{class link|Engineer}} ===<br />
* The [[Rescue Ranger]] is a great pick to pack up your Sentry Guns when Saxton is damaging it, as well to repair friendly Sentry Guns from other Engineers.<br />
* Try to hide your [[Dispenser]] out of sight or in places where Hale does not pass through, communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat.<br />
* Place your [[Sentry Gun]] in clear view of where Saxton will likely be to maximize time spent dealing damage.<br />
** Sentry Guns are a very good deterrant that may take attention away from your teammates.<br />
* Due to the lack of respawn, [[Teleporters]] can be used as an escape option rather than for quick reinforcements.<br />
** The [[Eureka Effect]] can let you hide Teleporters more easily, but beware of the long taunt animation.<br />
* Dispensers, Teleporters, and Sentry Guns can be used to block Saxton's movement on the ground. This can slow him greatly in corridors or other areas of importance.<br />
** Teleporters are effective on ramps and inclines where the incline may prevent you from simply stepping over the teleporter.<br />
** Be careful however, an experienced Saxton can tear through your buildings with his charge attack.<br />
* When using the [[Frontier Justice]], remember that your Sentry Gun will be credited with one assist when it deals 200 damage to Saxton, giving you a Revenge Crit.<br />
<br />
=== {{class link|Medic}} ===<br />
* Medics take only 70% damage from Hale's fist, allowing you to survive a hit.<br />
* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.<br />
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.<br />
* Prioritize the classes closest to Saxton Hale, as they are the ones in the most danger.<br />
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.<br />
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.<br />
* Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.<br />
* The [[Kritzkrieg]] is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.<br />
<br />
=== {{class link|Sniper}} ===<br />
* High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.<br />
* Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.<br />
* The [[Sydney Sleeper]] is a great support tool to shoot Hale from far away and increase your team's damage output.<br />
* The [[Bazaar Bargain]] is highly recommended, as its higher charge rate increases your damage output greatly.<br />
* The [[Machina]] has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.<br />
* Although very risky, the [[Huntsman]] and the [[Fortified Compound]] taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.<br />
** Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.<br />
<br />
=== {{class link|Spy}} ===<br />
* Use the [[Dead Ringer]] to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.<br />
* The [[Kunai]] and the [[Big Earner]] on kill effects trigger on backstab, allowing you to escape more easily.<br />
* Consider disguising as a friendly teammate with the [[Disguise Kit]] to conceal that you are a Spy or gain the [[Enforcer]]'s damage bonus.<br />
**Consider disguising as a friendly [[Scout]], as they will commonly use the [[Baby Face's Blaster]], masking your slower movement speed.<br />
***It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.<br />
**Disguising as a friendly [[Medic]] can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.<br />
**Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.<br />
*It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.<br />
<br />
{{Map Strategy Nav}}<br />
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[[Category:Game mode strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Ambushing&diff=3098297Ambushing2021-12-25T22:45:03Z<p>MK38993: </p>
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<div>{{Featured article tag}}<br />
<br />
{{Quotation|'''The Demoman''' on successfully ambushing|I don't think they saw that one comin'.|sound=Demoman_cheers06.wav}}<br />
<br />
'''Ambushing''' is ''"an act or instance of attacking unexpectedly from a concealed position"''. By catching enemies off guard, an ambushing player can begin an engagement at a heavy advantage. This strategy is most useful to [[class]]es that are more effective at close range or rely on the element of surprise, such as the [[Pyro]], [[Heavy]], [[Scout]], and [[Spy]], bypassing the problem of these classes having to get close to opponents who are more effective at medium to long range combat. Still, the tactic of ambushing is also generally useful to the other classes. By hiding around corners or behind an obstacle, the player can catch passing foes unaware, ideally killing or severely damaging them before they can react.<br />
<br />
'''Flanking''' is effectively the same as ambushing, involving catching a player from the side or behind while they are distracted by a frontal attacker. It involves less of the element of waiting as straight ambushing does.<br />
<br />
== Bait ==<br />
Sometimes the enemy needs some convincing to commit to an attack, and so it falls to a teammate/objective to assume the role of "'''bait'''". The following is an assessment of the nine classes and an objective, and their "target priority":<br />
<br />
* [[Scout]] - '''Low'''. Scout has low health and is most effective at close range, but can escape easily thanks to his speed. Enemies will rarely put themselves at risk trying to chase him down, unless he has low health. Consider calling for a Medic while fleeing in order to feign weakness.<br />
* [[Soldier]] - '''Medium'''. Soldier is a large, fairly slow target, but his high damage output may dissuade enemies from closing in. Consider retreating while reloading; overconfident enemies may assume the Soldier is wounded or otherwise unprepared for an assault. Deploying the [[Escape Plan]] lowers Soldier's effective health, making him a more appealing target.<br />
* [[Pyro]] - '''Medium-Low'''. Pyro has very limited range and is extremely vulnerable alone; conversely, he is most effective supporting the rest of his team. In competitive play, he is rarely seen on his own, and watching a lone Pyro retreat around a corner may alert the enemy to a potential ambush.<br />
* [[Demoman]] - '''Very Low'''. Demoman can set up his own ambushes with his [[Stickybomb Launcher]], and it is very common for him to set traps as he retreats. Enemies will rarely overextend trying to chase him around a corner or through a doorway. When baiting the enemy team, stay out in the open where you cannot place sticky traps effectively in order to lure in enemies, but be wary of longer-ranged classes, especially Snipers.<br />
* [[Heavy]] - '''Medium'''. Heavy is slow and easily-outmaneuvered, but his [[Minigun]] deals massive damage at close range, dissuading enemies from committing to an attack. If his gun isn't spun-up, attacking becomes somewhat more appealing, as it takes nearly a second before he can even fight back if ambushed. If you run out of ammo, consider "firing" your Minigun for a couple more seconds - the clicking sound it makes will encourage enemies to attack you quickly before you find ammo.<br />
* [[Engineer]] - '''Medium-High'''. Engineer has only basic weapons to defend himself, and if he's caught away from his [[Sentry Gun]], he's often easy prey. Like Demoman, however, he can set up an ambush on his own by baiting enemies into his own Sentry. Equipping the [[Gunslinger]] may make your act more believable, as enemies won't be worried about running into a Level 3 Sentry.<br />
* [[Medic]] - '''Very High'''. As his team's primary source of healing, Medic is usually the enemy's first target - without him, his team cannot recover health effectively. He is the weakest class combat-wise, and most enemies won't hesitate to charge him down if he's alone, even at the risk of an ambush. A smaller hitbox and faster-than-average speed makes him incredibly effective (albeit risky) bait for ambushes. When baiting as a Medic, make sure you stay alive - losing your team's Ubercharge is rarely worth killing an off-guard enemy.<br />
* [[Sniper]] - '''High'''. Sniper is most powerful at a distance - up close, he is at a significant disadvantage. Seeing a Sniper backing away is common, and is less likely to alert enemies of a potential ambush.<br />
* [[Spy]] - '''High'''. Spy draws a lot of attention from enemies, who will want to eliminate him before he has a chance to [[Cloak]] or [[disguise]]. After killing a high-priority target, such as a Medic, Soldier, or Heavy, the rest of the enemy team will often try to kill him. In competitive play, Spy is less of a threat thanks to good team communication, and an undisguised Spy will most likely cause enemies to suspect a trap. Alternately, Spy can disguise as a higher-priority target on his own team, such as appearing as a Medic to the enemy, and becoming an even more tempting target for chasing.<br />
* [[Control point (objective)|Control Points]] - '''High'''. As the main objective in many game modes, a team may either choose to quickly capture a control point (more often happens in [[King of the Hill]] maps) and then retreat, tempting enemies with an "undefended" control point and subsequently catching them in a crossfire, or if playing Attack/Defense, purposely hide defenders at control points to catch enemies unawares. The former can even be extended to full CP maps by luring the enemy into full assaults on a freshly captured CP, eliminating them and using the break in enemy reinforcements to push ahead. When approaching an enemy-controlled point, however, most players will actively search for defenders, reducing the element of surprise.<br />
<br />
== Class-specific ambush tactics ==<br />
=== [[Scout]] ===<br />
* As a Scout, your speed and heavy damage makes you lethal against unprepared enemies.<br />
* Your speed allows you to use alternate routes to flank the enemy.<br />
* If it becomes too difficult to get behind enemy lines, use [[Bonk! Atomic Punch]] in order to dart through the front lines and behind the enemy. Remember that enemies may immediately hunt you down before you cause too much damage.<br />
* By using [[Crit-a-Cola]], you can deal a great deal of damage in a single ambush, but you likely won't survive long against more than one enemy.<br />
** Pick your primary weapon carefully; if you're only trying to kill the enemy Medic before dying, consider using the [[Soda Popper]], which can kill most classes before they can react. If you want to attack isolated targets, the [[Shortstop]] and stock [[Scattergun]] allow for greater staying power if more enemies arrive.<br />
* If you have confidence in your aim and ability to get close to an enemy, the Force-A-Nature deals the most burst damage of any of the Scout's primary weapons, at the cost of having only two shots per clip and reloading very slowly. Remember that it is most effective for weakening two separate enemies; the knockback prevents the second shot from dealing maximum damage against a single target. If you want to kill a single enemy before he can react, use the [[Soda Popper]].<br />
* The speed boost from the [[Baby Face's Blaster]] allows you to make quick entrances and exits when attacking. Don't stay too long; if you get hit, you become much more vulnerable. Additionally, the reduced clip size prevents you from being as effective in direct combat.<br />
* The [[Back Scatter]] greatly increases the benefit of ambushing an enemy from behind, but at the range that it is most effective, the stock Scattergun usually does the job just as well.<br />
=== [[Soldier]] ===<br />
* [[Rocket jump]] onto high places that are above the player's average eye-level, e.g on top of doorways or on top of a pile of crates. When the enemy runs through the doorway, rain down [[rocket]]s upon them.<br />
* A barrage of [[Air Strike]] rockets can bring an enemy push to a halt. Consider using the [[B.A.S.E. Jumper]] to stay closer to the enemy, where your rockets deal more damage.<br />
* The [[Beggar's Bazooka]] can often kill enemies before they can react. If you have a [[Taunt]] that is instantly cancelled, such as the High-Five or Square Dance, you can load up a barrage, then wait behind a corner indefinitely until an enemy approaches.<br />
<br />
=== [[Pyro]] ===<br />
{{youtube tn|width=250|bFMCYswmS9g|float=right|A demonstration of a Pyro ambushing.}}<br />
* Lurk around corners or next to entryways into different areas of the map to take advantage of the limited range of the [[Flamethrower]].<br />
* Players tend to watch their front and flanks, but rarely above themselves. Dropping from above onto unsuspecting enemies gives you a greater advantage, but doing so against a large group will often result in your death.<br />
* Sometimes, when hiding behind a corner, your Flamethrower may stick out, alerting enemies to your presence. Switching to your Secondary or Melee weapon will prevent this, but it takes time to switch back.<br />
* The [[Backburner]] rewards Pyros with its 100% [[critical hits]] when attacking an enemy from behind, making it an excellent ambush weapon.<br />
* After ambushes, feign a retreat and disappear from the enemy's view. Some enemies may follow you in hopes of an easy kill; this gives the potential for another ambush.<br />
<br />
=== [[Demoman]] ===<br />
* Stickybombs are tailor-made for ambush purposes. Doorways, corners, and anywhere the enemy does not normally look when passing makes a great location for a potential Stickybomb trap.<br />
** Placing them on moving props such as trains might surprise enemies as they may not see the floating sticky bombs.<br />
* Thanks to the abilities of the [[Scottish Resistance]], multi-ambushes are now possible. When waves of enemies approach, detonating the first batch of stickies can take out the first wave, leaving the second batch ready for the second wave and so on.<br />
* Since confined locations are generally used for ambushing, it is best to place Stickybombs in tight clusters of 3-4 as opposed to covering a large area. The affected area is decreased, but the explosive damage from each Stickybomb stacks, and even the minimum splash damage will generally kill any class with a single detonation.<br />
* The [[Ullapool Caber]] is a good kamimaze weapon if equipped with the [[Chargin' Targe]] - this is the only way you can deal critical explosions on demand without a [[Kritzkrieg]]. A critical hit with the Caber will instantly kill any class except an overhealed Heavy, and can shred multiple enemies if they are grouped up. Should you miss the critical, however, you will likely die for nothing.<br />
<br />
=== [[Heavy]] ===<br />
* Heavy can jump around corners, spinning his Minigun on the way down, and proceed to wreak havoc on unsuspecting enemies. This works particularly well due to the Heavy's high DPS at close range. <br />
** Remember that Heavy's miniguns are less accurate and deal less damage for about a second after being spun up. If you survive the first second after an ambush, you will be at an even greater advantage.<br />
* With the [[Gloves of Running Urgently]], Heavy is as fast as Pyro and Engineer, which allows him to ambush from unexpected areas. His health is drained while running, however.<br />
* The [[Natascha]] allows Heavy to attack retreating enemies for longer, at the cost of reduced damage. It is particularly effective against Scouts, which will often try to dodge Heavy's attacks. In addition, the Natascha is quieter than the stock Minigun, making it less likely that approaching enemies will react.<br />
* The [[Tomislav]] grants a perfectly silent, 10% faster rev up at the cost of firing 20% slower, but still deals more than enough damage to kill most any class in under a second of direct fire. The faster spin up time also allows the Heavy to respond to ambushes much more effectively than a Heavy wielding any of the other miniguns. Note that while spinning up the Tomislav is silent, but firing it is not.<br />
<br />
=== [[Engineer]] ===<br />
* Level 1 [[Sentry Gun]]s are small and relatively quiet, making them ideally suited for planted ambushes and traps much in the same way [[Stickybomb launcher|Stickybombs]] are suited for trapping doorways.<br />
* While weaker than a Level 1 Sentry, [[Combat Mini-Sentry Gun|Mini-Sentries]] have the additional advantages of a rapid build time and low construction cost. This allows it to be quickly set up to augment your own damage output in contested areas.<br />
* Be wary of walls and props which could create safe spots from your Sentry Gun, and potentially botch your ambush attempt.<br />
* Enemies are not likely to fall into the same trap twice; move your Sentry Gun after an ambush to keep the element of surprise.<br />
<br />
=== [[Sniper]] ===<br />
* While the Sniper is not a particularly stealthy class, the [[Huntsman]]'s close-range capabilities allow for a fast 360 damage on a fully charged [[headshot]], which you can get quite easily by waiting around the corner, while fully drawn. Alternatively, if you cannot fully draw in this time, a headshot will still deal 150 damage, instantly killing 5 out of the 9 classes. Those that survive the headshot (excluding [[Heavy]]) can be easily killed with a follow-up bodyshot, a few shots from the [[SMG]], or a melee hit with the [[Kukri]].<br />
** However, be aware that after drawing your bow for 5 seconds, the Huntsman will have greatly reduced accuracy and be unable to headshot. <br />
* The Sniper's [[Sniper Rifle (disambiguation)|Rifle]] can also pull off an ambush successfully if you can sneak behind the enemy lines - although it is more difficult. A good Sniper will be able to perform easy headshots from behind the enemy team.<br />
** Remember that the Sniper Rifle emits a distinctive sound when fired. After a kill, change locations before the enemy hunts you down.<br />
<br />
=== [[Spy]] ===<br />
* Cloaking/disguising while hiding behind an object or around a corner is a common strategy for Spies. Spy can easily wait for an oblivious opponent to pass his hiding place before de-cloaking and killing them. <br />
** After a couple kills, the enemy will likely check their backs when approaching your hiding spot. Change locations and attack from somewhere else.<br />
* The [[Dead Ringer]] allows you to make riskier plays, as it offers a nearly-guaranteed escape. However, you can no longer cloak manually. Stay out of sight until an opportunity presents itself.<br />
* During a firefight, the [[Cloak & Dagger]] can be used to hide in the corner of the area. This can be used to take out distracted enemies.<br />
* Hiding and using [[Your Eternal Reward]] is an effective strategy. When a teammate gets backstabbed, players expect to see an undisguised Spy trying to flee. The split-second of confusion when no Spy is visible gives you time to slip away or go for another kill.<br />
<br />
== Preventing and surviving ambushes ==<br />
Since an ambush is, by definition, an attack of total surprise, usually the only way to escape is to retreat. There are, however, steps that can be taken to avoid triggering ambushes in the first place.<br />
<br />
=== Avoidance ===<br />
* Do not follow the same path twice if possible. Enemies may be watching to see which paths are ideal for ambushes.<br />
* Look for Stickybombs and shoot or move them out of the way whenever possible.<br />
* Anticipate the places the enemy will be hiding and enter from the far side while strafing.<br />
* Move quickly through confined spaces, or if possible, avoid them altogether.<br />
* Be on the lookout for the nozzle to the [[Pyro]]'s [[Weapons#pyroprimary|Primary Weapons]]. It is a large and longer weapon than most and tends to stick out if they have it equipped.<br />
* Listen for noises that certain classes make, such as a spinning [[Minigun]], the decloaking sound of a [[Spy]], or the beeping of a Sentry Gun.<br />
* When entering doorways or moving around corners, it is often good to move out and back quickly in order to catch a glimpse of the area and any potential ambush, and move away before any enemies have the chance to react.<br />
<br />
=== Countering ===<br />
* Spies hidden behind enemy lines can relay ambush locations back to the team.<br />
* To counter ambushes when using an explosive weapon, turn on [[Hit_Sound|Hit Sounds]] and shoot an explosive projectile (such as a [[Rocket]] or [[Sticky Bomb]]) near the area where ambushers are most likely to be hidden. If you hear a Hit Sound play, you know that an ambusher is waiting there.<br />
* Unless an [[ÜberCharge]] is ready, pushing through an ambush is risky and often suicidal.<br />
* Equip weapons that are suited to retaliating quickly against an ambush (such as the [[Tomislav]]) or for fleeing an ambush safely and swiftly (such as the [[Rocket Jumper]]).<br />
* When ambushed, quickly assess the situation and decide if you should stay and fight. If not, retreat and call to your teammates for help.<br />
<br />
== Map-specific ambushes ==<br />
=== [[2Fort]] ===<br />
* Inside the hooded plaza entrance to the [[Capture the Flag#Intelligence|Intelligence]] area.<br />
* Around the corner from either of the two entrances to the enemy base.<br />
* Around the corner from either of the two sewer entrances.<br />
* The small corner round the bottom of the stairs leading from each base to its sewer.<br />
* The small pile of crates (RED) or barrels (BLU) upon ascending the stairs from the sewer.<br />
* The "Grate" room in either base; allows a good view of the front entrance.<br />
* The shelf and "worksink" between either team's Base Entrance and the Courtyard. (Enemies tend to charge directly from the Base Entrance to the Courtyard and then stop, ignoring this corner completely.)<br />
<br />
=== [[Dustbowl]] ===<br />
* Stage 1, behind the small house outside of the BLU exit leading directly to control point 1. While it is easy to be spotted from the exit across the ravine, it is ideal for ambushing BLU players heading straight for the control point as well as dropping down on players approaching the control point from within the ravine.<br />
* Stage 1, above the stairs leading to the small building across from control point 2. Players heading up the stairs tend to go straight up the stairs and onto the building, sometimes ignoring anyone nearby.<br />
* Stage 2, end of tunnels leading to control point 2 area. There is a wooden walkway above these tunnel exits (Engineers like to build Sentry Guns on it) for a Pyro can drop down from on emerging attackers or for RED players to attack BLU attackers heading straight for the control point upon leaving the tunnels.<br />
<br />
=== [[Granary (Control Point)|Granary]] ===<br />
* On the overhead path with the circular exit leading from control point 2 to the central control point.<br />
* On the framework to the right of control point 2, from the defending side. If the defending side is RED's side, the sign directly above the point can be scaled as well.<br />
<br />
=== [[Pipeline]] ===<br />
* Stage 1, the staircase leading up to the Sniper nest next to spawn. Jump down to the bottom of the stairs while the enemy is walking up them to get to the Sniper nest, effectively cutting the enemy off from the exit.<br />
<br />
=== [[Steel]] ===<br />
Steel plays well to the short-range classes' abilities as a large percentage of the map contains blind corners, choke points, and narrow corridors.<br /><br />
Some specific ambush locations include:<br />
* The Window Room overlooking control point E. This is accessible from A, just beside the RED team's Spawn Room. A BLU Spy can easily use this to slip in amongst enemy players incognito. <br />
<br />
=== [[Well (Control Point)|Well]] ===<br />
* Next to the rail tracks at the middle control point on the outside of the entrance or on the inside of the exit.<br />
* Next to the doors into the fourth control point (this is close to water for Pyros though).<br />
* Behind any of the rail cars.<br />
* Next to the well entrances/exits.<br />
<br />
[[Category:Strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Spy_strategy&diff=3084018Community Spy strategy2021-12-07T20:07:56Z<p>MK38993: /* General */</p>
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<div>[[File:Spybackstab.png|300px|right|Run.]]<br />
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{{Quotation|'''The Spy'''|May I make a suggestion? '''Run'''.|sound=Spy_taunts11.wav}}<br />
<br />
The [[Spy]] is a class dedicated to trickery and deceit. Specializing in espionage and sabotage, he can [[backstab]], {{botignore|[[cloak]]}}, and [[disguise]]. He can also [[Sapper|sap]] an [[Engineer]]'s buildings, causing them to malfunction. Enemies that are [[Spy checking]] should be avoided, and to escape suspicion, a little bit of acting on your part can go a long way. With some skill and luck, Spies can even fool veteran players.<br />
<br />
{{TOC limit|3}}<br />
<br />
== Quick tips ==<br />
* Avoid being seen or heard as much as possible, even with a disguise.<br />
** Players can be exceptionally paranoid (especially if they have been backstabbed previously), spychecking anyone they see, regardless of your behavior or acting. Wait until your teammates distract them, and strike while they are occupied.<br />
** Be aware that decloaking and backstabbing can be rather loud, especially if you are using the [[Dead Ringer]]. Competent enemies will likely hear these sounds and react. Use the sounds of gunfire from the battlefield, and decloaking behind corners and walls to mask the sound of your decloak.<br />
** Try to avoid being spotted while doing your job. Take note of which players see you decloak, stab, or sap. If you do get spotted, your options are to cloak and run away or fight back with your Revolver.<br />
** Always ask yourself, "Will/did that player see/hear me stab/sap/decloak? Did they react to it?" If so, move to another part of the map until they are done spychecking. If not, continue doing your job.<br />
** Try to check your surroundings before you decloak.<br />
<br />
* Typically, you should {{botignore|cloak}} when heading towards an enemy objective. A teammate running in the opposite direction of the rest of the team is suspicious and a prime candidate for Spy checking.<br />
** While disguised, enemies are much less likely to Spy check you if run backwards towards them as if fleeing from your real teammates.<br />
<br />
* Learn to play other classes first. Once you know how each class behaves, you will be able to act more convincingly.<br />
** Pay attention to which class you are disguised as. Snipers and Engineers generally stay in one spot while Pyros will often patrol an area.<br />
** The Pyro disguise is good for general situations, but being a very common disguise, you might get spychecked more frequently. The upside is, you might not want to stay close to enemy Pyros, so you probably won't appear in the same vicinity as them.<br />
** The Scout disguise is nearly useless for tricking vigilant enemies; you will not move as fast as a real Scout does. However, you can use the Scout disguise to hide, as his body is much smaller than other classes. Furthermore, the smaller model of the Scout changes where your head appears to enemies, throwing off Snipers' aim. Also, Scouts will often run in and out of the fray of battle — distracted enemies may not suspect you if you are heading towards the objective.<br />
** The Heavy disguise will slow you down considerably, but can be used to trick enemy Medics into healing you. The disguise may trick enemies simply because the Heavy disguise is so rarely used. However, this disguise makes it difficult to approach enemies to backstab.<br />
** The Soldier disguise should not be used when you are heading from the enemy's base toward their objective. Soldiers will generally [[Jumping#Soldier jumps|rocket jump]], and one that does not will attract suspicion, unless you are in a confined room that prevents rocket jumping, such as the corridors on cp_steel.<br />
** The Engineer disguise can be useful in specific situations. Kill an Engineer, disguise as him, and stand next to his buildings with your disguise's Wrench out; when the coast is clear, sap the enemy's buildings and make your escape. Enemies may even expose their backs to you as they heal next to "your" Dispenser. Keep your eye on when the Engineer respawns, however - he may return to his nest and expose you as a Spy.<br />
** The Medic disguise will not trick enemies very often; Medics who are not healing teammates will instantly draw suspicion. However, it does give you a reason to be behind them. Pull out your disguise's Medi Gun, and backstab them when they look away from you.<br />
** The Sniper disguise can be good for surveillance, as you won't attract too much attention behind enemy lines. However, you can't scope in, so make sure to not stand in one spot for too long, or an enemy might notice that you aren't doing anything.<br />
** The Spy disguise can be effective, as you won't seem out of place taking flank routes. It is also useful when among your teammates, as you can act like an enemy Spy trying to stab your own teammates, instead of an obvious disguised Spy that none of your teammates are attacking. However, merely seeing a Spy might remind paranoid enemies to Spycheck.<br />
** Make sure you're disguised as an actual player. If the enemy team doesn't have the class you're disguised as, your disguise will have no cosmetics or weapons other than stock. New players are fairly uncommon in most games, so seeing a cosmetic-less enemy with Stock weapons approaching may make enemies suspicious. <br />
*** Alternatively, you can act confused and pretend to make "beginner mistakes" - enemies may dismiss you as useless and ignore you.<br />
<br />
* Cloak before disguising if you are behind enemy lines. Doing so will prevent your enemies from seeing your Disguise Kit's smoke.<br />
** Press (by default) {{Key|B}} to automatically change the weapon that your disguise is holding, matching the weapon slot you are using. For example, if you are holding a Revolver and press {{Key|B}} your disguise will switch weapon to its primary (or secondary, if you're disguised as a Spy) slot. For example, if you are disguised as a Sniper, make sure to switch to your disguise's Sniper Rifle. Changing weapons can also trick enemies into believing your disguise. If you are not disguised, pressing {{Key|B}} will disguise you as the last person you disguised as.<br />
<br />
* If you are using the [[Invisibility Watch]], you are able to regain Cloak, both while cloaked and uncloaked, by picking up ammo boxes and remains of destroyed buildings as well as leeching off enemy Dispensers (if you are also disguised).<br />
** However, be careful while picking up ammo or health if enemies are nearby. Seeing ammo and health disappear with no one near it is a {{botignore|dead ringer}} for a cloaked Spy.<br />
*If you are using the [[Cloak and Dagger]], then you can only pick up ammo when uncloaked (although it will refill your cloak meter less than if you were using the [[Invis Watch]]). Use this ability to make sure that you don't run low on cloak at a vital moment.<br />
<br />
* Unless you are using the Dead Ringer, cloaking will take about one second. Cloak before you enter enemy territory, as you will always show as your team color when cloaking and uncloaking, thus revealing yourself to the enemy.<br />
<br />
* Always work with your team. Despite your abilities of backstabbing, cloaking, and disguising, you are still susceptible to taking damage, and working in conjunction with your team will improve your performance as a Spy.<br />
<br />
== General ==<br />
<br />
* Try to make an indirect approach on enemies through predicting their movements; it will attract less attention and will surprise them. Also, try not to bump into your enemies; it will alert them to your presence.<br />
<br />
* If you are following an enemy and they look back, consider turning around as if you were checking for a Spy behind you — this may trick them into believing your disguise.<br />
<br />
* You are able to see the names of enemies, and their health. Use this knowledge when making a plan or predicting movements. Injured players will often look for a Health kit or a Medic, while enemies at full health tend to head for the objective. You are also able to see the Health and upgrade level on an Engineer's buildings.<br />
** You can also see the Medic's Medi Gun charge status. Relay this information to your team — if the enemy is near full charge, they will probably make a push soon.<br />
<br />
* When you are disguised as an enemy, enemy [[Sentry Gun]]s will not attack you directly, and you can use enemy buildings; enemy [[Medic]]s are also able to heal you.<br />
** If you use a voice command such as "MEDIC!" or "Spy!" that shows up in chat, the enemy team will also see it in their chat, which may alert them to your presence if the enemy you are disguised as sees it and calls you out.<br />
** [[Teleporter]]s do not require a disguise to use.<br />
** If a Sentry Gun locks onto a teammate and you are between him and the Sentry Gun, you will still be harmed.<br />
** A Sentry Gun will not stop shooting at you if you have disguised after it sees you unless a teammate comes closer to it than you '''or''' you break line of sight '''or''' you leave the Sentry Gun's range.<br />
<br />
* Avoid backstabbing someone in front of an enemy Sentry Gun, unless you have to make a [[pick]] that is worth dying for. If you are using a [[Dead Ringer]] or [[Your Eternal Reward]], however, utilize it to avoid taking damage.<br />
<br />
* Avoid enemy [[Pyro]]s if you can, for they can easily Spy check you. If you are ignited while cloaked with a watch that isn't the Dead Ringer, uncloak so you are able to fight back, preferably with a [[Revolver]]. Also, be on the lookout for [[Health#Health kit|Health kits]] to douse the flames and increase your chances of survival, or use the [[Spy-cicle]] to extinguish yourself and cover your tracks. You should also retreat towards your team's side while shooting the Pyro so that your team can help you fend off the enemy.<br />
** Alternatively, if you are set on fire, consider remaining under cloak; debuffs such as fire and Jarate wear off faster when you are cloaked.<br />
<br />
* Be prepared to use the Revolver in several situations. These include: being spotted, attacking a Pyro, and picking off low-health enemies that are out of your melee range.<br />
** The [[Ambassador]] is especially good for Revolver-sniping, and will do 102 damage on a [[Headshot]] at close range. Its first shot is also perfectly accurate. However, its damage, including headshots, decreases with distance, so try to close the distance before you attack.<br />
<br />
* Try to [[pick]] high-value targets, such as Medics and Heavies, to kill first. This is due to their high utility to the enemy. Killing a Medic is usually worth your life — you can stop an enemy push that might change the game's outcome.<br />
<br />
* Use good judgment to pick targets. If you see a Heavy-Medic pair, it may be better to take down the Medic first if there are multiple enemies to prevent the Medic from simply healing another enemy who would kill you. However, if the pair is alone, it may be better to kill the Heavy first and leave the Medic nearly defenseless. If you are called out by the Medic, however, it would be better to go for the Heavy than to die for nothing.<br />
<br />
* Lone Snipers and Heavies are generally easy targets due to their low movement speed when scoped in or spun up, respectively. If the opportunity arises, eliminate them.<br />
<br />
* You can set up a large killing spree by positioning yourself behind enemy lines and following a group of enemies into battle. Once they are distracted by a fight, start backstabbing one after the other, starting with the enemy farthest back. Be aware of the time between backstabs and don't run past an backpedalling enemy; they may notice and kill you.<br />
<br />
*While you are invisible using any of the [[Spy]]'s watches, you have 20% resistance to damage (more if you are using the Dead Ringer), and debuffs will wear off faster ([[Jarate]], [[Mad Milk]], [[afterburn]], [[bleed]]). If you are bleeding or burning to death, cloak and search for a Health kit. However, be aware that while cloaked, you cannot attack, and if (for example) you are bleeding, you will still be visible to enemies as a translucent silhouette.<br />
<br />
* Be aware that if you step on to the enemy [[Capture the Flag#Intelligence|Intelligence]], you will lose your disguise and pick up the Intelligence. Sentry Guns will lock on to you if they are in range and the enemy team will be notified. You can use this to lure enemies into checking on the Intelligence and killing them when they arrive. However, enemies will be able to know your location while you are carrying it, so you may want to drop the Intelligence (default key {{Key|L}}) and then wait for them to check on it.<br />
<br />
* Try not to fall too far while cloaked; your enemies will be able to see the blood and hear the sound of you taking [[fall damage]]. If it is unavoidable (or simply faster), try finding railings or other platforms to break your fall.<br />
<br />
* You can trick enemy Medics into using their [[ÜberCharge]] on you, usually by disguising as a [[Medic buddy]], ideally a Heavy or a Soldier, as both disguises are not as expected. If an enemy Medic starts healing you with an ÜberCharge, run towards the objective the enemy Medic is going for. With luck, he may believe you are on his team and use his ÜberCharge, wasting his charge. Then, when his Übercharge wears off, if he is still healing you, your teammates can pick him off.<br />
<br />
* If you want to make a quick escape, try turning a corner and quickly activating your Invisibility Watch. When your Watch is active, turn around (avoiding the enemy) and double back past him. The enemy will believe you've continued running, and run in the wrong direction.<br />
<br />
* Using voice commands like 'Help!' or 'Incoming!' may lead the enemy into believing you're on their team, provided you do it in the right situation. For example, you might use them when you are fleeing from the battle.<br />
<br />
* If you are disguised as a slow class, such as the Heavy, it can be helpful to drop your disguise just before backstabbing an enemy. You'll begin to run at your normal speed, and if you do it just before you go for a backstab, you can reduce your chances of being spotted by the enemy before you get the kill.<br />
<br />
* Be aware that players that are [[turtling]] are much more likely to Spy check you, as they are likely not focused on anything except defending.<br />
** Also take note of the Spy-checking habits of the enemy team. If you recognize that a certain enemy always Spy-checks players, try avoiding the area that player is in.<br />
<br />
* Consider changing your loadout every so often. Some players will try to memorize enemy equipment in order to predict their playstyle; switching up yours, especially your Invis Watch, may throw them off. As the Spy's theme is based around deception, this is a good way to manifest deceit in-game.<br />
<br />
* Use the terrain to your advantage; there are shortcuts scattered through the maps that can help you conserve your Cloak and catch up to enemies.<br />
<br />
* There are many different maneuvers you can use to land a successful backstab; for example, you can fall off of a high area and land behind your enemy as you are falling. This can surprise some players, who may let you flee from battle and prepare for another infiltration.<br />
<br />
* Even if enemies start Spy-checking you, unless it is a Pyro with a flamethrower or you are low on health, consider ignoring the attack, especially if there are no escape routes available. Sometimes, the enemy will believe your disguise, having Spy-checked you, and even if they don't, unless you're using the {{item link|Conniver's Kunai}} or the {{item link|Big Earner}}, you can often survive enough damage to escape.<br />
** Even if you die, a dead Spy is much less of a detriment to a team than other classes, and the presence of a Spy, dead or alive, is enough to keep the enemy distracted and off of their best game. Just make sure that you're actually contributing while alive, or you'll be better off as another class!<br />
<br />
*If you see an unattended Sentry Gun, check for Engineers who might be around before you sap it.<br />
<br />
* If a Medic corners you with the [[Ubersaw]], consider disguising or committing [[suicide]] in order to deny him additional [[Ubercharge]].<br />
<br />
* The Knife deals 40 damage. This means that you can just finish off enemies with 40 or less health by [[Glossary of player terms#Butterknife|butterknifing]] them if you are out of Revolver ammo.<br />
<br />
* Try and utilize [[Trickstab]]s to punish overconfident enemies who know that you are a Spy.<br />
<br />
=== Disguising ===<br />
* Disguising as the same class as nearby enemy players can be dangerous because your disguise may show their name and loadout, revealing you to be a Spy.<br />
* When disguising or changing disguises, your body will be covered by smoke that is visible to everyone. When cloaked, this smoke will not be seen by the enemy. If you have the [[Dead Ringer]] equipped, the smoke will linger if you disguise shortly before you are "killed", making it immediately obvious that you are still alive.<br />
* Try to not always use the same disguise. For example, if an enemy player always sees you disguised as a Pyro, they will soon begin to Spy check any Pyros they come across.<br />
* You can switch your disguised weapon by pressing the 'Last Disguise Used' button (default key {{Key|B}}). This will change the weapon that your enemies see based on what you are currently holding. Use this to your advantage by using weapons that are appropriate to your location — a melee weapon may be more appropriate for a class like the Sniper in a compact, enclosed space.<br />
** Pressing the Last Disguise Used button while holding your Revolver will change your disguise's weapon to its Primary slot. The Sapper will change it to its Secondary, and your Knife to its melee weapon.<br />
** Note that weapon switching looks identical to the class switching weapons normally. It may help you blend in around the enemy.<br />
** Your disguise is unable to hold the [[Disguise Kit]] or [[Sapper]].<br />
** By disguising as an enemy Medic and switching to their secondary weapon, a Spy can check if the enemy Medic is using the [[Kritzkrieg]], [[Medi Gun]], [[Quick-Fix]], or [[Vaccinator]]. This is especially useful during Setup time.<br />
*** While not as essential as checking an enemy Medic's Medi Gun, one can also do this to other classes in order to predict their playstyle.<br />
<br />
* Your disguise health will mimic that of the player you are disguised as at the time you applied the disguise. You can increase your disguise health through a variety of methods, including being healed by a Medic, standing near the [[Payload#Carts|Payload cart]] or an enemy [[Dispenser]], or by picking up a [[Health|Health kit]]. Be aware that if you are disguised, you will always pick up Health kits, even if you are at full health. Use your disguise to steal health packs from the enemy!<br />
<br />
* You can fake-reload the weapon you're holding while disguised if you shoot with the Revolver, disguise with a Primary or Secondary weapon, and then reload (default key {{Key|R}}). This may allow you to avoid suspicion in the middle of a firefight.<br />
** However, when holding a weapon that cannot reload, such as the [[Minigun]], attempting to fake-reload will still produce an animation. This may alert suspicious enemies.<br />
<br />
* When you are disguised, you will wear the same equipment as your disguise - including [[cosmetic items]].<br />
** This gives more reason to avoid enemies that you disguise as — they may recognize their own equipment, if not their name.<br />
** Some cosmetics, such as the [[Hotrod]], will carry effects that it normally has to you. That is, the Hotrod will flip down over an Engineer's face if he is holding blueprints or carrying a building. Your disguise will flip the Hotrod over your face if you pull out the Sapper, which can be used to detect you.<br />
<br />
* If you know an enemy Spy is in your base, disguise as a friendly [[Pyro]]. The Spy may reconsider his attack and flee, enabling an easy backstab if you are within range or allowing you the first shot if they are at medium range. You can also chase the enemy Spy into a group of your teammates or out of your base.<br />
<br />
* It is worthwhile to disguise in most circumstances as one of the faster classes, such as a Pyro, Medic, Sniper, or Engineer. While each class can be used as a disguise in certain situations, be wary in general of slower classes which are less mobile.<br />
<br />
* In certain situations, you can disguise as a dangerous class on your team such as a Pyro or Heavy as an attempt to scare off attackers. This usually never works but it doesn't hurt to try!<br />
<br />
* If there is an enemy that tends to exhibit odd behavior, such as excessive jumping, try to do the same if you're disguised as them to better sell your act.<br />
<br />
=== Cloaking ===<br />
* If you know an enemy has seen you {{botignore|cloak}}, head in one direction while you are partially visible, and when you are fully invisible, change your path to trick your pursuer into going the wrong way. Use props and elevation to your advantage to make yourself harder to track.<br />
<br />
* Always have a plan before decloaking, as it takes 2 seconds before you can attack or use the [[Sapper]].<br />
<br />
* When using the [[Invisibility Watch]], you have about 9 seconds (13 seconds if you are using the [[L'Etranger]]) of full cloaking (unless you find an ammo pickup) and recharging from an empty Cloak takes 30 seconds. Keep this in mind when penetrating and hiding in the enemy base.<br />
** Memorizing ammo spawns and shortcuts will make your Cloak much more effective.<br />
** You can also use Dispensers to recharge your Cloak, including enemy Dispensers if you are disguised as an enemy.<br />
*** Level 1 Dispensers will maintain your level of {{botignore|cloak}} with the Invisibility Watch.<br />
*** Level 2 Dispensers will recharge your Cloak with the Invisibility Watch.<br />
*** Level 3 Dispensers will recharge the Invisibility Watch.<br />
*** The [[Payload#Carts|Payload cart]] will not refill your {{botignore|cloak}} meter '''while cloaked'''.<br />
<br />
* Use blind spots (areas where the player's view is cut off, normally a corner or other 90 degree angle) to recharge your [[Cloak]] if you are not using the [[Cloak and Dagger]]. An example of this is on [[2Fort]] in the corner just inside the enemy fort entrance. Most people will run past this area without even looking in the corner, allowing you to recharge your Cloak or surprise a group heading out towards the bridge or sewers.<br />
<br />
* If possible, cloak while surveying an area. Disguises are not always reliable, as [[Spy checking]] is a common practice.<br />
<br />
*With the [[Cloak and Dagger]], find small nooks or other obscured places near doorways. You can either sit and wait for your Cloak to fill before continuing on into the enemy base, or you can wait for a target to exit or enter the building.<br />
<br />
* If you know you will die to an [[Ubersaw]], try to disguise to deny the Medic extra Über. Note that you can still feed Über to the enemy Medic if you are cloaked or not fully disguised. Common in competitive play, another way is to [[bind]] a key to kill yourself and deny enemy Medics additional Über.<br />
<br />
== Weapon specifics ==<br />
=== Secondary weapons ===<br />
==== [[Revolver]] + reskins/ [[Big Kill]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Revolver|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Revolver}}<br />
| rowspan="3" |6<br />
| rowspan="3" |24<br />
| rowspan="3" |55-60<br />
| rowspan="3" |35-45<br />
| rowspan="3" |16-25<br />
| rowspan="3" |120<br />
|-<br />
! {{Table icon|Big Kill|Promotional}}<br />
| {{Icon killicon|weapon=Big Kill}}<br />
|-<br />
! {{Table icon|Festive Revolver|Uncrate}}<br />
| {{Icon killicon|weapon=Revolver}}<br />
|}<br />
<br />
* The Revolver is the Spy's secondary weapon. While not as powerful as the Knife's backstabbing capabilities, it is still an integral part of the Spy's arsenal. It is moderately accurate and has a fast reload time.<br />
<br />
* Use the Revolver for killing low-health classes and when backstabs are not easy or possible due to the location of the enemy. It's also viable when you are being chased; 6 medium-range shots will take down most classes.<br />
<br />
* Due to the Scout's quick movement, it can be better to shoot Scouts rather than try to stab them.<br />
<br />
* Use the Revolver against Snipers who use the [[Razorback]]. While the Ambassador can deal critical damage on a Headshot, the Revolver is also a good option because of its fast rate of fire. It is also better against [[Huntsman]]-wielding Snipers, as they tend to move around more.<br />
<br />
* Use the Revolver in conjunction with the Sapper. Sap an Engineer's Sentry Gun, and when he returns to repair it, shoot him. 3 to 4 hits will kill him, after which you can shoot his buildings if necessary.<br />
** If the Engineer has just begun building his Sentry Gun, Dispenser, or Teleporter, 1 to 2 shots will take it down — use the Revolver instead of the Sapper for a long-range destruction. This will help prevent you from being discovered as well.<br />
** Alternatively, the Revolver has the best damage output against buildings of all Spy secondaries; let chaos ensue on a paranoid Engineer or sentry nest with a mass sap strategy. Use your Revolver to take his buildings out before he knows what hit him.<br />
<br />
* Remember that the Revolver is 100% accurate if you allow 1.25 seconds between shots (approximately how long it takes to reload your Revolver). Use this to pick off wounded enemies or to snipe buildings from a distance. Long-range shots, despite only doing about 20 damage to players, will deal full damage to buildings.<br />
<br />
* When navigating narrow corridors, keep your Revolver out. If they are fooled by your disguise, run by them and backstab them. If they begin to attack you, begin to backpedal while side-strafing and shooting them.<br />
<br />
* This is an invaluable weapon against Pyros, as it allows you to keep your distance from their flames as you back away and weaken them with each shot. Be aware that walking backwards incurs a 10% speed penalty (and you and the Pyro are normally matched in speed) and flame particles have a slightly deceptively larger range than what the game's visual effects might indicate.<br />
<br />
==== [[Ambassador]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Ambassador|Unlock}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|-<br />
! rowspan="2" | {{Table icon|Australium Ambassador|Advanced+ Mann Up Reward|title={{common string|Australium item|Ambassador}}}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|-<br />
! rowspan="2" | {{Table icon|Festive Ambassador|Uncrate}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|}<br />
<br />
* At the cost of weaker bullets and slower firing rate, The Ambassador deals crits upon a headshot.<br />
** The Ambassador will only headshot if the crosshair is at its smallest size. Allow just under one second in between shots to ensure your ability to headshot.<br />
** The headshot damage has falloff based on distance, and will deal normal damage after a range of 1200 HU, greatly reducing the effectiveness of long-range sniping. Close the distance between you and the enemy first.<br />
<br />
* The Ambassador can also be used to destroy Engineer buildings from a distance, similar to the Revolver, as an alternative to sapping. Remember, if an Engineer is repairing the building, killing the Engineer first is preferable.<br />
** Landing a headshot on the Engineer may lead him to run away to find a source of [[Health]]. Use the time that he is away to destroy his buildings.<br />
** If you are good with your aim, you can often pick off all the Engineers in a nest. Usually, if they hide behind their Sentry Guns, you can shoot the Sentry Gun, forcing them to repair it until they run out of metal, which usually prompts them to run to get more, exposing their head. However, they may simply produce more from their [[Dispenser]]. You can run out of ammo and will be vulnerable to enemies.<br />
<br />
* With good aim, the Ambassador can be deadly against a [[Scout]]. If you manage to headshot him at close quarters, he will only have 23 health left (or 8 with the [[Sandman]] equipped); therefore, you can finish him off with a single attack of the [[Knife]] or another shot, depending on your range.<br />
** This strategy can be used on Snipers, Engineers, and other Spies because they start off with as much health as a Scout, 125; be careful, though, as these values can vary. An Engineer with a Gunslinger or a Spy with a Dead Ringer will be as difficult to kill as most other classes such as the Soldier or Heavy.<br />
<br />
* Razorback Snipers have resistance against backstabs, but not against bullets. Take the time to headshot enemy Razorback Snipers. A single headshot followed by a simple body shot — which can be fired faster than the Sniper is able to react — is enough to kill him.<br />
<br />
* The ability to see enemy health is invaluable when equipped with the Ambassador. When it drops below half of its base value, the health meter is shown in red. Against all classes except the Heavy, this means a guaranteed kill upon a close-range headshot.<br />
<br />
* If you miss a backstab on a low-health class (but still get a hit), switch to the Ambassador. A headshot will likely finish off the enemy.<br />
<br />
==== [[L'Etranger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|L'Etranger|Craft}}<br />
| align="center" | {{Icon killicon|weapon=L'Etranger}}<br />
| 6<br />
| 24<br />
| 44-48<br />
| 28-36<br />
| 15-18<br />
| 96<br />
|}<br />
<br />
* L'Etranger converts firepower into potential fleeing power. It allows you to turn scenarios where scoring a kill with the Revolver or Ambassador is too difficult into the ability to run away — and save your life.<br />
** Be aware that L'Etranger has a very distinctive "crack" sound when fired, which will alert nearby enemies to your presence.<br />
<br />
* The +15% Cloak per hit is applied regardless of the amount of damage you do to the opponent or your distance from him. Remember that L'Etranger is 100% accurate 1.25 seconds after shooting. Use it to recharge your Cloak safely from a distance.<br />
<br />
* L'Etranger increases Cloak duration by 40%, allowing more breathing room when you want to get behind enemy lines.<br />
** When equipped in conjunction with the Invisibility Watch, the duration of time spent fully invisible is increased from 9 seconds to 13.<br />
** In addition, the Cloak duration of both the Dead Ringer and the Cloak and Dagger (while running) is increased to 9 seconds, making them equivalent to using the Invis Watch without L'Etranger.<br />
<br />
* Keep in mind that the Invisibility Watch's timer can still be replenished by picking up Ammo boxes and building debris or standing next to a Dispenser.<br />
** As the Cloak and Dagger and the Dead Ringer are either not recharged by sources of ammo whilst invisible or not recharged by ammo sources at all, L'Etranger can be very effective when used with these watches.<br />
** Nonetheless, always be aware of your surroundings when using L'Etranger. It is not recommended for you to try and regain Cloak via L'Etranger if there are many enemies around with no allies. In a case like this, it is better to hide instead.<br />
<br />
* Remember that L'Etranger does less damage than both the Revolver and Ambassador. If you need more firepower, consider using one of those alternatives.<br />
** L'Etranger also does less damage to buildings, making a Sap-n-Shoot technique harder.<br />
<br />
* While the bonus cloak duration is negated by the Dead Ringer's -50% cloak meter when Feign Death is activated, L'Etranger can be used effectively with it. Be aware that once players realize that both items are being used, they will likely Spy check around your fake corpse and try to make sure that you are actually dead.<br />
<br />
* Positioning is key as Spy, and when using L'Etranger is no exception; when shooting from a relatively hidden position, you are less likely to be found while regaining your Cloak.<br />
<br />
==== [[Enforcer]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Enforcer|Craft}}<br />
| {{Icon killicon|weapon=Enforcer}}<br />
| 6<br />
| 24<br />
| {{tooltip|55-60|70-72 while disguised}}<br />
| {{tooltip|35-45|41-55 while disguised}}<br />
| {{tooltip|16-25|24-26 while disguised}}<br />
| {{tooltip|120|144 while disguised}}<br />
|}<br />
<br />
* The Enforcer is a [[Revolver]] replacement that trades stealth for extra firepower. In exchange for a bonus 20% base damage inflicted while disguised (i.e. the initial shot that breaks your disguise will deal 20% extra damage) and full damage resistance piercing (from, for example, the [[Vaccinator]], but ''not'' reduction from the [[Fists of Steel]] and obviously not from any sort of full invulnerability), the Enforcer fires 20% slower, and cannot deal random critical hits.<br />
<br />
* The Enforcer allows you to kill low health classes in 2-3 shots at point-blank range. Therefore, you can kill Razorback Snipers or Engineers trying to remove a Sapper easily.<br />
<br />
* A critical shot from this weapon can kill a light health class in 1 shot if the user is disguised when the shot was fired and drop many other classes on critically low health, allowing them to be killed in possibly another shot.<br />
<br />
==== [[Diamondback]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Diamondback|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Diamondback}}<br />
| 6<br />
| 24<br />
| 47-51<br />
| 30-33<br />
| 14-21<br />
| 102<br />
|}<br />
<br />
* The Diamondback is a promotional weapon for the Spy. It does less damage per shot than the Revolver and is incapable of random Crits, but has the ability to store Critical hits when your Sappers are involved in the destruction of enemy buildings, as well as when you backstab an enemy. Each destruction or assist involving your Sapper will give the Diamondback one guaranteed Critical hit. Successfully backstabbing an enemy will grant you a Critical hit as well.<br />
<br />
* Consider using the Diamondback if the enemy team has several Engineers. When you have several Crits, you can drop any non-[[overheal]]ed class in 3 shots, thus becoming a major threat.<br />
<br />
* You can use the Diamondback's rather loud firing to lure enemies into a backstab trap.<br />
<br />
* Even if you lack Crits, the Diamondback is still a relatively viable weapon. It does the same amount of damage as the Ambassador, but with no firing speed penalty.<br />
<br />
* The Diamondback is 100% accurate if you allow 1.25 seconds between shots. When combined with the Crit boost, the 100% accurate bullets can effectively snipe enemies at long range. Most enemies will die in 2 to 3 shots.<br />
<br />
* Enemy Engineers with the Gunslinger are great for racking up crits to use, as they will rarely attempt to remove a Sapper from a Mini-Sentry.<br />
<br />
* Like the [[Ambassador]], the Diamondback also allows you to pick off Engineers from long range, and then sap their Sentry Guns after getting up close. This can be extremely useful for lone or exposed Engineers who are too vigilant for a stab-and-sap.<br />
<br />
* The Diamondback is useful for taking out a Medic who is pocketing a player. Run up and backstab the patient, then quickly turn around and use the crit just gained to quickly kill the Medic with a few shots. An unprepared Medic will be surprised and will not take out his Syringe Gun until it's too late.<br />
<br />
=== Building slot ===<br />
==== {{anchor|Sapper}} [[Sapper]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Sapper|Stock}}<br />
| {{Icon killicon|weapon=Sapper}}<br />
| rowspan="4" |1<br />
| rowspan="4" |∞<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
|-<br />
! {{Table icon|Festive Sapper|Uncrate}}<br />
| {{Icon killicon|weapon=Sapper}}<br />
|-<br />
! {{Table icon|Ap-Sap|Promotional}}<br />
| {{Icon killicon|weapon=Ap-Sap}}<br />
|-<br />
! {{Table icon|Snack Attack|Uncrate}}<br />
| {{Icon killicon|weapon=Snack Attack}}<br />
|}<br />
<br />
* The Sapper is a tool used to take down an [[Building|Engineer's buildings]]. You have an unlimited supply of Sappers, and there is no "reload" delay between placing them. A Spy can continuously sap a building until it has been destroyed even if an Engineer is repairing it, since as soon as the Engineer knocks off a Sapper, a new one immediately replaces it. Sappers still do damage during the two Wrench hits it takes to remove them.<br />
<br />
* Holding {{Key|MOUSE1}} when approaching a building will place the Sapper as soon as you are in range. This also allows you to replace a Sapper immediately after an Engineer removes it.<br />
<br />
* In many instances, you can sap a building from well below or above it, allowing you to confuse its Engineer. This can also allow you to more safely retreat from the Engineer's nest if your sabotage efforts are interrupted.<br />
<br />
* The [[Homewrecker]] and [[Neon Annihilator]] allows [[Pyro]]s to remove Sappers from Engineer buildings. This, combined with their [[Flamethrower]]'s [[Spy checking]] ability, will make your job much harder. Therefore, it is strongly advised to either eliminate these Pyros before attempting to sap any buildings or to avoid them completely if possible.<br />
<br />
* When sneaking up on an Engineer who is using the [[Wrangler]], stab first and then sap. Killing the Engineer will cause his Sentry Gun to become disabled for three seconds, which will be enough time to place a Sapper.<br />
<br />
* It is possible to stab an Engineer and then quickly sap the Sentry Gun. When attempting this, it is recommended that you circle strafe away from the Sentry Gun's turrets to have more time to sap.<br />
<br />
* If an Engineer has his Wrench out and you sap his building, he most likely will attempt to repair the Sentry first instead of trying to kill you. Since it takes two hits to knock the Sapper off, this gives you a window of opportunity to stab him. This can be easier than the stab and sap method because you don't have to account for which way the Sentry is facing and circle-strafing the opposite way.<br />
<br />
* When dealing with Teleporters, it may be ideal to forgo the Sapper and use your Revolver. If the Engineer is not near either end, it will attract less attention if you destroy one end, as the Engineer will not automatically know a Spy was the culprit. Additionally, you can combine both to ensure one end is destroyed, while the Sapper encourages the Engineer to leave his other buildings unprotected.<br />
** Sapping a teleporter entrance can force Engineers to remove the Sapper on the exit. If they are partially standing on the teleporter exit while doing so, they can be [[telefrag]]ged by standing on the entrance and waiting for the Sapper to be destroyed. This only works if nobody sees the Sapper being placed and if the Engineer is not cautious. If the exit leads to a small or crowded room, it is more likely to work. Telefrags do not produce distinctive killfeeds, noises, or visuals.<br />
<br />
* An interesting feature of the [[Ap-Sap]] is that it doesn't leave [[gibs]] for the Engineer to replenish [[metal]] with. You can use this to your advantage during a push to deny him metal, and if the Engineer has the [[Widowmaker]] or the [[Short Circuit]], it denies him Shotgun ammo or a defense from projectiles.<br />
<br />
* The [[Ap-Sap]]'s "eye" opens more the closer you are to a building, thus allowing you to find nearby enemy buildings.<br />
<br />
==== [[Red-Tape Recorder]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Red-Tape Recorder|Unique}}<br />
| {{Icon killicon|weapon=Red-Tape Recorder}}<br />
| 1<br />
| ∞<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* Rather than damage buildings, the Red-Tape Recorder causes them to go through the building process in reverse. Upgrade levels are removed and the building eventually unbuilds, leaving a collectible toolbox in its place.<br />
<br />
* The rate of damage is based on the time taken to construct the building. As such, Sentry Guns go down faster than Dispensers and Teleporters.<br />
<br />
* The toolbox dropped acts as a large ammo pickup, which is very useful for boosting the regular Cloak.<br />
** Even if your Cloak is full and you have plenty of ammo, take the toolbox anyway. If you leave them where they are, an Engineer can use them to rebuild his buildings. If you have max ammo, simply fire your Revolver, reload, and take the toolbox.<br />
<br />
* It takes 3 seconds to degrade one level of a building. This makes the Red-Tape Recorder more useful than the Sapper for entrenched positions where a sapped Sentry Gun can easily be repaired, as upgrading takes longer than repairing.<br />
** Working alone, this is generally less effective than the regular Sapper, as you will most likely only manage to downgrade the buildings rather than destroying them. However, it is possible to convert a highly defended sentry nest into all level one Sentry Guns, allowing your teammates to destroy it far more easily.<br />
<br />
* Conversely, the Red-Tape Recorder is worse at destroying buildings outright, as unbuilding takes longer than the Sapper's destruction time. The Red-Tape Recorder can very rapidly remove the first few levels of a building, but takes a very long period of time to completely pack up a building. As of such, it's better to kill the Engineer first before applying the Red-Tape Recorder.<br />
** However, it makes sap-and-stab tactics a little easier. Even if an Engineer manages to remove your Red-Tape Recorder just as he gets backstabbed, the building still will have to complete its upgrade animation before becoming operational again, thus giving a little extra time to re-sap it.<br />
<br />
* Due to the fact that they only have one level, the Red-Tape Recorder can be surprisingly effective against Mini-Sentry Guns. However, it should be noted that it takes just as long to destroy as with a normal level 1 Sentry Gun.<br />
** It should also be noted that any Engineer removing the Red-Tape Recorder will cause the mini-sentry to return to full health, undoing both Sapper and other damage.<br />
<br />
* Make sure to sap more than one building, preferably 3; this will cost the Engineer time and metal rebuilding, leaving him vulnerable for assault.<br />
** On the HUD for the Engineer, the Sentry Gun has the biggest icon compared to the others. Sap the sentry first before you sap other buildings. Chances are the Engineer will save the Sentry Gun, due to the fact it costs the most metal to make (unless the Engineer is using the Gunslinger), leaving the other buildings in greater disrepair.<br />
** Engineers with the [[Widowmaker]] or [[Short Circuit]] will likely pay more attention to their Dispenser than their Sentry Gun. As long as multiple buildings are sapped, these Engineers will be more vulnerable than others, due to their weapons consuming metal.<br />
<br />
* Because Gunslinger Engineers rarely attempt to remove Sappers from their Mini-Sentry Guns, the Red-Tape Recorder can be effective against Engineers who frequently place down Mini-Sentry Guns, as a Sapper that takes longer to complete will therefore increase the amount of time the Engineer has to wait before he can place another Mini-Sentry unless he removes your Sapper.<br />
<br />
=== Melee weapons ===<br />
==== [[Knife]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Knife|Stock}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Saxxy|Promotional}}<br />
| {{Icon killicon|weapon=Saxxy}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Sharp Dresser|Promotional}}<br />
| {{Icon killicon|weapon=Sharp Dresser}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Sharp Dresser Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Festive Knife|Uncrate}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Black Rose|Promotional}}<br />
| {{Icon killicon|weapon=Black Rose}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Icon weapon|weapon=Rust Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Knife|icon-size=40x40px}}<br>{{Icon weapon|weapon=Gold Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Knife|icon-size=40x40px}}<br><br />
'''[[Botkiller Knife]]'''<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan=2 | {{Table icon|Australium Knife|Advanced+ Mann Up Reward|title={{common string|Australium item|Knife}}}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* When you are in range for a successful backstab, the Spy will ready his Knife for a stab with a reverse-grip stance. If the Spy doesn't have his Knife in a reverse-grip, you may perform a low-damage slash instead. Look for the change in grip before attempting a backstab if you're unsure if the backstab will actually register.<br />
** Although a backstab grip guarantees a backstab, many other pokes will register a backstab as well. As long as your stab connects with the enemy's rear-facing half, any swipe or poke should kill him.<br />
** The Knife does rather low damage when it's not a backstab. Only attack with it if you are certain it will backstab, or else you will deal minimal damage and give away your position.<br />
** The Saxxy does not have a backstab stance.<br />
<br />
* In most scenarios, you should switch to the Revolver to fight enemies once you've been discovered. Even in close range, the Revolver is significantly more powerful than non-backstab Knife swipes.<br />
<br />
* Because a backstab is always a melee kill, enemies killed by a Knife backstab will always emit a blood-curdling scream upon death. It is important when killing an enemy that you have a plan to either run from or kill nearby foes as soon as you perform your first stab.<br />
<br />
* A quick stab with the Knife into the air is generally the fastest way to silently drop your disguise (the most silent way to do it is to disguise as a [[Spy]] of your own team, but it can be somewhat slower). This can be used to perform covert Capture Point captures.<br />
<br />
* If you encounter a Sniper with the Razorback, it is generally a good idea to shoot him with a Revolver, rather than trying to stab him.<br />
** If a Sniper equipping the Razorback is standing near a corner, it is much quieter to stab his Razorback, turn the corner, and {{botignore|cloak}}. When the Sniper either finishes Spy checking or doesn't react, backstab him. If he returns to a Resupply Cabinet, shoot him; even though it's louder, he will quickly catch on and possibly find you. Be wary that the Razorback replenishes itself after a period of time, so be quick.<br />
<br />
* Be aware that the Saxxy and the [[Spy-cicle]] leave very noticeable corpses, the former being made of shimmering [[Australium]], the latter being an ice sculpture. They are very likely to reveal your presence.<br />
<br />
* When discovered, an advanced technique to help fend off the pursuer is to run up a slope, jump over the head of the pursuer, do a 180 degree turn, crouch, and backstab him. This is commonly called the stair-stab. [http://www.youtube.com/watch?v=X5To9pU8xEY&feature=related]<br />
** Due to the flashiness of the move and the general popularity and publicity of "trick stabs" and those who perform them, even inexperienced players will know better than to blindly pursue a Spy that's standing on the top of a set of stairs with his Knife out. Unless your prey is clearly fooled or desperate, mask your intent as much as possible via blind spots, and have an {{botignore|escape plan}} for if your enemy does not behave as you want them to. To make your attempt less obvious, do not face the enemy as if waiting for them when attempting a stairstab.<br />
<br />
==== [[Your Eternal Reward]] / [[Wanga Prick]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Your Eternal Reward|Craft}}<br />
| {{Icon killicon|weapon=Your Eternal Reward}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Wanga Prick|Craft}}<br />
| {{Icon killicon|weapon=wanga prick}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* As manual disguises cost an entire cloak meter, utilize manual disguises only when either no enemies and/or a source of ammo are nearby (be aware that ammo cannot refill the cloak meter of the [[Dead Ringer]]).<br />
<br />
* Kills with Your Eternal Reward are truly silent; the victim will not scream and their bodies disappear upon death, whether they are backstabbed or not. Also, the enemy will not see their kill notification.<br />
<br />
* This weapon is extremely well-suited for taking out Sentry Guns when you already have a disguise. The Stab-n-Sap technique is made easier and kills in front of Sentry Guns are safer because the Sentry Gun will not detect you between disguises.<br />
** If you do not have a disguise and an Engineer is still guarding his Sentry Gun, you can uncloak behind the Engineer and use him as cover as the Sentry Gun turns around to face you. Stab him, and then sap his Sentry Gun.<br />
** Consider switching back to the original Knife when you need to quickly take out a sentry nest and don't have time to get a disguise. If you are quick, you should be able to sap his sentry after stabbing him, so the ability to disguise at will is helpful and the quick-disguise is unnecessary.<br />
** However, when taking out large sentry nests with multiple Engineers, stab-and-sapping will be suicidal, and if you sap first, the Engineers will Spy check and likely kill you before you can take out a significant number of their buildings. Instead, with Your Eternal Reward, once you have a disguise, which can be obtained from a player waiting to go through a teleporter, you can slowly whittle away at the Engineers until there are none left, and then sap all of the buildings. The Teleporters may be a priority so you are not interrupted when they respawn.<br />
<br />
* Your Eternal Reward is very good when dealing with a crowd of enemies. After backstabbing the enemy farthest back in the group, you are able to continue to push forward without raising suspicion from those around him. Continue stabbing until you kill all of the enemies or you need to escape.<br />
<br />
* Be aware that successful backstabs with Your Eternal Reward will not stop enemies capping a Control Point or pushing the Payload Cart. It will, however, slow them down until there are none left. It may be a better choice to shoot enemies with the Revolver so that you can inflict damage while stopping the enemies from capturing.<br />
<br />
* When using Your Eternal Reward on Control Point maps, be wary when defending the final control point. Because the Eternal Reward disguises instantaneously, stabbing enemies capping your last point will not disrupt the cap (it will, however, slow the capping with one less person, or two if any of the following occurs; a [[Scout]] on point or if a [[Soldier]] or [[Demoman]] has the [[Pain Train]] equipped). This can allow for survivors to continue to cap while you frantically try to stab them. Pulling out your selected Revolver at this time to stall for friendly backup is usually the best response.<br />
<br />
* Remember that if you {{botignore|cloak}} with a slow disguise, you will run at your normal walking speed until you uncloak.<br />
** Consider ditching a slower disguise in order to catch up to another nearby target if you're sure nobody will notice you. Depending on the distance, you can afford to be without a disguise for the short time it will take to replace it.<br />
<br />
* If you accidentally run past an enemy Medic but retained your disguise, simply run past him and go for other enemies. It is possible that, because Your Eternal Reward dissipates enemy ragdolls with very little sound, the Medic will not notice you stabbing his allies until it is too late.<br />
<br />
* The Cloak and Dagger works well with this Knife because you can wait for people to backstab without having fear of being exposed. This works especially well on commonly used paths — wait for a straggler, then begin your attack.<br />
<br />
* Remember that in close encounters, even if you or a teammate kills your target, unless you finish the enemy with a backstab, you will be left without an easy disguise.<br />
<br />
* If you backstab the target of a Medic, you will become the new heal target. This is best applied when the Medic is not watching his target, as the Medic may notice a player disappearing when you backstab an enemy.<br />
** Due to the instant disguise, you can backstab enemy players while being Übercharged without stopping the Übercharge, unlike any other knife.<br />
<br />
* Be aware that weapons will not disappear when you kill an enemy. Now that you cannot pick up weapons (except from your own class), you still leave visible evidence that a player was killed at the spot where you stabbed them. That said, a stray Rocket Launcher or Syringe Gun is probably not going to raise much initial suspicion, but if players keep running into each other and disappearing, then they can gather what's up.<br />
<br />
==== [[Conniver's Kunai]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=1 | Healing<br />
|-<br />
! class="header" width="13%" | Point blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | From backstab<br />
|-<br />
! rowspan="2" | {{Table icon|Conniver's Kunai|Promotional/Craft}}<br />
| {{Icon killicon|weapon=Conniver's Kunai}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
| N/A<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
| Target's current health, capping at 180 health<br />
|}<br />
<br />
* The Conniver's Kunai decreases your default Health to 70. However, backstabbing with the Kunai will leech all of the victim's health and [[overheal]] you to a maximum of 210 health, which then decreases at 2 health per second back to 70.<br />
<br />
* With the [[Conniver's Kunai]] equipped, you will have to efficiently use your Cloak. Enemies can kill you much easier due to your reduced health. The [[Dead Ringer]] and [[Invisibility Watch]] are recommended over the [[Cloak and Dagger]].<br />
<br />
* Backstabbing a target will always grant you at least 75 health. Therefore, if you're in a bad situation: don't panic! Just backstab someone, and then use your now large health pool in order to escape.<br />
<br />
* Prime targets for the Kunai are Heavies and Soldiers. A backstab on one will fully overheal you, assuming they have taken little (if any) damage.<br />
<br />
* Be aware that many weapons can kill you in one hit while you are at 70 health. Choose your initial targets carefully to ensure that you don't die before gaining any overheal via backstabbing. A successful backstab will keep you in the fight much longer than other Spies.<br />
<br />
* Be careful when you exit your spawn room or turn corners — one stray rocket, grenade, or other attack can easily kill you.<br />
<br />
* You can be a bit quicker to getting behind enemies and stabbing them, because even if you begin to take damage from another source, you can out-heal it with a backstab.<br />
<br />
* Remember that effects such as [[afterburn]] and [[bleed]] can be instantly negated by a successful backstab (or alternatively by picking up a medkit, as it normally would).<br />
<br />
* It is generally a bad idea to use your Revolver in a 1 on 1 confrontation with an enemy. Due to your low health, you will likely not survive. If you run out of overheal often, try using the Ambassador, where you can deal better damage safely at a distance.<br />
<br />
* The [[Dead Ringer]] gives you vastly improved survivability, so it helps to make up for the decreased health of the Kunai. For maximum effect, try to keep the Dead Ringer out at all times. After use, try to find a secluded spot to recharge, or you may be caught undefended.<br />
<br />
* Try to avoid this weapon on [[Arena]] maps, as you and your enemies will not respawn, leaving you extremely vulnerable unless you can consistently backstab enemies and avoid being caught without overheal.<br />
<br />
==== [[Big Earner]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Big Earner|Craft}}<br />
| {{Icon killicon|weapon=Big Earner}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* The Big Earner reduces your overall health to 100, but grants a 30% Cloak refill for any watch and a 3 second speed boost upon a melee kill.<br />
<br />
* The Big Earner will generally allow for easier escapes due to you getting your Cloak back in exchange for riskier assaults, as you lose 25 base health.<br />
<br />
* Consider using the Dead Ringer or Invisibility Watch over the Cloak and Dagger in conjunction with the Big Earner. As you have reduced health, your survival may depend on the use of cloaking.<br />
** The Big Earner's ability to regain Cloak faster and the Dead Ringer's survival ability can negate the health loss caused by the Big Earner by significantly reducing damage when activated.<br />
<br />
* Both the Cloak and Dagger and the Dead Ringer cannot replenish their cloak whilst the Spy is invisible. The Big Earner mitigates this key downside of these watches.<br />
<br />
* Remember to pick up the ammo case that enemies drop after you kill them. The combination of the Big Earner and a dropped ammo box can nearly refill your Cloak entirely.<br />
<br />
* Note that non-backstab and taunt kills will still reward you with a 30% bonus to the charge on your Cloak (and a 3 second speed boost). If you're in a desperate situation or the enemy is low on health, try to stab any way you can if you need Cloak. If you do not need charge on your Cloak, it is generally a better idea to use your Revolver and shoot the enemy.<br />
<br />
* Although you have more base health than you would with the Conniver's Kunai, it's best to avoid arena maps with this weapon. Equip the Dead Ringer to prolong survival.<br />
<br />
==== [[Spy-cicle]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Spy-cicle|Uncrate/Craft}}<br />
| {{Icon killicon|weapon=Spy-cicle}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* The Spy-cicle causes any backstabbed players to leave a frozen ragdoll. Upon any contact with flames, the knife provides one second of fire immunity and a 10-second immunity to afterburn, but requires a fifteen-second recharge period before it can be used again.<br />
<br />
* This knife leaves a unique corpse not unlike the [[Saxxy]]; as a result, it alerts anyone finding the body to your presence, requiring the player to employ hit-and-run tactics to remain undetected.<br />
<br />
* Be aware that once Pyros notice you are using the Spy-cicle, they may begin to follow you for an extended period of time to ensure your death.<br />
<br />
* If you are disguised or cloaked and a Pyro Spy checks you, be aware that you'll be instantly extinguished, a crackling sound will be emitted, and while you will be immune to fire for one second, you will still exclaim that you're on fire, so it's unlikely you will be ignored. Use the 10 seconds of afterburn immunity to put some distance between you and the Pyro, and the rest of his team.<br />
<br />
* Since any contact with fire renders your knife temporarily useless, you may have to rely on your Revolver to defend yourself. Consider picking a gun that doesn't suffer from a damage decrease, like the [[L'Etranger]].<br />
** However, you can pick up ammo in order to make your Spy-cicle recharge quicker; thus, if you can collect enough ammo and/or wait until it charges, you may not need to worry about it.<br />
** The [[Enforcer]] is a good choice with this knife; if you are disguised, the Enforcer will deal increased damage compared to the other revolvers, making it somewhat easier to kill your targets. The slowed firing speed is counteracted by the damage bonus and the resistance piercing capability.<br />
<br />
* Note that any Heavies equipping the [[Huo-Long Heater]] are still vulnerable to backstabs when using the Spy-cicle. You can simply jump over the ring of fire and stab the Heavy before you land.<br />
<br />
=== PDA Slot ===<br />
==== [[Disguise Kit]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Disguise Kit|Stock}}<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The [[Disguise Kit]] is the Spy's major infiltration tool. Most of your time spent disguised will be done pretending to be an enemy. Each plays differently when trying to blend in.<br />
<br />
===== Enemy disguises =====<br />
{|class="wikitable grid" width="100%"<br />
!class="header"|Class<br />
!class="header"|Speed<br />
!class="header"|Stature<br />
!class="header"|Beliveability<br />
!class="header"|Element&nbsp;of&nbsp;surprise<br />
!class="header"|Overall usefulness/Notes<br />
|-<br />
!style="text-align:center"|{{class link|Scout}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=scout}}/300*100 round 2}}% '''({{#expr:({{Metrics/Speed|C=scout}}-{{Metrics/Speed|C=spy|D=scout}})/300*100 round 2}}% too slow)'''<br />
|'''Short and skinny.''' The Scout has a very small posture, making it rather useful for hiding. In addition, it can fool Snipers into shooting too low, as a Scout's head is in the same place as the Spy's torso.<br />
|'''Low.''' A Spy disguised as a Scout will be moving noticeably too slow and cannot [[Jumping#Double jump|double jump]] (although repetitively jumping can increase believeability), which are both immediately suspicious. As Scouts tend to wander alone, however, it can remain viable for quick glances at long distances.<br />
|'''Medium.''' Players may not expect Scout disguises simply because of their low believability.<br />
|'''Situational.''' All things considered, the Scout disguise is best applied when you are trying to hide or when you will only be visible to the enemy for a short period of time. The Scout disguise is common in [[competitive play]] due to the nature of team composition, and the fact that disguises do not work well for blending in against coordinated teams, regardless of disguise. The Scout disguise also is one of the disguises that does not inhibit Spy's natural speed, which can give the advantage of getting a important pick quicker.<br />
|-<br />
!style="text-align:center"|{{class link|Soldier}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=soldier}}/300*100 round 2}}%<br />
|'''Normal.''' Soldiers tend to have large weapons, making them less-than-suitable for hiding.<br />
|'''Medium.''' It is not uncommon to find a Soldier wandering alone, especially if he is walking backwards reloading his weapon. However, a lack of rocket jumping and suppressive fire may become suspicious if you remain amongst the enemy team for too long.<br />
|'''High.''' With a large movement speed penalty that makes it difficult to catch up to backstab targets, most players do not expect Soldier disguises.<br />
|'''Situational.''' As a Soldier, you will likely have trouble dodging enemy fire and avoiding blocking enemy movement. If your target starts moving at full speed, unless it is a Heavy, you will not be able to catch up to him without losing your disguise. On the other hand, successfully pretending to retreat from battle might result in an enemy Medic healing or ÜberCharging you. Try not to have your disguise weapon as the [[Equalizer]] or the [[Escape Plan]], as their (lack of) effects will give you away very quickly, especially if an enemy Medic starts healing you.<br />
|-<br />
!style="text-align:center"|{{class link|Pyro}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=pyro}}/300*100 round 2}}%<br />
|'''Normal.''' If you are trying to hide, switch to a secondary or melee weapon, as all {{botignore|flamethrowers}} have long weapon models and can sometimes be seen through walls or props, and make a constant hissing noise when held.<br />
|'''Medium.''' Pyros aren't expected to attack until they get close to others, and they commonly patrol their own bases, making it easier to get in and out of enemy areas. However, Pyros are easy to Spy-check and are expected to constantly engage in Spy-checking, so enemies may attack you once they realize you are not doing so. The Pyro disguise's fake Shotgun reload is arguably tied with the Engineer's for being the best in the game.<br />
|'''Low.''' As a class with 100% move speed, no need to reload primary weapons, and reasons to hide by himself among teammates and near [[Sentry Gun]]s, Pyros are well-known to be a common choice of disguise.<br />
|'''Common.''' Pyro is more often than not a good choice of disguise, despite its flaws.<br />
|-<br />
!style="text-align:center"|{{class link|Demoman}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=demoman}}/300*100 round 2}}%<br />
|'''Normal.''' The disguise has average body and weapon size, and is therefore good for quick glances. However, be aware that holding a sword significantly increases a Demoman's visual footprint vertically, which can be a problem if you end up disguising as a Demoknight.<br />
|'''Medium.''' Demomen have reasons to hang around their own team's base, waiting for enemies to trip their traps. However, they are generally expected to constantly use their weapons, and if no stickybombs are visible and your disguise does not include a shield, you will easily be discovered as a fraud. Both fake reloads are moderately believable.<br />
|'''Low.''' Similar to the Soldier disguise with a lesser speed penalty and more reason to be idle on his team's side of the field, a Demoman disguise is generally unsurprising.<br />
|'''Common.''' The Demoman disguise is very average; while it is a convenient excuse to hover around the enemy stronghold, enemies are generally not fooled if you stay in one location for too long.<br />
|-<br />
!style="text-align:center"|{{class link|Heavy}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=heavy}}/300*100 round 2}}%<br />
|'''Tall and wide.''' Heavies have big bodies and big weapons, making it hard to hide as one.<br />
|'''Medium.''' The Heavy's primary weapon is not usually fired on a whim, due to its spin up and spin down times and reducing the Heavy's speed while spun up; therefore, an enemy Medic will not immediately Spy-check you just because you're not shooting. However, he may instead expect you to switch to your secondary weapon, which can be a problem, especially as switching back to your primary will show a different amount of ammo to him.<br />
|'''High.''' Because of its severely reduced movement speed, hindering a Spy's ability to move around the map and chase enemies for stabs, a Heavy disguise is rare. As a result, many players won't expect it, and can be good for getting enemy Medics to heal or possibly even ÜberCharge you regardless of your health.<br />
|'''Situational.''' While this disguise is good for backstabbing enemy Heavies that are revved up, there are other, better alternatives, and the large model size and extremely slow move speed make the Heavy disguise generally a bad choice.<br />
|-<br />
!style="text-align:center"|{{class link|Engineer}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=engineer}}/300*100 round 2}}%<br />
|'''Short.''' A few {{botignore|shotguns}} aside, Engineers have small weapons and can hide quite easily.<br />
|'''Medium.''' Engineers have reason to hang around their team's buildings without attacking much, though they can come under suspicion if they are seen not swinging their {{botignore|wrench}} for a while, if they don't have any buildings constructed, or if they're hanging around a different Engineer's buildings for no apparent reason. The Engineer disguise's fake Shotgun reload is arguably tied with the Pyro's for being the best in the game.<br />
|'''Low.''' It does not take long for even the newest of players to learn that Engineers are a common choice of disguise.<br />
|'''Common.''' Engineers are rarely seen outside of their base unless they have the Gunslinger equipped, so be aware of which melee weapon your disguise has. Also be aware of your disguise's secondary weapon, as while the Pistol and Short Circuit are viable for Engineers to be wandering around with, the Wrangler is not, and holding it without a Sentry Gun following along is highly suspicuous.<br />
|-<br />
!style="text-align:center"|{{class link|Medic}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=medic}}/300*100 round 2}}%<br />
|'''Tall.''' The Medic disguise is poor at hiding due to his height and lab coat.<br />
|'''Low.''' While most enemies will not notice the lack of increased move speed, the Medic disguise is incapable of healing. Because Medics are expected to heal whenever they're with a teammate and are rarely alone, your disguise quickly loses credibility. Another thing that has the potential to quickly give you away is the fact that, while disguised as a Medic, your fake [[ÜberCharge]] meter will always show 0%; more experienced players will know that Medics will never have 0% ÜberCharge unless walking out of spawn due to the Medic's frequent healing. The Medic disguise does have a rather good fake reload.<br />
|'''High.''' Given all its disadvantages, most players will not expect a Medic disguise.<br />
|'''Situational.''' Though its believability is very poor, if an enemy does get fooled, it should be quite easy to punish them for it. One method is to lure enemies into thinking they can get healed by you, and then you may dispatch them any way you like (preferably by a backstab, though if they are badly wounded, simply shoot them). You can also use the disguise to come from behind an enemy for a backstab, as it is completely natural for a Medic to be behind his patient.<br />
|-<br />
!style="text-align:center"|{{class link|Sniper}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=sniper}}/300*100 round 2}}%<br />
|'''Tall and skinny.''' Most of the Sniper's rifles have long models, necessitating switching to something else if you wish to hide.<br />
|'''High.''' It is not suspicious for Snipers to stay within their base or at a sniping spot for extended periods of time, and are not expected to Spy-check allies. However, you are unable to zoom in, which can reveal your identity after a while, and if you stray too far from Sniper posts, you are likely to be Spy-checked.<br />
|'''Low.''' With Snipers being the stereotypical Spy bait, most players will not be at all surprised to find that a Sniper is a Spy.<br />
|'''Common.''' If you plan to lurk around sniping spots while visible, beware if the enemy team has a Sniper — odds are they will be headed to the same sniping spots as you are, which increases the chance of running into the one enemy who will instantly know you're a Spy. Also be aware of enemies attempting to light your arrow if your disguise is holding the [[Huntsman]].<br />
|-<br />
!style="text-align:center"|{{class link|Spy}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=spy}}/300*100 round 2}}%<br />
|'''Tall and skinny.''' The only disguise for which the visible model matches your own hidden model.<br />
|'''High.''' With a good fake reload, and no other actions available without breaking disguise (aside from sapping), there are no reasons to doubt a Spy disguise aside from his behavior.<br />
|'''Medium.''' The believability of the Spy disguise primarily relies on the habits of your enemies; many players instinctively fire at all Spies, even friendly ones, while others may not even consider a Spy disguise to be a threat.<br />
|'''Uncommon.''' The Spy disguise is the only disguise where you have a reason to be with your teammates without attacking. Be aware that the enemy Spy disguise will not affect the color of your disguise smoke or your cloak, so enemies can still recognize those effects. Upon choosing the Spy class from the Disguise Kit, a random disguise will be applied to the Spy.<br />
|}<br />
<br />
===== Friendly disguises =====<br />
Friendly disguises can prove handy in a variety of situations. Friendly disguises are useful at the beginning of rounds, especially during setup time, because they will avoid giving away that you are a Spy, while making the enemy team prepared for a class that isn't necessarily in use. If you're having trouble getting behind enemy lines, a friendly disguise can be used to scare enemies (for example, a friendly Pyro disguise in close quarters) or to feign a death more convincingly. If an ally needs help, you can use a friendly disguise, such as a Heavy, to draw enemy fire. Your hit box is not the same as your disguise class, so you can draw Sniper fire with some disguises with a reduced risk of taking a headshot; however, a full-charged bodyshot will still take you down if you aren't [[overheal]]ed or using the Dead Ringer to feign death. Friendly disguises, particularly Medic and Sniper, are good for baiting, as many enemies will not expect a friendly disguise. Use this bait to prepare for a stab, shoot the target with your secondary weapon, or lead enemies into teammates or Sentry Guns. These tricks can be used more safely and repeatedly with the Dead Ringer, as you can fake friendly deaths.<br />
<br />
=== PDA2 slot ===<br />
==== [[Invis Watch]] / [[Enthusiast's Timepiece]] / [[Quäckenbirdt]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%"| Cloak type<br />
! class="header" width "17%"| Duration<br />
! class="header" width "17%"| Activation time<br />
! class="header" width "17%"| Deactivation time<br />
! class="header" width "17%"| Recharge<br />
|-<br />
! {{Table icon|Invisibility Watch|Stock}}<br />
| rowspan="3" | Standard Recharge<br />
| rowspan="3" | 9 seconds<br />
| rowspan="3" | 1 second<br />
| rowspan="3" | 1.8 seconds<br />
| rowspan="3" | 30 seconds<br />
|-<br />
! {{Table icon|Enthusiast's Timepiece|Promotional}}<br />
|-<br />
! {{Table icon|Quackenbirdt|Promotional}}<br />
|}<br />
<br />
* [[Cloak]]ing is an ability exclusive to the Spy, which renders him fully invisible to enemy players. Your teammates will still be able to see you, albeit faintly. While cloaked, you cannot use any weapons, but you can still switch weapons and disguise. Taking damage or running into an enemy will make you flicker for a brief period of time.<br />
<br />
* When your Invisibility Watch runs out, you will automatically uncloak, revealing yourself. While you are cloaked, pick up ammo packs to recharge your watch.<br />
<br />
* The Invisibility Watch is most useful on offence when there are ammunition sources available.<br />
<br />
* When compared to the other watches, the Invisibility Watch allows for the farthest distance traveled while invisible.<br />
<br />
* Cloaking can be pivotal when attempting to infiltrate an enemy base. Be aware that cloaking will take 1 full second while uncloaking will take a little over 2 seconds, during which you can be recognized by the enemy, even if you are disguised, but cannot attack or use your [[Sapper]]. Therefore, you should attempt to look for a safe, hidden spot to uncloak.<br />
<br />
* Plot your course and approach targets carefully — being spotted may result in a quick death, as you cannot feign a death, as with the Dead Ringer, or hide in one spot until an opportunity arises, as with the Cloak and Dagger.<br />
** Always try to move while you are using the Invisibility Watch. You will only regain Cloak if you are not cloaked or if you pick up ammo boxes or remains of destroyed Engineer buildings. However, the Invisibility Watch lasts longer than the alternative watches.<br />
<br />
* If you know an enemy has seen you Cloak, head in one direction while you are partially visible, and when you are fully invisible, change your path. The enemy will likely believe you are going the same direction you were while visible, and will continue down that way, allowing for your escape or even counterattack.<br />
<br />
* Do not rely on the Invisibility Watch's natural recharge, as it takes about twice as long compared to the other watches.<br />
<br />
* Grab dropped metal whenever you can while cloaked. Some enemies will notice an ammo box disappearing for seemingly no reason, but even if they do (and realize it was a cloaked Spy who took it), you should be able to escape, if you remain invisible for long enough. If they do still try to chase you, their efforts will likely only divert their attention from the game objective.<br />
<br />
* Hiding near an enemy Dispenser of any level will maintain or lengthen your Cloak's charge if you are disguised. This will give you as much time as you need to wait to strike an Engineer's sentry nest, whether you need the Engineer to leave or you are waiting for your team to make a push in.<br />
<br />
* Knowledge of a map's layout, especially locations of ammo boxes, will prove very useful for crossing the map quickly while invisible. Take note of shortcuts and the locations of ammo boxes as you learn a map.<br />
<br />
* All the watches make a distinct noise when decloaking, and will make your presence known if you decloak right behind someone if things are otherwise quiet. If you must decloak that close, try to do so in tandem with other sounds, like someone else's gunfire, to mask your noise and remain undetected when you appear.<br />
<br />
* After Gun Mettle update, all watches received 20% protection against all incoming damage. For example, a sting from afterburn from Flame Thrower would do 3 damage/0.5s, but with cloak activated, you only receive 2 damage/0.5s. Use it to your advantage.<br />
** Also after Gun Mettle update, when you're cloaked, the debuffs last slightly shorter, so fire/Jarate/bleeding/Mad Milk will last slightly shorter, so if you get set on fire or start bleeding, if enemies are not likely to notice/engage you, it may be a better idea to cloak so that you take less damage.<br />
<br />
==== [[Cloak and Dagger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%" | Cloak type<br />
! class="header" width "17%" | Duration<br />
! class="header" width "17%" | Activation time<br />
! class="header" width "17%" | Deactivation time<br />
! class="header" width "17%" | Recharge<br />
|-<br />
! {{Table icon|Cloak and Dagger|Unlock}}<br />
| Motion Sensitive<br />
| 6.2 seconds<br />
| 1 second<br />
| 2.2 seconds<br />
| 15 seconds<br />
|}<br />
<br />
* The length of time the Cloak and Dagger lasts, while constantly running, is shorter than the Invisibility Watch.<br />
** This time can be elongated through crouch walking. If you stand still or uncloak, your watch will regenerate to 6.2 seconds of cloaking time. Even though you can extend the Cloak and Dagger's length through picking up ammo sources (or standing next to a Dispenser) of any kind, they provide 35% less cloak than when picked up with the default [[Invisibility Watch]].<br />
<br />
* Although the Cloak and Dagger promotes laying in wait, it can be useful to travel through maps that lack enough ammo boxes to get you past a group of enemies, such as if the enemy controls the center of [[Turbine]].<br />
<br />
* Use of the Cloak and Dagger can fool a team to Spy-Check various hiding places while you escape.<br />
<br />
* Learn the best hiding spots of the map you are playing, and the fastest routes to them.<br />
<br />
* Use this watch when you need to time your attack, defend a chokepoint, or on maps with few ammunition boxes.<br />
<br />
* The speed at which the Cloak and Dagger drains depends on how fast you are moving, but is capped at the Spy's normal walking speed (being launched by Stickybombs will not increase your drain rate, for example). Taking fall damage will still cause you to make sounds associated with falling.<br />
<br />
* While you can go further without having to wait to recharge if you crouch-walk, it is generally more efficient to run to a low-traffic area and recharge rather than slowly progressing with a crouch-walk.<br />
<br />
* When using the Cloak and Dagger, you can report information to your team, such as Sentry Gun placement or when an enemy is pushing, with a much lower risk of being caught.<br />
<br />
* Usually, a Spy wants to remain out of sight for when their Cloak runs out. However, this watch's indefinite Cloak allows you to hide anywhere, and most enemies will not expect you to hide out in the open.<br />
** Even though you can hide almost anywhere, for obvious reasons, avoid standing still in narrow hallways and chokepoints.<br />
** Standing on top of objects or rocks will prevent many enemies from bumping into you while you wait for them to go past or to recharge.<br />
<br />
* Because you can Cloak indefinitely while not moving, it can be useful to lead an enemy around a corner, {{botignore|cloak}} while out of sight, and then hide to the side. If the enemy is a Pyro, it may be better to simply run.<br />
<br />
* Consider using the [[Your Eternal Reward]] with this watch, as the increased cloak drain rate does not affect your ability to stand still while cloaked.<br />
<br />
* Using this watch, you can assist teammates in destroying Sentry Guns hidden behind proximity-activated doors. If you {{botignore|cloak}} and stand near one of these doors, it will remain open while a teammate, such as a Soldier, can safely destroy the Sentry Gun from a distance; however, if an enemy sees the door open with no one being there, they'll probably check the area around the door, so be careful.<br />
<br />
* The Cloak and Dagger can be used for 'Spy capping'. To Spy cap, sneak past enemy lines and wait, while cloaked, on a [[Control Point (objective)|Control Point]]. Once the Control Point is open, uncloak (making sure you are not disguised as an enemy), and capture the point, but be careful about enemies spotting you and ''especially'' watch out for Sentry Guns in range of the point, as they can and '''will''' gun you down with ease.<br />
<br />
* Even though you can stay cloaked indefinitely, it doesn't mean you are being helpful to your team. Try to avoid staying cloaked in one location for too long, as you will end up being useless to your team in the long run.<br />
<br />
* The [[L'Etranger]]'s 40% extra Cloak time and ability to add Cloak on hit will all but nullify the Cloak and Dagger's faster drain speed, so consider using both together.<br />
<br />
==== [[Dead Ringer]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%"| Cloak type<br />
! class="header" width "17%"| Duration<br />
! class="header" width "17%"| Activation time<br />
! class="header" width "17%"| Deactivation time<br />
! class="header" width "17%"| Recharge<br />
|-<br />
! {{Table icon|Dead Ringer|Unlock}}<br />
| Feign Death<br />
| 6.5 sec<br />
| {{tooltip|0 sec|Instantanious}}<br />
| 1.8 sec<br />
| 16 sec<br />
|}<br />
<br />
* When deactivating, the Dead Ringer makes a loud, distinctive sound which can reveal your location. Try to uncloak in a safe area, then move in for the kill.<br />
<br />
* The Dead Ringer is best used when you cannot get by the enemy safely. This makes it useful for getting by chokepoints and crippling enemy defenses from behind. Just be sure that there is a safe area to decloak in.<br />
<br />
* The Dead Ringer allows you to perform 'Suicide' captures, using the watch as an {{botignore|escape plan}}.<br />
<br />
* If the enemy is aware you are using the Dead Ringer, consider switching to a different watch to be less predictable.<br />
<br />
* You can use this uncloak sound to your advantage. Uncloak behind an enemy, and circle strafe around them so their back is exposed for the kill once they turn around. Make sure they did actually turn around, though, as simply walking in front of a Heavy as a Spy is not the smartest of tactics.<br />
<br />
* Try taking damage for about a second before pulling out the Dead Ringer. It will make your feigned death appear more realistic.<br />
** Upon activation, the Dead Ringer removes afterburn. Cloaking right after you run out of the flamethrowers' range protects you from Spy checking, and makes for a very convincing fake death if you already took significant fire damage. Pyros might continue to spray fire around, so avoid obvious hiding spots. If the Pyro believes you burned to death, the entire team will forget about you.<br />
** If you kill an enemy but were left with an afterburn or bleeding effect, use the Dead Ringer to remove the effect if you can't find a medkit. Make sure to decloak immediately to save some meter and find a medkit or get a Medic to heal you.<br />
<br />
* For the first 3 seconds of being cloaked with the Dead Ringer, you take up to 75% less damage (this damage reduction fades over time; after 3 seconds, you will only take 20% less damage) and you do not flicker if you take damage or bump into an enemy. Use this to your advantage when crossing choke-points.<br />
** However, the enemy team can know if you feign death with the scoreboard, as it will only account for 3 seconds and a 3-second respawn timer is unlikely.<br />
<br />
* Disguising as a friendly offensive class, such as the Demoman, at the beginning of the round will make for a more convincing death and easier passage into enemy territory.<br />
** This can also be used to cause a Demoman to trigger his Stickybombs unnecessarily, clearing the way for your teammates to come in, especially at the beginning of rounds.<br />
*** This used to be a much more viable strategy back when the Dead Ringer had an initial 90% damage resistance on feign death, allowing you to absorb absurd amounts of burst damage. Now that the initial resistance is only 75%, a Spy will not be able to survive more than 3 or 4 stickies at once, and most set traps will contain several. Therefore, try to skirt larger stickytraps while still staying in range of a couple bombs to trigger your watch.<br />
<br />
* You can hold the Dead Ringer out while capturing a Control Point, carrying enemy Intelligence, or pushing the cart on a Payload map. Use this in combination with a friendly disguise to cause for a convincing death while helping out your team. You will need to uncloak to continue capturing an objective, however. After the Tough Break update, Spy is no longer able to pull out his Dead Ringer, requiring you to first drop the case, and then activate your Dead Ringer, making this strategy more difficult than it was, since you may not have time to drop the Intelligence yourself.<br />
<br />
* The reduced duration on debuffs present on the other watches behaves rather oddly with the Dead Ringer — afterburn actually wears off instantaneously. Pyros can still damage you with the flame particles if they have good prediction, but couple this with the speed boost on feign death and you stand a good chance of escaping a Pyro's wrath if discovered. Running back towards teammates to heal and reset your cloak will oftentimes seal your escape.<br />
<br />
* [[Jarate]] and [[Mad Milk]] will not wash off if you use the Dead Ringer while covered in it; you must enter water or wait for it to wear off.<br />
<br />
* If you are waiting or you are in an open area, keep the Dead Ringer held out if you aren't fighting. An enemy Spy or stray enemy fire could kill you while you aren't ready.<br />
<br />
* When using the Dead Ringer, try choosing friendly disguises while heading into enemy lines and then switching to an enemy disguise once you have infiltrated the enemy base.<br />
<br />
* Try to disguise after you use the Dead Ringer. If the watch activated in the middle of you disguising, you will still emit smoke visible to the enemy team.<br />
<br />
* If possible, don't pick up the nearest Health pick-up. Many enemies will look to see if the pick-up disappears. If you are on fire, however, you must go for the pick-up anyway and then escape.<br />
<br />
* If you need to take a long fall but don't have the Health to survive it, hold out your Dead Ringer to negate a large portion of the damage. You can also use fall damage to trigger your Cloak to get behind enemy lines.<br />
<br />
* You can prevent enemy movement for a short period of time by Dead Ringing and standing in front of a doorway or hall. This may allow your team enough time to regroup.<br />
<br />
* Disguising as a friendly Medic, staying on the outskirts of your team's territory, and then Dead Ringing may trick the enemy team into pushing forward.<br />
<br />
* Be aware that if the an enemy has the "Display damage done as text over your target" advanced option enabled or the console command {{code|hud_combattext}} set to {{code|1}}, then they may see the small amount of damage needed to "kill" you, and guess you were using a Dead Ringer, thus try to deploy the Dead Ringer with a little bit of delay when someone starts to damage you, so your "death" will be more convincing.<br />
<br />
* If a particular player has a habit of taunting after killing you, using the Dead Ringer to feign a death and backstabbing them while they're taunting can be very effective and satisfying.<br />
<br />
* Be aware that being "killed" by a Demoman's [[Eyelander]] or any of its [[reskins]] will still add a head to its meter.<br />
<br />
== [[Taunts|Taunt Attacks]] ==<br />
===== [[Fencing]] =====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="16%" | Kill icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Fencing}}<br />
| {{Icon killicon|weapon=Fencing}}<br />
| [[Knife]]<br />[[Saxxy]]<br />[[Your Eternal Reward]]<br />[[Conniver's Kunai]]<br />[[Big Earner]]<br />[[Wanga Prick]]<br />[[Black Rose]]<br />
| 2×25 and then 500<br />
| 4 seconds<br />
| The Spy transfers his weapon to his left hand and begins to practice a deadly Fencing maneuver, resulting in damage and/or death for anyone in the way.<br />
|}<br />
<br />
* This taunt can be used with any of the Spy's knives (except the Sharp Dresser and the Spy-cicle) to kill ''very'' distracted enemies with one hit; however, due to the taunt's long duration and the minimal damage dealt by the first two swings, using this kill taunt is a very risky strategy.<br />
** The Fencing taunt is a viable last resort during the [[Humiliation]] round.<br />
<br />
* It can be effectively used to destroy Engineer buildings with one hit, so the Engineer won't have time to see his building being sapped or damaged and return to save his buildings, but be careful, as if you get caught in mid-taunt, the Engineer (or anyone else) will have virtually no issues in dispatching you. However, do not attempt to destroy an enemy [[Sentry Gun]] in this way, because you must remove your disguise in order to be be able to perform the taunt, and attempting to do so will cause the Sentry to target and kill you.<br />
** However, if a Sentry is close enough to a [[Dispenser]], then you can hide behind it without being detected and perform the taunt. The extra reach of this taunt means that it can often destroy both buildings.<br />
<br />
* Also, keep in mind that, even if you are able to catch anyone unaware, the Spy speaks during the taunt, and this may give your presence away. This can be negated by quickly performing a voice command, preferably a short command, such as "No."<br />
<br />
* Fencing with [[Your Eternal Reward]] is not recommended, as you have to remove your disguise in order to taunt, and you won't get a disguise even if the taunt kill succeeds.<br />
<br />
* Successfully Fencing with the [[Big Earner]] will still grant the 30% Cloak bonus, but it is still not advised, as it also requires no disguise and your lowered health may put your life at risk if you fail.<br />
<br />
* Make sure the last swing hits your target, as the first 2 swings do low damage and can get you noticed fast and put yourself in danger.<br />
<br />
== Weapon combinations ==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! {{Icon weapon|weapon=Revolver|icon-size=100x100px}}<br />
'''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
'''[[Knife]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
The default loadout allows for a quick-moving, versatile Spy, and for general situations. The Revolver is useful to pick off lone enemies, damage Engineer buildings from a distance, or as a backup when you are discovered. The Knife allows you to disguise at-will, unlike Your Eternal Reward. The Invisibility Watch is the most versatile of the watches: quieter than the Dead Ringer, allows more mobility than the Cloak and Dagger, and can be replenished with ammo or metal. Move quickly, complete your current objective, and move onward.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=50x50px}}<br />
{{Icon weapon|weapon=Invisibility Watch|icon-size=50x50px}}<br/><br />
'''[[Cloak and Dagger]]''' or '''[[Invisibility Watch]]'''<br />
|<br />
<br />
This is a medium-risk high-payoff loadout for Spies who like to have a lowered risk of being caught, or for playing on maps with a low amount of health packs and ammo boxes. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. If you are caught early, then the L'Etranger can be used to fill the Cloak for a quick escape. Because the Kunai can remove negative effects that mark him as a Spy ([[Bleeding]], [[Fire]], etc), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Revolver|icon-size=100x100px}}<br />
'''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This is a high-risk high-payoff loadout for Spies who like to do as much damage to the enemy as possible. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. The Dead Ringer will increase your chances of surviving while using the Kunai. If you are caught early, then the Revolver can be used to kill enemies quickly and effectively. Because the Kunai can remove negative effects that mark him as a Spy ([[Bleeding]], [[Fire]], etc.), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Diamondback|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Revolver|icon-size=40x40px}}<br /><br />
'''[[Ambassador]]''' or '''[[Diamondback]]''' or '''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Spy-cicle|icon-size=100x100px}}<br />
'''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This set is for the Spy who faces a team with a small number of paranoid, defensive Pyros. The Spy-cicle gives the Spy an opportunity to escape if caught by the Pyro. In the event that the Spy is discovered and knows that the Pyro will not give up, each of the three {{botignore|revolver}} variants provides a different way to take out the Pyro quickly. The Ambassador is recommended for those with superior aim, the Diamondback for those who have buildings to sap, and the Revolver for everyone else. The Dead Ringer provides yet another means of escape, should the above fail.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
'''[[Knife]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This set is commonly used by in competitive matches, as it is an extremely powerful loadout. Acting should usually be enough to get behind enemy lines (for experienced players), though disguising as a friendly to trigger the [[Dead Ringer]] can also be used. Trickstabs can easily be pulled off and escapes are often much easier with the [[Dead Ringer]]. The [[Ambassador]] allows for picks on most classes, if you can hit your headshots. This set turns the [[Spy]] into an extremely efficient killing machine, allowing for headshots, backstabs, and amazing escapes.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Enforcer|icon-size=100x100px}}<br />
'''[[Enforcer]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
'''The Man of Honor - with Dead Ringer'''<br />
This set is especially recommended for those who use the Dead Ringer frequently or otherwise rely on it. The 20% damage bonus and resistance piercing of the Enforcer may improve survivability if the Spy’s [[Revolver]] is his last resort (provided that you are disguised first). The already-increased Cloak recharge rate of the Dead Ringer pairs very well with the bonus of the Big Earner. A single backstab is usually already enough to use the Dead Ringer again, once it has been used. Due to the Dead Ringer's great damage reduction, the downside of the Big Earner is somewhat negligible.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}<br />
'''[[Your Eternal Reward]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
'''The Saharan Spy - with Cloak and Dagger'''<br />
This strategy is for Spies preferring to camp in one place, or for taking out giant sentry nests. The Spy can wait in a corner cloaked until a good victim runs past him. Then he can silently backstab and instantly disguise as the victim making it unlikely for the rest of the enemies to notice anything. The L'Etranger can be used to quickly fill your Cloak when fast fill is needed since you can't pick up ammo packs to fill it, and the increased Cloak duration is always helpful. It should be noted that in most public games the importance of killing any one single enemy player is less, so camping for too long in one space not doing anything makes you dead weight to your team.<br />
<br />
Your Eternal Reward allows you to stay undetected by Sentry Guns in between backstabs, so you can wait while cloaked until your team pushes in and provides distraction. Then uncloak, stab all the Engineers in the sentry nest, and sap their toys to oblivion. A tip is to wait on an elevated object such as a crate to decrease the chance of bumping into an Engineer or being flamed by a Pyro.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Enforcer|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Diamondback|icon-size=40x40px}}<br/><br />
'''[[Enforcer]]''' or '''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Spy-cicle|icon-size=40x40px}}<br/><br />
'''[[Knife]]''' or '''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This setup works well for veteran Spy players who are used to using the Spy's stock weaponry. The [[Enforcer]] is a stronger (if disguised) and slower version of the [[Revolver]], and can take out most enemies with two or three hits at mid range. This makes the Enforcer a much more viable secondary weapon when you're just out of [[Knife]] range or when you're being chased. Long range shots will still deal 20 damage per shot and regain accuracy rather fast, so it can seriously persuade oncoming enemies to retreat.<br />
The [[Diamondback]] is also useful right after a backstab if an enemy decides to pursue you, although you must not miss the first critical shot. The [[Spy-cicle]] offers a layer of protection against Pyros, but with the downside of losing your knife occasionally.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This setup can be described as a "live forever" set. Both the L'Etranger and the Big Earner restore Cloak fast, and the Dead Ringer can counteract the Earner's -25 health penalty. Should you be caught, simply flip open your Dead Ringer, "die", and use your boosted Cloak time to position yourself in an optimal spot for a backstab so you can regain your Cloak. If your Dead Ringer's Cloak isn't filled, you pull out the L'Etranger and shoot to regain your Cloak, then escape. However, you have to use your weapons to survive. This set is very offensive, and if used incorrectly will result in failure. Since the Dead Ringer cannot be refilled by anything except these weapons, this loadout increases the usability of the watch.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
This set focuses on staying out of sight. Due to the Cloak and Dagger's fast Cloak consumption, and to its inability to use ammo packs to recharge your Cloak, L'Etranger and the Big Earner allow you to be cloaked often and escape most situations invisibly. Keep in mind that this set greatly relies on dealing damage to regain Cloak, which means that you will often be without your disguise and therefore vulnerable. This is mostly a set for people who know ideal cloaking spots and pathways in the map they are playing on.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Diamondback|icon-size=100x100px}}<br />
'''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
A setup suited for eliminating a lone Engineer and his buildings. After getting at least 2 free crits by stabbing enemies ''out of the range'' of a Sentry Gun, the player can use the 2 crits to take out the Engineer from a long range, and proceed to gun down his buildings, or proceed and sap the buildings to get more stored crits. A player can backstab the Engineer (while using a disguise, of course). With the additional health gained from the Conniver's Kunai, the player can then quickly pull out the Dead Ringer, allowing him to survive the fire from the Sentry Gun, or if skilled enough, they can just try to [[Sapper|sap]] it. The Spy, now cloaked, can re-disguise and sap all of the Engineer's buildings to oblivion. This loadout can also be used, albeit less effectively, to take out an entire Engineer nest, with great skill and a little luck.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Diamondback|icon-size=100x100px}}<br />
'''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
'''The Chainstabber'''<br />
This is great for killing unsuspecting groups of enemies, such as defenses your team is having trouble passing through or a group of enemies clustered around a Payload. The Diamondback is the most effective when stabbing several enemies, as you will have several stored crits when chainstabbing. The Big Earner, with its speed boost on backstab, allows you to run to the next victim as well as make your escape. If someone realizes what is going on and takes some shots at you, either pull out the Diamondback and kill them or pull out the Dead Ringer and run. The 30% cloak on kill allows you to quickly be able to pull out the Dead Ringer faster after using it.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Revolver|icon-size=40x40px}}<br /><br />
'''Ambassador''' or '''Revolver'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This is a "Hitman" setup, best for Hit-and-Run tactics. Use it to Infiltrate, take out one or two key targets that are halting your team's progress, and then retreat back to safety quickly. The Invisibility watch is the prime watch for getting behind enemy lines, as it can both cloak at will and has the longest cloak duration. The Big Earner, with its cloak and speed boost on kill, allows you to escape quicker, and the cloak boost allows you to cloak immediately after a kill, even if you just decloaked. Use the Ambassador or Revolver either to cover your escape or to pick off targets that it is too hard to reach or too dangerous to go near. Use the Ambassador if you can hit headshots most of the time. Use the Revolver if you like the random crits and like the faster firerate.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
{{Icon weapon|weapon=Spy-cicle|icon-size=100x100px}}<br />
'''[[Knife]]''' or '''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
This set-up is useful for a Spy who likes to take their time and survive as long as possible and is best used against classes that don't move much like Engineers and Snipers. The Cloak and Dagger lets the Spy stay invisible as long as he doesn't move too much. The Spy may headshot a Sniper with the Razorback or wait for an Engineer to build and quickly take him out from a distance using the Ambassador. The Knife allows him to then disguise at will and sap the buildings. The Spy-cicle can prevent stray flames from giving away your position.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}<br />
'''[[Your Eternal Reward]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This set is for the Spy who likes to kill an enemy, move on and repeat. The Ambassador allows him to kill the victim if the backstab misses and gives him a significant way of killing people without backstabbing. Your Eternal Reward allows the Spy to be rewarded with a disguise, so he can be ready for a follow-up. The normal Invisibility Watch forces him to keep moving quickly and to uncloak, Cloak and collect ammo boxes constantly. It also gives him enough time to catch up with his next target. Note that for this set, you want to make as many kills as possible in one life, as you are most effective at killing efficiently. This also means that if you are discovered, you do not always get killed and you have some defense. You should make every kill count if you use this set, for it is your only way to get disguises that don't cost your entire Cloak meter.<br />
<br />
|}<br />
<br />
== Against Engineers ==<br />
''Most, if not all, tactics concerning Engineers will only work if the Engineer is not surrounded by allies. Use these tactics wisely.''<br />
<br />
* A tremendously useful ability to have is the power to surprise an enemy Engineer. The worse the Engineer is at Spy checking, the better. An excellent way to check if an Engineer is in the vicinity is to Cloak, run in, and survey the area before retreating. However, this technique is less effective with the Dead Ringer equipped, as you cannot Cloak at will. When a lone Engineer is blocking an objective with a Sentry Gun, you can use the Ambassador to attempt to take out the Engineer at long range first, using nearby objects for cover.<br />
** An alternative strategy is to use the Engineer's own buildings against him. This can be done by disguising as a player with low health, and crouching near the Dispenser to heal your disguise, while simultaneously using the Dispenser as cover from the Sentry Gun. Using this strategy will allow you to eliminate the Engineer at close quarters, while being safe from his Sentry Gun's fire.<br />
<br />
* A lonely Engineer building a Sentry Gun can be easily killed by the Ambassador. Shooting him first in the head and then on any body part will kill him; afterward, you simply sap the building. Very useful if the Engineer is busy wrenching said building.<br />
<br />
* If an Engineer leaves his buildings unattended, some players may simply rush in and sap everything in sight. It is advised you do ''not'' do this, unless you are totally sure that the Engineer is dead or too far away to respond in time. What you should do is shoot at a building once, and then hide in cover to defend against the Sentry Gun. The Engineer may come rushing back to hit it with the Wrench, allowing you to then follow him back to wherever he was previously. Wait at the area and backstab him as he attempts to return to his buildings.<br />
<br />
* A similar tactic is to find an enemy building outside of the Sentry Gun's field of vision and sap that, then pull out the Ambassador and wait. When the Engineer comes to remove the Sapper, quickly headshot him then shoot him, as the headshot on its own is unlikely to kill him. Since it takes two whacks with the Wrench to remove a Sapper, you should have ample time.<br />
<br />
=== [[Sentry Gun]]s ===<br />
* A [[Sapper|sapped]] Sentry Gun cannot fire. If the [[Engineer]] is standing next to them, you have several options:<br />
** Sap the Sentry Gun and then run out of the room with the [[Capture the Flag#Intelligence|Intelligence]] or try and cap a fast-capping/partially capped point. Remember, if you accidentally touch the Intelligence while disguised, you will lose your disguise, and the Sentry Gun will attack you.<br />
** Sap the Sentry Gun and stab the Engineer if he goes to repair it. If he is already in position and repairing the Sentry Gun, the Sapper will be removed before you can switch to the Knife and [[backstab]]. If he is out of position, you will have time to make the attempt. If he is in position and is repairing the Sentry Gun, all you can do is run for it, or keep putting new Sappers on the Sentry Gun. He will keep removing them as you place new Sappers, but it takes a long time to destroy a Sentry Gun this way. You will almost certainly be spotted by a teammate of the Engineer and be killed without destroying the Sentry Gun. Keep in mind there is a delay after the Sapper is removed.<br />
** Your [[Revolver]] can destroy Sentry Guns at long range well due to no damage falloff against buildings. Firing at a Dispenser first is the key to succeeding; once it's down, fire at the Sentry Gun. When an Engineer first deploys a building, it's vulnerable to damage. One or two Revolver shots will take it down quickly before the Engineer has time to set it up. Your Revolver does more damage against buildings that aren't sapped, so if you find a lone Teleporter or Dispenser, and an Engineer isn't far off, shooting it without sapping it is the best course of action. However, when there are no Engineers near by, sapping a building and fleeing is the best way to avoid being spotted.<br />
** In certain situations, a Sentry Gun may be built so close to the cap point that you can reach it while capping. In this instance, you can quickly sap the Sentry Gun, undisguise, and resume sapping the Sentry Gun over and over. However, watch out for the Engineer breaking the capture with his body. [http://au.youtube.com/watch?v=mUMWs1AKx-E This video] goes into more detail on how it's done.<br />
** Communicate with your teammates asking them to tell you via [[voice commands]] or [[voice chat]] when they need a Sentry Gun disabled, and then repeatedly sap the Sentry Gun.<br />
** A Sentry Gun takes about a second to execute a full 180° rotation. If you are directly behind a Sentry Gun and the Engineer is close to and facing his Sentry Gun, it is possible to take out the Engineer and then the Sentry Gun. As soon as the Knife hits the Engineer, use the quick switch key to change to your Sapper and place one before the Sentry Gun locks on. Strafe ''with'' the Sentry Gun's rotation (remember that the Sentry Gun will attempt to rotate as little as possible to shoot its target) so that you will have more time to place your Sapper. Note that due to lag, it is possible for the Sentry Gun to shoot you between the actual placement of the Sapper and the Sentry Gun being shut down. A Level 3 Sentry Gun will not always kill you immediately (although it has a good chance of doing so unless your reaction time is superb); however, it will still be sapped and most likely destroyed.<br />
** If the Sentry Gun and Dispenser are in such a position that you cannot reach the back of the Engineer for a backstab, try jumping on the Sentry Gun or Dispenser and sitting on the Engineer's head. This is an ideal spot, as it is in your victim's blind spot and will allow you to backstab him from above (and apply the stab and sap trick above). However, if the Engineer is crouched and tries to stand or jump, they will be unable to do so and suspect a Spy. At that range, a Shotgun blast or two will kill you instantly. This trick also works well against a Heavy taking the role of a makeshift Sentry Gun.<br />
** A difficult trick is to take advantage of the fact that Engineers take damage from the gunfire of their own Sentry Gun. Stand in a position where the Engineer is between his Sentry Gun and you, then uncloak. You will die, but hopefully so will the Engineer. This is useful if the Engineer is in a position where you simply cannot backstab him. Use this technique carefully, as it can easily backfire on you.<br />
** A variation of this trick can be used against a common Engineer Sentry Gun/Dispenser setup. Some Engineers like to sandwich themselves between their Sentry Gun to the front and a Dispenser to the back. Disguise as a Pyro (as if you are helping the Engineer Spy-check) and walk up behind him, so the Dispenser is between you and the Engineer. As quick as you can, fire a few rounds into the Engineer with the Revolver. Duck as soon as the Engineer dies from the combined damage of your Revolver and the Sentry Gun's fire. If done correctly, the Sentry Gun will lose you as you hide behind the Dispenser. Re-disguise, sap everything, and leave. Watch [http://au.youtube.com/watch?v=mUMWs1AKx-E this video] for more tips on how this is done.<br />
** The Engineer's [[Wrangler]] weapon permits the Engineer to control his Sentry Gun entirely. Take '''extreme''' caution, as many Engineers will [[Spy checking|Spy-check]] with this, and it will make sapping the Sentry Gun much harder. Killing the Engineer while he is using the Wrangler will give you a few crucial seconds to sap his Sentry Gun bullet-free.<br />
<br />
* The Sap and stab is mainly for baiting. In this tactic, one must approach a sentry with an Engineer nearby while cloaked and disguised. Uncloak where the Engineer cannot see and sap the Sentry Gun. Quickly {{botignore|cloak}} and back up behind the Sentry Gun. Any Engineer with half a brain will come to knock off the Sapper. Uncloak as his back is turned and stab. Occasionally this may be done without having to Cloak in between.<br />
<br />
* Stab and sap -- while disguised, approach the Engineer, preferably when he is upgrading the Sentry Gun, and backstab. Now use your quick reflexes to take out your Sapper and sap the Sentry Gun. Note that circling the sentry often allows more time to take out the Sapper, as the sentry will have to rotate to get you. This tactic is really about how quick you can stab then sap. This method requires much practice, an unaware Engineer, and a great deal of luck to pull off.<br />
<br />
* Long range takeout -- If you can find a corner to hide from the Sentry Gun's fire, you can headshot the Engineer. For other situations, the stock Revolver works well for this method, as it does not have any damage or firing speed penalties. First, uncloak in a safe hidden spot outside the reach of the Sentry Gun, but make sure that you can see the Engineer and Sentry Gun. Kill the Engineer first. Now you can either disguise and approach the sentry to sap it, or simply shoot it from long range with your Revolver of choice until it goes down.<br />
<br />
* Remember that there won't always just be one Engineer. In that case, it is recommended that you use the sap and stab and be patient. Wait until both Engineers have their back turned (note that if both Engineers are striking the same Sentry Gun, it will take half as long to remove the Sapper).<br />
<br />
* With [[Your Eternal Reward]], you can backstab someone in the range of the Sentry Gun, including the Engineer behind it, without being detected. Just remember that you need a disguise equipped before you can do this, otherwise the Sentry Gun will kill you as soon as you step in range uncloaked. This is effective for taking down sentry nests with multiple Engineers as you can silently rid of them before sapping all of their buildings.<br />
<br />
* If you are using [[Your Eternal Reward]] and lack a disguise, you can get a free disguise in spawn, or get an easy disguise on an unsuspecting Engineer; wait for the [[Sentry Gun]] to be in a good position (similar to Stab and Sap tactics), uncloak (preferably with a quiet watch), and immediately stab the Engineer repairing it. If done correctly, you will get your disguise before the Sentry locks on you, and you will get both a free disguise, and a destroyed [[Engineer]] position. Just make sure to use the attack button only one time, or you will drop your disguise and be at the (nonexistent) mercy of the Sentry Gun.<br />
** This strategy can be very effective against [[turtling]] Engineers with a giant Sentry nest.<br />
<br />
* Against an Engineer with the [[Frontier Justice]] and [[Gunslinger]], equip the [[Red-Tape Recorder]] instead of the stock Sapper. This will sap his Sentry much slower, denying him crits from Sentry kills, and making him unable to place a new Combat Mini-Sentry Gun until the old one is destroyed.<br />
<br />
=== [[Dispenser]]s ===<br />
* Keep an eye out for Dispensers once you infiltrate the enemy base. They will still heal you and you can use them while your Cloak is still active (when using the default [[Invisibility Watch]]). In fact, all Dispensers above Level 1 can recharge your Cloak even while you're cloaked. Level 1 Dispensers don't recharge your Cloak but your Cloak won't drain, either. Instead, it'll stay at the same level, giving you time to plan your next actions. Level 2 Dispensers recharge it slowly and Level 3 recharge it much faster, so Dispensers can be crucial to your plan. Note that the healing beam CANNOT be seen when cloaked and when next to a Dispenser - but be sure to watch out for Engineers, as they will constantly run back to their Dispenser, possibly running into you and revealing you. To avoid the Engineer, jump on top of the Dispenser instead of standing beside it. Be careful though, as his teammates can still run through it and, if they do, reveal your location.<br />
<br />
* Note that on maps with narrow corridors, like 2Fort, Engineers may place superfluous Dispensers in locations that block your path. They also use these Dispensers to lure you into sapping them, thus alerting him and his team of your presence. If this is the case, you have 3 options: Crouch behind the Dispenser and use your Revolver to take it out or at least damage it (Provided there aren't any enemies around, they will hear the sound of your Revolver), crouch jump over the Dispenser (unless the Dispenser is placed in a position where you would've normally jumped on to the platform to reach it) or simply take another route.<br />
<br />
* When uncloaked, avoid standing on Dispensers. Because most players (except the Engineer who built the Dispenser) will clip through buildings, being spotted in this position will instantly ruin your disguise, unless you are disguised as the Engineer, but he will almost certainly see a clone of himself and kill you. Unless the Engineer is dead and you are disguised as him, it is highly recommended to not stand on top of a Dispenser while uncloaked.<br />
<br />
* If you have no other option, using a Scout disguise and crouching behind a Dispenser while uncloaking may minimize the odds the Engineer will spot you instantly. This can be useful in small, commonly camped areas.<br />
<br />
=== [[Teleporter]]s ===<br />
* If you're disguised as an enemy and take one of your team's Teleporters, the glowing ring and trail effect will not show up. Using friendly Teleporters with friendly disguises will give you a ring and trail but these are removed when you next use an enemy disguise.<br />
<br />
* Walking over an enemy Teleporter exit when someone uses it kills you, a term called [[telefrag]]ging.<br />
<br />
* When you find an exit Teleporter, watch it to see which way players come out. Then stand behind the Teleporter and wait. When the next player comes out, backstab him instantly. He should report this to his team, but he'll be dead for a bit, so you can risk waiting a little for a second Teleport and kill, or you can just sap the Teleporter and leave the area. This is called telecamping, which is usually frowned upon by most players.<br />
<br />
* Due to the {{Patch name|8|13|2009}}, whenever a Teleport Entrance or Exit is sapped, the other automatically has a Sapper placed on it as well, regardless of their distance from one another. However, the Engineer can now remove Sappers from both the entrance and the exit by using his Wrench on either. Although this makes it much harder for Spies to get cheap points by sapping Teleporter entrances outside the enemy spawn, a successful Sapper on an active Teleporter will now give two points.<br />
<br />
* If you're trying to telefrag enemies with their own Teleporters, either step over them while cloaked or use a slow disguise (Heavy and Soldier are the best) in order not to draw too much attention towards you.<br />
<br />
* If you see enemy Teleporter entrances and exits in unusual places (often near their objectives), it could mean you are walking into an Engineer's trap - many Engineers place their Teleporters inside their base as an early warning system, hoping that you will be unable to resist sapping them and will thus alert the Engineer to your presence (one way you can trick the Engineer in this scenario is by firing 2-3 Revolver shots at it, or if the Engineer is close by, hit it with your Knife as it is much quieter, but not enough to destroy it. Engineers will almost always expect a Spy to sap it if anything, so this may throw off the Engineer who built it).<br />
<br />
* As of the Sniper vs. Spy Update, the Spy is now able to use enemy Teleporters. This can be useful for getting into well-defended Sentry Gun nests and/or nests that would otherwise be unreachable.<br />
<br />
* If you can time it just right, it's possible to sap an enemy Teleporter entrance just as it teleports you. However, due to the {{Patch name|8|13|2009}} this is rather pointless as you can achieve the same effect by taking the teleport and then sapping the exit. However, it does allow you to harass the Engineer as he attempts to knock your Sapper off.<br />
<br />
* If you are lucky, you may manage to telefrag an enemy upon taking an opposing Teleporter. While this normally applies to your own team's Teleporters as well if an enemy somehow stands on it without destroying it, the likelihood is higher as a Spy, as enemies may be clustered around the exit on the other side. In some cases, you may even be able to telefrag the enemy Engineer on the other side. However, be aware that telefragging will immediately alert the Engineer as to who took their Teleporter.<br />
<br />
* A clever Spy can sneak his way to the enemy's Teleporter Entrance, sap it, and then stand on it, waiting for an Engineer on the exit side to knock off the Sapper. Once the Sapper has been knocked off the Spy will teleport to the other side, telefragging the Engineer if he is close enough, and is free to sap any buildings the Engineer has built. This is a risky but effective way of taking down forward bases built by one Engineer.<br />
** However, the above strategy becomes obsolete if there are two Engineers babysitting their buildings in the same location. The second Engineer will no doubt see/hear his buddy trying to repair his Teleporter and dying. There is usually no way to fight the second Engineer without the Sentry Guns swiveling and shooting you dead once you uncloak/remove your disguise. Your best hope in this situation is to either run, or sap BOTH the Sentry Guns as fast as you can, while avoiding the Wrench. If you're VERY lucky, you'll be able to get both of them, and then deal with your hard-hatted assailant. Assuming he doesn't just repair the Sentry Guns or Shotgun you to death, you could also try the continuous sap strategy.<br />
<br />
* Another way to deal with Teleporters is to simply sap the entrance, and then put another back on immediately after it gets knocked off, and repeating. As the Engineer cannot repair the Teleporter while it is being sapped, you can slowly wear down the entrance and take out both sides with little to no risk; this is one of the safer courses of action if the Engineer is smart enough to stand off of his exit and Wrench whoever comes through right after he knocks the Sapper off. However, beware that this takes a long time, and in the case of spawns with only one exit, greatly increases the risk of an enemy seeing you and killing you. In this case, you can simply take out your Revolver and empty it into the entrance after sapping it, usually destroying the entrance in most cases. If the Engineer is quick enough to knock off your Sapper before you can destroy the entrance, simply place a second one on immediately and repeat, though repeatedly sapping will probably work better as your Revolver may be out of ammunition. This method is faster and reduces the risk of being discovered by the enemy in their spawn, but leaves you more vulnerable as you will not be disguised.<br />
<br />
* You can quickly destroy Teleporters by sapping them and then shooting them a few times with your Revolver. Although this will attract more attention than just sapping, it may destroy at least one side of the Teleporter before the Engineer can remove your Sapper thus reverting the other side of the teleport to level 1.<br />
<br />
* Hitting a Teleporter with a Wrench will only remove Sappers from the other end if the end being hit has finished building. If you sap a teleport early in its build, the Engineer may not have enough time to save the other end even if they're able to remove the Sapper.<br />
<br />
== Infiltration ==<br />
* You can [[disguise]] as your own team by hitting {{Key|R}} or {{Key|-}} (or {{Key|E}} if you have the simple disguise menu enabled) at the top of the keyboard after bringing up the disguise interface. As a friendly non-Spy class, players on the other team are much less likely to alert each other to Spies entering the base if they see you. However, the best way to get in and out is to Cloak properly.<br />
<br />
* While it may not seem immediately obvious to the Spy, as you slowly [[Cloak|decloak]] you take on the color of your team until you are 100% visible. It is vital to let the Cloak come on fully before entering into areas where you would be seen. Try to decloak around a corner where an opponent can't see you. It's very obvious that you are a Spy as no other class is able to Cloak.<br />
<br />
* While cloaked, remember to avoid all enemy fire - if you're hit, you flicker visibly. The same is true if you bump into an enemy. If you plan to rush out, tell your team-mates to let you go first (cloaked), so that stray fire from the enemy team at your visible team-mates doesn't reveal or kill you.<br />
<br />
* If you are discovered and must Cloak to run away (assuming that you are not using a [[Dead Ringer]]), use misdirection to break away from your foes. If you are running in a certain direction while you Cloak, your enemies will usually head in that direction, so you can immediately make a radical turn after becoming completely invisible, or even turn in the immediate opposite direction to get behind them for a backstab opportunity.<br />
<br />
* While cloaked, avoid giving away your position, especially to Snipers or, if you have been busted, your pursuers. So do not:<br />
** ...pick up medkits (unless you're burning) or ammo crates.<br />
** ...enter the enemies' line of sight before your Cloak is fully active (see above).<br />
** Also, if you go through an automatic door while cloaked and no one else is around, it is obvious that there is a Spy. If the door is very narrow, you still will become a very easy target, as you only have one direction to run in. Also, if you come out of swimmable [[water]], water will be visible dripping from you.<br />
<br />
* You appear to have the same health as the target of your disguise did at the moment you took on that disguise.<br />
<br />
* Get a friendly Medic to heal you while you are disguised, because your disguised health level also rises to 100%, thus making you less suspicious when disguised while around the enemy spawn; however, appearing to be injured may be a good idea so you can get an enemy Medic to heal you. Note that overhealing will also be visible on your disguise, and if the enemy team has no Medics, walking around with an [[overheal]] may be a dead giveaway.<br />
<br />
* If your disguise has an overhealing weapon equipped ([[Powerjack]], [[Conniver's Kunai]], etc.), then you may be able to fool some players with the weapon equipped and a full overheal.<br />
<br />
* Avoid walking over medkits unless your real health is injured; your fake health level will appear to be injured and, if you don't pick up a medkit when walking over it, it is a dead giveaway that you're a disguised Spy. You can only increase your disguised health level from [[Dispensers]] and [[Payload#Carts|Payload carts]] if your real health is injured. So if you're receiving a healing beam, and your health is not appearing to increase then those that know this telltale sign will know you're a Spy, so it's best to use a Dispenser and cart only if you're truly injured. But against less experienced players, being healed by a Dispenser or cart can makes you seem less suspicious. As of the {{Patch name|5|21|2009}}, in the PC version, walking over a medkit will add to your disguise health. You will also pick up medkits if your disguise health is down, even if your real health is full.<br />
** Note that picking medkits makes the cross icon appear above your head even if you're cloaked or disguised, and it will be of your team's color, so it can be a serious giveaway for players who will notice that.<br />
<br />
* Alternatively, if you have the [[Cloak and Dagger]] equipped, you can deliberately grab medkits in order to deny them to the enemy. While they will probably know that an enemy Spy is in the area, you can assist your team in this way by making your opponents easier to kill if your teammates are also relatively close by; however, this is also a double-edged sword since you can accidentally deny the medkit to a teammate who needs it.<br />
<br />
[[Image:Spy for Medic.png|thumb|right|''Friendly'' disguised BLU Spy calling for a RED Medic]]<br />
<br />
* Remember that you can call for and be healed by enemy Medics while disguised. This is a great way to hold your cover, and also a good opportunity to backstab the opponent's support. Beware that this also risks drawing undue attention to yourself, especially if your alter-ego notices his own name calling for a Medic. For these reasons it is probably best to do this as a retreating maneuver.<br />
** In a similar manner to calling for Medic, using any voice command that appears in the text chat (such as "Help!" or "Incoming!") while disguised as an enemy will be shown to the enemy team as from the person you are disguised as.<br />
** Do note that if you are in a situation that you may think it is safe to call a Medic, such as separation from the other members, there is one giveaway that a person paying attention would notice. As a Spy, your Medic call copies '''your''' health, not the health of that who you are disguised as. Therefore, if the person you are disguised as has above half health, but you have below half health, then your Medic call will be red. The opposite is also true; if you're healthy while your disguise is deadly wounded, the Medic call will be in pure white. Therefore if the Medic pays attention to the signs, calling Medic at the wrong health may be a dead giveaway that you are a Spy. If you notice that you might give yourself away, such as medicalling while almost dead while your disguise is healthy, then call Medic and look at them for signs. If they pull out a weapon like the Ubersaw or [[Syringe Gun]] and look at you, this may be a sign that you have just revealed your disguise to them.<br />
<br />
* Once in the enemy's base, ''communicate'' with your team. Talking might not move you up on the [[Scoreboard]], but reporting Sentry Gun placements if a group of enemies are taking an alternate route or building a minibase can make a big difference and bring your team closer to victory. Note that on alltalk servers, your speech bubble is your own team color even when cloaked.<br />
<br />
* You can walk backward while heading for the enemy base, or look backwards occasionally while walking forwards. Retreating into an enemy base while disguised looks much less suspicious than running into it at full tilt (unless your disguise health is relatively low), but as this trick has been done so many times, it can appear obvious to the astute observer.<br />
<br />
* When you disguise yourself, you take the name of an enemy player that is playing the same class as the disguise. It is crucial that you try to use a class that is well represented by the enemy side to decrease the risk of coming face to face with the person you stole the name from. As of the {{Patch name|5|21|2009}}, you can see whose name you have taken on on your disguise nameplate.<br />
<br />
* If you disguise as a class not represented by the enemy team, you take on a name randomly, and your disguise has a completely stock loadout with no cosmetics. This can be a dead giveaway as a glance at the score table will make your trickery obvious, so try to disguise as a class that you know the enemy has.<br />
<br />
* Try to act natural. Many times, an enemy will shoot you and not notice your health go down. If you do react to their shots, you can be certain that they and the rest of their team will hunt you down. If you continue heading in the same direction and if you seem to ignore the attack (assuming that it doesn't kill you), many times you will be left alone.<br />
** Expanding on the above, standing still while in the enemy base is highly suspicious, and most players will try to [[Spy checking|Spy check]] you. Making it seem like you were NOT harmed by this attack is the key to getting sneaky backstabs when they turn away. Be incredibly careful of Pyros however. If you see one heading for you, and he is actively Spy checking, RUN!<br />
** Another thing to note on the above is that certain weapons WILL give you away, even if you pretend it didn't hurt you. Weapons like the [[Widowmaker]], the [[Black Box]], and certain weapons with on hit effects will give you away, because they will vary in their triggers; with the former replenishing metal on hit, and the latter replenishing health on hit. Take note of what weapons the enemy is using to Spy check.<br />
<br />
* When disguised as a Medic, your fake Ubercharge meter will always display 0%. This can be a dead giveaway.<br />
<br />
* You may, while entering the enemy base, notice that an attack force is heading for your base. Running in the opposite direction of them will likely result in a Spy check. A great method to single-handedly stop this attack is trying to run with the group towards your base. This works well as it appears to the opposite team that you are not a Spy, and you can slow yourself down a little bit to get to the rear of the pack and backstab most, if not all, of them. Just be sure the person you are disguised as is not among them, or you will be very dead very quickly.<br />
** This is one of the main techniques for a [[Your Eternal Reward]] / [[Wanga Prick]] users, since even a quick behind-glance from one of the enemies will less likely reveal you, not to mention the screams and bodies won't be a problem either.<br />
<br />
* A dead giveaway that you're a Spy in disguise is the fact that your enemies are unable to walk through you. Once they bump into you, they will try to kill you immediately. When in small enclosed spaces, e.g. the sewers in [[2Fort]], walk close to the walls and be sure to leave enough room for enemy players to run past you.<br />
<br />
* Deliberately trying to avoid people in corridors is like saying, "Hey! Here I am! Shoot me!" and will likely get you Spy checked and possibly killed. If you see someone barreling down a corridor at you, it is usually a better idea to open fire on them then to risk bumping into them and being melee'd by them. Remember, your knife isn't exactly fantastic in a face-off. It is only good for backstabs and taking out already weakened enemies; you cannot count on facestabs to save you.<br />
<br />
* Keep an eye on the enemy players that are about to respawn. When did they die? What class did they play? What is their skill? Remember, these are the players that are going to be on your back in a few seconds. Use this knowledge to time your actions. If you know that the opponent's #1 Scout will respawn in a few seconds, let him pass by before you take any backstabbing/sapping action. Also remember, if you've just killed the same player twice in the exact same spot, they are going to be checking the area the next time they come through in order to find you.<br />
<br />
* Most importantly: There are many people ([[Pyro]]s) who will Spy check anyone they see, regardless of team affiliation, just as a precaution. Because of this, you must remember to keep moving, change disguises frequently, and, whenever possible, avoid being seen by the enemy entirely.<br />
<br />
* As long as there's a damage indication on your HUD, you are semi-visible. Wait until the damage indicator clears before moving to ensure that you're completely invisible.<br />
<br />
* A good idea to make your disguise more believable is to get behind or near the enemy spawn, put on your disguise, wait until no one is around/not watching you, and then run forwards so it looks like you just respawned. Not only can it put you behind players leaving said spawn, but it also makes enemy players less likely to Spy check you thinking that you're someone who just came from their own spawn.<br />
** Be cautious to not get into players' casual fire though, as it is rather common for some people to spend some of the ammo shooting in the air (or teammates) while running to an objective that is too far away. Also try to avoid spawns with automatic doors (see above).<br />
<br />
* Picking up the enemy [[Capture the Flag#Intelligence|Intelligence]] does not yet make you a suicide flag runner. You can drop the Intelligence anytime ({{Key|L}} by default), put on a disguise, or Cloak to Recon ahead for danger and/or clear out an ambush. Afterwards, return to the Intelligence and resume carrying it when the path is clear. This is especially useful against Sentry Guns, which you can sap and then return to the Intelligence and Demomen, who like to block your path with stickies, essentially trapping you between themselves and anyone pursuing you from the enemy base. It's also a good way to lure other classes out of ambush, as they will move from their spot to check why has the Intelligence been dropped.<br />
<br />
* Disguises only fool enemies "at-a-glance". It's best to avoid being seen altogether and use cloaking more often.<br />
<br />
* While disguised, try to use voice commands such as Battle Cry. It will make your disguised player speak and do some mimics, and therefore it can fool some enemies who don't think about Spies being able to do those mimics.<br />
<br />
* Reloading the Revolver and its variants will reload the weapon equipped by your disguise. Use this for added realism.<br />
** Be wary of the weapon your disguise is holding, as even weapons that do not require reloading (such as [[Minigun]]s and [[Flamethrower]]s) will still play an animation.<br />
<br />
* If you are using the [[Cloak and Dagger]], try to jump up on obstacles and ledges as you move through the map. Players use the obvious running pathways and will run right past you if you are cloaked. Standing on a crate allows you to recharge your Cloak without being bumped into and giving away your position. Standing on top of obstacles is also a good place to avoid Spy checking and escape pursuing players as they often forget to check the top of boxes and ledges.<br />
<br />
== Backstabbing techniques ==<br />
:''For more information, see [[Backstab#Backstabbing Techniques|Backstab]]''<br />
<br />
=== Approaching the target ===<br />
Approaching your victim for a backstab is difficult without getting caught. It is common for an enemy player to randomly Spy check hiding places and teammates. You can expect the enemy team to Spy check more often if they are alerted to the presence of a Spy.<br />
<br />
The easiest targets to approach are ''distracted'' players who are busy with another task. Common targets are Engineers that are building/upgrading and Snipers who are looking through their Sniper Rifle.<br />
<br />
There are a few things to keep in mind before going in for the killing blow:<br />
<br />
* Determine who your target is, and if they are a good target, before you approach.<br />
* Don't panic when you are discovered.<br />
* Make sure to double check the routes behind you ''before'' decloaking, especially in routes which are commonly used. A recently spawned enemy player might catch you decloaking.<br />
* Check your surrounding first before cloaking. An enemy player might be looking at your general direction. If you are lucky, they might not be suspicious of you, but if they start shooting at you, run and hide.<br />
* Check the Scoreboard for dead enemy players so you can be aware if someone will come out from spawn.<br />
* If you know that someone has just spawned, you can wait for them to pass by you. You can also try to delay their movement to the front line by timing your kill so they would be forced to look for you.<br />
* Your disguise protects you from passing glances, but only until they get suspicious. Kill your target as soon as possible.<br />
* Be aware of the speed of your Heavy and Soldier disguise. While enemies may be less suspicious of these uncommon disguises, you will have a much harder time trying to hunt down your victim.<br />
* A common mistake is to Cloak when the target is attacking you. Even if the target is aware of you, you can still kill them with techniques like stairstabbing, sidestabbing, or shooting.<br />
* Be careful on approaching the same target too often. Even the most inexperienced player will start checking their back after being stabbed too frequently.<br />
* When attempting to backstab during an enemy push, be sure to wait until they have engaged your teammates. Be wary of enemy players who are watching their team's back.<br />
* When you see a friendly Spy approaching a target, choose another target. If your teammate targets an [[Engineer]], sap their buildings while they are distracted. You can also watch your teammates' back by targeting approaching reinforcements.<br />
* Use elevated areas to your advantage. With good timing and positioning, you can get your target within a couple of seconds.<br />
* Avoid chasing and staring when closing in. Looking directly at your target while running after them gives you away to anyone watching, but watching in your periphery (by aiming the crosshair a few steps to their side) and running parallel with your target looks like you're running ''with'' them, arousing less suspicion.<br />
* Since players rarely look upwards, consider using elevated areas and stairways to jump around your target and confuse them.<br />
<br />
A Spy's weapons and gadgets can drastically change how a Spy has to approach his target. Keep these tips in mind when choosing your loadout:<br />
<br />
* If you have the Dead Ringer, wait for the watch to refill as much as possible before going for your target. It makes for great insurance in case you fail to catch your victim and you start becoming the enemy's target. Make sure your death is convincing though or the area will be double-checked.<br />
* The L'Étranger can help quickly refill the Cloak meter in areas without ammo boxes, therefore you can Cloak in order to hide in case a backstab attempt fails. Be careful if you decide to shoot unaware players as they will turn their attention toward you.<br />
* Be aware of the level of noise each of your cloaking devices make. A common mistake is decloaking too close to your target, thus enabling them to hear you.<br />
* Also, when using [[Your Eternal Reward]] try to predict and calculate your enemies movement and patterns to look for an opening in getting the first kill.<br />
<br />
==Class Cooperation Strategies==<br />
The Spy generally works on his own instead of working with his team, picking off high priority targets in the backlines. However, a bit of knowledge on your available options when forced to team up with allies could make the difference between a skillful win, or humiliating loss.<br />
<br />
==={{class link|Scout}}===<br />
Generally speaking, the Scout and Spy hardly often work together due to their completely opposite playstyles. Despite this, there is still some chemistry to be found in a Spy-Scout pair up.<br />
* You can trick enemies into following you up close to a Scout and allow him to kill them.<br />
* A Scout with [[Mad Milk]] can extinguish a burning allied Spy.<br />
* A Scout with the [[Sandman]] may be able to slow targets to make them easier picks for the Spy.<br />
* Spies specialize in taking out Engineers and Heavies, both of which make life difficult for Scouts.<br />
<br />
==={{class link|Soldier}}===<br />
Soldiers are a very attention-grabbing class and will make it easier for friendly Spies to go unnoticed, simply by existing near the enemy team.<br />
* Kill any Heavies that are focusing down an allied Soldier, because a Soldier under Minigun fire is a sitting duck.<br />
* Eliminate Sentry nests where possible. Because of a Sentry Gun's long range and high damage, it makes it difficult for a Soldier to actively [[Rocket Jump]] without being pushed away or outright killed.<br />
* Soldiers using the [[Battalion's Backup]] make it easier for you to eliminate enemies with the increased damage resistance and nullification of crits, in the event you are found out.<br />
* If you are under the effects of a friendly Soldier's [[Concheror]], a single backstab will bring you to full health. <br />
** This is less effective with the [[Conniver's Kunai]], however, as that knife already gives you healing.<br />
<br />
==={{class link|Pyro}}===<br />
Few classes are better at distracting large numbers of enemies than Pyros are. The amount of chaos a Pyro can descend upon an enemy team means it will make you less likely to be found out, even after a stab.<br />
* A friendly Pyro can extinguish you if you get set on fire.<br />
* Enemy Heavies can very easily take out a Pyro, even in the event of an ambush. Killing a Heavy therefore will make it easier for Pyros to ambush your foes.<br />
* Pyros using the Gas Passer will allow you to set multiple enemies on fire with your primary and help them cause even more of a disruption.<br />
* A particularly bold tactic is to use your allied Pyros as bait. If you are disguised as a slow-moving class, try to look panicked and pretend to run away from them. This will make you look like an enemy trying to flee and seem less conspicuous. Even if your allied Pyro dies, you will now likely be behind your enemies and can stab them without arousing much suspicion.<br />
<br />
==={{class link|Demoman}}===<br />
* Demoman's weaknesses are hitscan weapons and up close combat-- strategies that some of your highest priority targets employ, such as Heavies or Snipers. In these cases, eliminating them first can make it easier for a Demo to do his job.<br />
* Engineers and Heavies can be nightmares for [[Community Demoman Strategy|Demoknight]]s to deal with but are favored targets for Spies. Simply sapping an enemy sentry can make life exponentially easier for an allied Demoknight.<br />
<br />
==={{class link|Heavy}}===<br />
* A Spy can backstab enemy Snipers and Demomen, thus making a Heavy’s life easier.<br />
* A Heavy can mow down enemy Pyros looking for the Spy.<br />
* The Heavy is one of the more distracting classes in the game - and Spies work best against distracted enemies.<br />
* Enemies slowed by the [[Natascha]] will be easier for the Spy to backstab.<br />
* A dropped [[Sandvich]] or similar can end afterburn or bleed effects that can give Spies away.<br />
** However, a dropped Sandvich just suddenly disappearing may blow your cover and cause enemies to search for you.<br />
<br />
==={{class link|Engineer}}===<br />
While working with an Engineer may not be overly effective, you can still help him keep his Sentry nest alive.<br />
* Taking out enemy Medics denies their ÜberCharge advantage, which goes a long way towards defending a Sentry nest.<br />
* Taking out enemy Snipers will make allied Engineers' lives easier.<br />
* Demomen are a high priority target when protecting an Engineer's buildings, as only four midrange Stickybombs is enough to destroy a Level 3 Sentry Gun.<br />
<br />
==={{class link|Medic}}===<br />
Protecting your allied Medics should be prioritized at all times. To this end, strategically eliminating high priority targets will make your Medics' job easier and keep him from dying.<br />
* A Spy can backstab targets that are trying to focus on the Medic.<br />
** Of all classes, Snipers or other Spies would be the top of this target list, due to their ability to kill a Medic in one hit.<br />
* A Spy equipped with the [[Dead Ringer]] can disguise himself as an allied Medic and get himself "killed" by the enemy team. This may lead them to think they've killed your Medic, which will be important if they were acting on the assumption that the Medic had an ÜberCharge ready.<br />
* An ÜberCharge is quite possibly the single most distracting thing in the game, and distracted enemies will make a Spy's job much easier.<br />
** Special mention goes to [[Kritzkrieg]] and [[Quick-Fix]] ÜberCharges, which ''can'' be dealt with via focused fire, thus further encouraging the enemy team to direct their attention towards the combo.<br />
* A friendly Medic can potentially blow your cover by healing you. Therefore, it is in your best interest to memorize where health packs are located on the map. If you absolutely must be healed by a Medic, come to them under a friendly disguise to not arouse suspicion.<br />
<br />
==={{class link|Sniper}}===<br />
Snipers and Spies fulfil the same role of priority elimination and paranoia. Working with your allied Sniper is crucial in not only controlling enemy movements, but getting the drop on the enemy team before they realize what hit them.<br />
* An allied Sniper's presence may force enemies to use an alternate route to their objective. This can allow you to follow behind them and backstab them one-by-one.<br />
* A Spy can stab enemy Snipers, thus making a friendly Sniper’s life easier. Additionally, distracting Snipers with your presence can often be enough time to let an allied Sniper finish the job.<br />
* If an allied Sniper misses a shot, you can likely pick up the kill, as the enemy will now be actively dodging your Sniper's aim instead of looking for Spies.<br />
* If you have an inexperienced Sniper on your team, you can aid in finishing off missed shots.<br />
* A Sniper can use [[Jarate]] or the [[Sydney Sleeper]] to extinguish a burning allied Spy.<br />
<br />
==={{class link|Spy}}===<br />
Stacking Spies is generally not recommended, as one Spy getting noticed may prompt the enemy team to use tactics that will get both found out.<br />
* A pair of Spies can make a team extremely paranoid and distract them from their objective while hunting you both down.<br />
* Sapper armor only applies to Sentry Guns ''you'' sapped. Another Spy's weapons still do full damage to Sentry Guns you've sapped, and vice versa.<br />
* A common Spy-pair practice is for one to use the Invis Watch/Cloak and Dagger, and another to use the Dead Ringer. This can allow a pair to create a false sense of security for the enemy team and trick them into leaving their guard down for a stab.<br />
<br />
== See also ==<br />
* [[Team strategy]]<br />
* [http://www.gamefaqs.com/computer/doswin/file/437678/51095 In-Depth Spy Guide: by sR+Orca]<br />
* [http://www.youtube.com/watch?v=pUkko8I01-E Great Spy Guide Video: by sR+Orca]<br />
<br />
{{Class strategy}}<br />
{{Spy Nav}}<br />
<br />
[[Category:Community strategy]]<br />
[[Category:Spy]]<br />
[[Category:Strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Pyro_strategy&diff=3083925Anti-Pyro strategy2021-12-07T15:16:07Z<p>MK38993: </p>
<hr />
<div>[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]]<br />
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}<br />
<br />
The '''[[Pyro]]''' is a hardy class that excels at close range combat, particularly in confined areas where their [[Flame Thrower]] is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows them to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because they lack strong ranged weaponry, they are most vulnerable when distant from enemies or when in open areas.<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''<br />
|<br />
* The Pyro finds success in [[Ambushing#Pyro|ambushing]] opponents rather than approaching them head-on. Be aware of your surroundings; take note of what available routes Pyros can take to ambush you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''<br />
|<br />
* The Pyro has above-average health and can be difficult to take down if allowed to enter close range.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''<br />
|<br />
* The Pyro only travels at the standard movement speed and is susceptible to being outmaneuvered or even defeated before they get too close.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''<br />
|<br />
* The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage.<br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Pyro|l1=Pyro weapons}}<br />
<br />
=== Primary weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flame Thrower}} + '''reskins'''<br />
|<br />
* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you.<br />
** If you can't escape the Pyro, try to weaken them for your teammates before they kill you.<br />
* If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Medkits, certain teammates, and bodies of water can all extinguish flames.<br />
** An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's Mad Milk, a Heavy's [[Sandvich]], and a Sniper's Jarate also work. <br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins'''<br />
|<br />
* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.<br />
* The Backburner deals critical hits from behind. If the Pyro finds you, keep facing them while you fight back.<br />
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use their compression blast less often.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}<br />
|<br />
* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective. <br />
* The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}<br />
|<br />
* The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or they will quickly fill their "Mmmph" meter.<br />
* While a Pyro is taunting to activate the Phlogistinator's ability, they are immobile but temporarily immune to damage and knockback. You can prepare for their attempted rampage by having your team focus fire on them. <br />
** Class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]].<br />
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}}<br />
|<br />
* The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks.<br />
* Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots.<br />
* While the Dragon's Fury can use the compression blast, using the compression blast takes much longer for the Pyro to attack again compared to other primary weapons. Pressure from projectiles will force a Pyro with this weapon to take cover.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rainblower}}<br />
|<br />
* The Rainblower functions identically to the Flame Thrower but also comes with the [[Armageddon]] taunt attack.<br />
* There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows, a neighing horse, and a [[Dreams of Cruelty|menacing song]]. Don't blindly rush around corners.<br />
* The Rainblower is not visible without [[Pyrovision]]. Keep in mind that the Pyro has taunt attacks on other weapons like the Flare Gun, too.<br />
<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]'''<br />
|<br />
* The compression blast's most obvious use is to shove enemies into environmental hazards, such as cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.<br />
* The compression blast can reflect [[projectiles]]; use bullets, fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected.<br />
* The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than can be reflected.<br />
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, they may run out of ammo, giving you the upper hand.<br />
** Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when firing a compression blast.<br />
|}<br />
<br />
=== Secondary weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''<br />
|<br />
* The Shotgun is the Pyro's best secondary weapon against foes outside the Flame Thrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins'''<br />
|<br />
* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable.<br />
* The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished by a critical flare. If the Pyro misses his flare, attack while he reloads or switches weapons.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}<br />
|<br />
* The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize potential splash damage.<br />
* Compared to the [[Flare Gun]], Detonator flares only deal mini-crits to burning players, making it ineffective for killing enemies.<br />
* A Pyro can use the Detonator to perform a small Flare Jump at the cost of health. Stay aware of all possible routes that the Pyro can take to reach you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}<br />
|<br />
* The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knock back]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldiers]] and [[Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed.<br />
* The Reserve Shooter's reduced magazine size gives the Pyro much less staying power. If he fires all four shots, he will be forced to reload or switch to his primary, giving you time to attack.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}<br />
|<br />
* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited.<br />
* The Manmelter's projectiles do not deal critical damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with their Flame Thrower instead.<br />
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}<br />
|<br />
* The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered with teammates.<br />
* One of the Scorch Shot's main strengths is how its flares can knock enemies back; the knockback increases if you already are on fire. Don't idle while close to places with environmental hazards.<br />
* The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing, and extinguish yourself as quickly as possible.<br />
* Pyros often use this weapon to charge up the [[Phlogistonator]] for guaranteed critical hits. Keep an ear out for the Pyro activating his crit-boost.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}<br />
|<br />
* The Panic Attack deals more damage up close but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones will deal less damage.<br />
* Keep your distance. This weapon increases Pyro's close-range damage, but leaves them vulnerable to mid-range attacks.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}}<br />
|<br />
* The Thermal Thruster grants the Pyro greatly increased mobility. When fired, the Pyro will be launched into the air, similar to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on.<br />
* In combat, the Pyro can use the Thermal Thruster to enter close range quickly. It takes one second to launch, so pick the correct direction to move away.<br />
* The Pyro can switch weapons in mid-flight. As such, they may already have their primary out and ready to attack before they even land!<br />
* The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, they are very vulnerable to attack.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}}<br />
|<br />
* The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone who is doused, including Pyros, ignites for 10 seconds if damaged by any source.<br />
* The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a damaging secondary weapon.<br />
* If you are doused, consider retreating to a source of healing to reduce the debuff's duration.<br />
* If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access.<br />
|}<br />
<br />
=== Melee weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins'''<br />
|<br />
* Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; his primary weapons better range and more consistent damage<br />
* As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding his melee weapon. Be aware that if you remain outside his melee range too long, he will likely switch to his primary or secondary weapon.<br />
<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' <br />
|<br />
* The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with his other weapons.<br />
* The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use.<br />
* The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you a time to counterattack should you survive the hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins'''<br />
|<br />
* A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending.<br />
* A Pyro with the Homewrecker prevents Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}<br />
|<br />
* The Powerjack grants the Pyro bonus movement speed but causes him to take 20% more damage while active. This speed boost makes him faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit him before he can switch weapons.<br />
* In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of his damage vulnerability, and shoot him before he reaches you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}<br />
|<br />
* Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe.<br />
* The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach them.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}<br />
|<br />
* A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}<br />
|<br />
* The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.<br />
* In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi-Gun, or you may be killed instantly.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}}<br />
|<br />
* A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keep your distance, and they will be left vulnerable.<br />
* Beware fighting Scouts (who throw [[Mad Milk]]) and Snipers (who throw [[Jarate]]) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator. <br />
* Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}}<br />
|<br />
* The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove.<br />
* This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is often less of a threat compared to the Pyro's fiery weapons.<br />
* A Pyro using this weapon generally is not taking the game too seriously. Despite this, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout.<br />
|}<br />
<br />
== See also ==<br />
* [[Fire]]<br />
* [[Compression blast]]<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Pyro Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Axtinguisher&diff=3083919Axtinguisher2021-12-07T14:51:27Z<p>MK38993: </p>
<hr />
<div>{{Item infobox<br />
| type = weapon<br />
| image = Axtinguisher.png<br />
| 3d-image-1 = Axtinguisher<br />
| 3d-image-2 = Axtinguisher Alt<br />
| 3d-image-3 = Axtinguisher Australium<br />
| 3d-image-4 = Axtinguisher Festive<br />
| 3d-button-1 = default<br />
| 3d-button-2 = default_half<br />
| 3d-button-3 = australium_half<br />
| 3d-button-4 = colored_pair<br />
| 3d-viewname-1 = Default<br />
| 3d-viewname-2 = Censored<br />
| 3d-viewname-3 = Australium<br />
| 3d-viewname-4 = Festive<br />
| used-by = [[Pyro]]<br />
| slot = melee<br />
| released = {{Patch name|6|19|2008}}<br />([[Pyro Update]])<br />
| availability = {{avail|unlock|drop|craft|purchase|crate29-strange|crate52-festive|collectors|australium}}<br />
| marketable = yes<br />
| numbered = no<br />
| loadout = yes<br />
| item-kind = Fire Axe<br />
| item-level = 10<br />
| att-1-positive = Mini-crits burning targets and extinguishes them.<br />
| att-2-positive = Damage increases based on remaining duration of afterburn<br />
| att-3-positive = Killing blows on burning players grant a speed boost.<br />
| att-4-negative = -33% damage penalty<br />
| att-5-negative = No random critical hits<br />
| att-6-negative = This weapon holsters 35% slower<br />
}}<br />
<br />
{{Quotation|'''Axtinguisher''' publicity blurb|This mighty axe guarantees critical hits on any enemy that’s currently on fire, although it’s significantly weaker against enemies who aren’t.}}<br />
<br />
The '''Axtinguisher''' is an unlockable [[Weapons#pyromelee|melee weapon]] for the [[Pyro]]. It is a crudely constructed {{botignore|fire axe}} consisting of a slightly rusted axe-head, stained with blood and wrapped in barbed wire, affixed to a curved wooden handle with a fabric grip and a splintered end.<br />
<br />
Compared to the stock [[Fire Axe]], the Axtinguisher deals 33% less damage, holsters 35% slower, and does not deal random [[critical hits]]. Attacking targets that are on [[fire]] will guarantee [[mini-crit]] damage, along with an increase in base damage depending on the remaining duration of the afterburn, while extinguishing the target. This base damage increase is equal to the damage the target would have taken from afterburn. As such, the Axtinguisher will deal less damage against a target ignited by the [[Degreaser]] and [[Dragon's Fury]], compared to one ignited by other flamethrowers. Killing a burning target with the Axtinguisher will grant a 35% movement speed boost for 4 seconds.<br />
<br />
The Axtinguisher is automatically given to any player who obtains 22 [[Pyro achievements]].<br />
== Damage and function times ==<br />
{{Damage table<br />
| damagetype = Melee<br />
| rangetype = Melee<br />
<br />
| damage = yes<br />
| base = <div style="float:left">Players:</div>44<br/><div style="float:left">[[Buildings]]:</div> 43<br />
| crit = <div style="float:left">Non-burning:</div> 131<br/><div style="float:left">Burning:</div> {{tooltip|191|Less than 0.5 s of afterburn left}} - {{tooltip|371|10 s of afterburn left}}<br />
| minicrit = <div style="float:left">Non-burning:</div> 59<br/><div style="float:left">Burning:</div> {{tooltip|86|Less than 0.5 s of afterburn left}} - {{tooltip|167|10 s of afterburn left}}<br />
| function times = yes<br />
| attack interval = 0.8 s<br />
}}<br />
<br />
{{Weapon Demonstration}}<br />
<br />
== Crafting ==<br />
{{See also|Crafting}}<br />
<br />
=== Blueprint ===<br />
{{Blueprint | autoresult = Pyro melee}}<br />
<br />
=== As a crafting ingredient ===<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Reclaimed Metal<br />
| result = Powerjack<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Jarate<br />
| result = Scotsman's Skullcutter<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Scotsman's Skullcutter<br />
| result = Back Scratcher<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Reclaimed Metal<br />
| ingredient-2-amount = 2<br />
| result = Sharpened Volcano Fragment<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Reclaimed Metal<br />
| ingredient-2 = Axtinguisher<br />
| ingredient-3 = Powerjack<br />
| result = Third Degree<br />
}}<br />
<br />
== Strange variant ==<br />
{{Strange item info<br />
| item-type = Fire Axe<br />
| rankson = kills<br />
| festive = yes<br />
| australium = yes<br />
| att-1-positive = Mini-crits burning targets and extinguishes them.<br />
| att-2-positive = Damage increases based on remaining duration of afterburn<br />
| att-3-positive = Killing blows on burning players grant a speed boost.<br />
| att-4-negative = -33% damage penalty<br />
| att-5-negative = No random critical hits<br />
| att-6-negative = This weapon holsters 35% slower<br />
| can deal damage = yes<br />
| notes =<br />
}}<br />
<br />
== Related achievements ==<br />
=== {{class link|Pyro}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Pyro|Clearcutter}}<br />
| 2 = {{Show achievement|Pyro|Lumberjack}}<br />
}}<br />
<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])<br />
* The Axtinguisher was added to the game.<br />
<br />
'''{{Patch name|5|20|2010}}''' ([[Second Community Contribution Update]])<br />
* {{Undocumented}} The Axtinguisher was added in the [[crafting]] blueprint for the [[Scotsman's Skullcutter]].<br />
<br />
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Powerjack]].<br />
<br />
'''{{Patch name|12|21|2010}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Back Scratcher]].<br />
<br />
'''{{Patch name|2|14|2011}}'''<br />
* Fixed [[melee]] attacks not destroying remote detonation pipes (Stickybombs).<br />
<br />
'''{{Patch name|3|15|2011}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Sharpened Volcano Fragment]].<br />
<br />
'''{{Patch name|9|20|2011}}'''<br />
* {{Undocumented}} Added [[Strange]] quality.<br />
<br />
'''{{Patch name|1|11|2012}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Third Degree]].<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* Added [[Festive weapons|Festive]] variant.<br />
<br />
'''{{Patch name|3|27|2013}}'''<br />
* Fixed the Festive Axtinguisher sometimes floating in the world after death.<br />
<br />
'''{{Patch name|11|12|2013}}'''<br />
* {{Undocumented}} Added [[Collector's]] quality.<br />
<br />
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])<br />
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.<br />
<br />
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])<br />
* Changed attribute:<br />
** The Axtinguisher now does [[mini-crit]] damage from the front and full crit damage from behind to burning targets.<br />
<br />
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])<br />
* Changed attributes:<br />
** 100% Chance to crit against burning targets.<br />
** 33% Damage penalty. (previous was -50% damage vs non-burning players)<br />
** 20% Slower attack speed.<br />
** 75% Slower switch-to speed.<br />
<br />
'''{{Patch name|3|28|2018}} #1'''<br />
* New design:<br />
** Attacks mini-crit and then extinguish burning targets.<br />
*** Receives a damage bonus based on the remaining duration of after-burn.<br />
** Added: "Sketchek's bequest: Killing blows on burning players grant a speed boost".<br />
** Base damage reduced by 33%.<br />
** Holster speed 35% slower.<br />
** No random critical hits.<br />
<br />
'''{{Patch name|3|26|2019}}'''<br />
* {{Undocumented}} Removed reference to Sketchek from the Axtinguisher.<br />
}}<br />
<br />
== Bugs ==<br />
* The Festive variant viewmodel is not affected by the "[[Multiplayer options#Advanced multiplayer options|Use minimized viewmodels]]" option.<br />
* The Festive variant does not glow when [[Critical hit#Crit boost|crit-boosted]].<br />
* The Festive variant does not appear when inspected from the [[Backpack]] menu.<br />
<br />
== Trivia ==<br />
* In the [[Birthday mode|censored version]] of ''Team Fortress 2'', the Axtinguisher and [[Ubersaw]] are not stained with blood, but otherwise remain unchanged.<br />
<!-- Do NOT add anything relating to Sketchek, it's trivia related to an item's previous stats which is not trivia and is already covered under the update history. Adding anything related to it will result in immediate removal.--><br />
<br />
== Gallery ==<br />
<gallery><br />
File:Axtinguisher 1st person.png|First-person view.<br />
File:Festive Axtinguisher 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].<br />
File:Festive Axtinguisher 1st person blu.png|[[BLU]] Festive variant.<br />
File:Australium Axtinguisher.png | [[Australium weapons|Australium variant]].<br />
File:Axtinguisher Bloodless.png|Bloodless version of the Axtinguisher.<br />
File:Axtinguisher Concept.jpg|Concept design for the Axtinguisher.<br />
</gallery><br />
<br />
== See also ==<br />
* [[Pyro strategy#Axtinguisher + reskins|Axtinguisher strategy]]<br />
* [[Festive weapons]]<br />
* [[Australium weapons]]<br />
<br />
== External links ==<br />
* [http://www.steamgames.com/tf2/pyro/ The Pyro Update page]<br />
<br />
<br />
{{PyroUpdateNav}}<br />
{{Allweapons Nav}}<br />
{{Pyro Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Axtinguisher&diff=3083918Axtinguisher2021-12-07T14:47:10Z<p>MK38993: Noted that on top of normal melee mini-crit, Axtinguisher applies all afterburn damage at once.</p>
<hr />
<div>{{Item infobox<br />
| type = weapon<br />
| image = Axtinguisher.png<br />
| 3d-image-1 = Axtinguisher<br />
| 3d-image-2 = Axtinguisher Alt<br />
| 3d-image-3 = Axtinguisher Australium<br />
| 3d-image-4 = Axtinguisher Festive<br />
| 3d-button-1 = default<br />
| 3d-button-2 = default_half<br />
| 3d-button-3 = australium_half<br />
| 3d-button-4 = colored_pair<br />
| 3d-viewname-1 = Default<br />
| 3d-viewname-2 = Censored<br />
| 3d-viewname-3 = Australium<br />
| 3d-viewname-4 = Festive<br />
| used-by = [[Pyro]]<br />
| slot = melee<br />
| released = {{Patch name|6|19|2008}}<br />([[Pyro Update]])<br />
| availability = {{avail|unlock|drop|craft|purchase|crate29-strange|crate52-festive|collectors|australium}}<br />
| marketable = yes<br />
| numbered = no<br />
| loadout = yes<br />
| item-kind = Fire Axe<br />
| item-level = 10<br />
| att-1-positive = Mini-crits burning targets and extinguishes them.<br />
| att-2-positive = Damage increases based on remaining duration of afterburn<br />
| att-3-positive = Killing blows on burning players grant a speed boost.<br />
| att-4-negative = -33% damage penalty<br />
| att-5-negative = No random critical hits<br />
| att-6-negative = This weapon holsters 35% slower<br />
}}<br />
<br />
{{Quotation|'''Axtinguisher''' publicity blurb|This mighty axe guarantees critical hits on any enemy that’s currently on fire, although it’s significantly weaker against enemies who aren’t.}}<br />
<br />
The '''Axtinguisher''' is an unlockable [[Weapons#pyromelee|melee weapon]] for the [[Pyro]]. It is a crudely constructed {{botignore|fire axe}} consisting of a slightly rusted axe-head, stained with blood and wrapped in barbed wire, affixed to a curved wooden handle with a fabric grip and a splintered end.<br />
<br />
Compared to the stock [[Fire Axe]], the Axtinguisher deals 33% less damage, holsters 35% slower, and does not deal random [[critical hits]]. Attacking targets that are on [[fire]] will guarantee [[mini-crit]] damage, along with an increase in base damage depending on the remaining duration of the afterburn, while extinguishing the target. In short, this weapon mini-crits burning enemies and instantly deals all the damage they would have taken from afterburn. Killing a burning target with the Axtinguisher will grant a 35% movement speed boost for 4 seconds.<br />
<br />
The Axtinguisher is automatically given to any player who obtains 22 [[Pyro achievements]].<br />
== Damage and function times ==<br />
{{Damage table<br />
| damagetype = Melee<br />
| rangetype = Melee<br />
<br />
| damage = yes<br />
| base = <div style="float:left">Players:</div>44<br/><div style="float:left">[[Buildings]]:</div> 43<br />
| crit = <div style="float:left">Non-burning:</div> 131<br/><div style="float:left">Burning:</div> {{tooltip|191|Less than 0.5 s of afterburn left}} - {{tooltip|371|10 s of afterburn left}}<br />
| minicrit = <div style="float:left">Non-burning:</div> 59<br/><div style="float:left">Burning:</div> {{tooltip|86|Less than 0.5 s of afterburn left}} - {{tooltip|167|10 s of afterburn left}}<br />
| function times = yes<br />
| attack interval = 0.8 s<br />
}}<br />
<br />
{{Weapon Demonstration}}<br />
<br />
== Crafting ==<br />
{{See also|Crafting}}<br />
<br />
=== Blueprint ===<br />
{{Blueprint | autoresult = Pyro melee}}<br />
<br />
=== As a crafting ingredient ===<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Reclaimed Metal<br />
| result = Powerjack<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Jarate<br />
| result = Scotsman's Skullcutter<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Scotsman's Skullcutter<br />
| result = Back Scratcher<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Axtinguisher<br />
| ingredient-2 = Reclaimed Metal<br />
| ingredient-2-amount = 2<br />
| result = Sharpened Volcano Fragment<br />
}}<br />
{{Blueprint<br />
| ingredient-1 = Reclaimed Metal<br />
| ingredient-2 = Axtinguisher<br />
| ingredient-3 = Powerjack<br />
| result = Third Degree<br />
}}<br />
<br />
== Strange variant ==<br />
{{Strange item info<br />
| item-type = Fire Axe<br />
| rankson = kills<br />
| festive = yes<br />
| australium = yes<br />
| att-1-positive = Mini-crits burning targets and extinguishes them.<br />
| att-2-positive = Damage increases based on remaining duration of afterburn<br />
| att-3-positive = Killing blows on burning players grant a speed boost.<br />
| att-4-negative = -33% damage penalty<br />
| att-5-negative = No random critical hits<br />
| att-6-negative = This weapon holsters 35% slower<br />
| can deal damage = yes<br />
| notes =<br />
}}<br />
<br />
== Related achievements ==<br />
=== {{class link|Pyro}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Pyro|Clearcutter}}<br />
| 2 = {{Show achievement|Pyro|Lumberjack}}<br />
}}<br />
<br />
== Update history ==<br />
{{Update history|<br />
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])<br />
* The Axtinguisher was added to the game.<br />
<br />
'''{{Patch name|5|20|2010}}''' ([[Second Community Contribution Update]])<br />
* {{Undocumented}} The Axtinguisher was added in the [[crafting]] blueprint for the [[Scotsman's Skullcutter]].<br />
<br />
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Powerjack]].<br />
<br />
'''{{Patch name|12|21|2010}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Back Scratcher]].<br />
<br />
'''{{Patch name|2|14|2011}}'''<br />
* Fixed [[melee]] attacks not destroying remote detonation pipes (Stickybombs).<br />
<br />
'''{{Patch name|3|15|2011}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Sharpened Volcano Fragment]].<br />
<br />
'''{{Patch name|9|20|2011}}'''<br />
* {{Undocumented}} Added [[Strange]] quality.<br />
<br />
'''{{Patch name|1|11|2012}}'''<br />
* {{Undocumented}} The Axtinguisher was added in the crafting blueprint for the [[Third Degree]].<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* Added [[Festive weapons|Festive]] variant.<br />
<br />
'''{{Patch name|3|27|2013}}'''<br />
* Fixed the Festive Axtinguisher sometimes floating in the world after death.<br />
<br />
'''{{Patch name|11|12|2013}}'''<br />
* {{Undocumented}} Added [[Collector's]] quality.<br />
<br />
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])<br />
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.<br />
<br />
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])<br />
* Changed attribute:<br />
** The Axtinguisher now does [[mini-crit]] damage from the front and full crit damage from behind to burning targets.<br />
<br />
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])<br />
* Changed attributes:<br />
** 100% Chance to crit against burning targets.<br />
** 33% Damage penalty. (previous was -50% damage vs non-burning players)<br />
** 20% Slower attack speed.<br />
** 75% Slower switch-to speed.<br />
<br />
'''{{Patch name|3|28|2018}} #1'''<br />
* New design:<br />
** Attacks mini-crit and then extinguish burning targets.<br />
*** Receives a damage bonus based on the remaining duration of after-burn.<br />
** Added: "Sketchek's bequest: Killing blows on burning players grant a speed boost".<br />
** Base damage reduced by 33%.<br />
** Holster speed 35% slower.<br />
** No random critical hits.<br />
<br />
'''{{Patch name|3|26|2019}}'''<br />
* {{Undocumented}} Removed reference to Sketchek from the Axtinguisher.<br />
}}<br />
<br />
== Bugs ==<br />
* The Festive variant viewmodel is not affected by the "[[Multiplayer options#Advanced multiplayer options|Use minimized viewmodels]]" option.<br />
* The Festive variant does not glow when [[Critical hit#Crit boost|crit-boosted]].<br />
* The Festive variant does not appear when inspected from the [[Backpack]] menu.<br />
<br />
== Trivia ==<br />
* In the [[Birthday mode|censored version]] of ''Team Fortress 2'', the Axtinguisher and [[Ubersaw]] are not stained with blood, but otherwise remain unchanged.<br />
<!-- Do NOT add anything relating to Sketchek, it's trivia related to an item's previous stats which is not trivia and is already covered under the update history. Adding anything related to it will result in immediate removal.--><br />
<br />
== Gallery ==<br />
<gallery><br />
File:Axtinguisher 1st person.png|First-person view.<br />
File:Festive Axtinguisher 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].<br />
File:Festive Axtinguisher 1st person blu.png|[[BLU]] Festive variant.<br />
File:Australium Axtinguisher.png | [[Australium weapons|Australium variant]].<br />
File:Axtinguisher Bloodless.png|Bloodless version of the Axtinguisher.<br />
File:Axtinguisher Concept.jpg|Concept design for the Axtinguisher.<br />
</gallery><br />
<br />
== See also ==<br />
* [[Pyro strategy#Axtinguisher + reskins|Axtinguisher strategy]]<br />
* [[Festive weapons]]<br />
* [[Australium weapons]]<br />
<br />
== External links ==<br />
* [http://www.steamgames.com/tf2/pyro/ The Pyro Update page]<br />
<br />
<br />
{{PyroUpdateNav}}<br />
{{Allweapons Nav}}<br />
{{Pyro Nav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Spy_strategy&diff=3076535Community Spy strategy2021-11-30T05:19:10Z<p>MK38993: </p>
<hr />
<div>[[File:Spybackstab.png|300px|right|Run.]]<br />
<br />
{{Quotation|'''The Spy'''|May I make a suggestion? '''Run'''.|sound=Spy_taunts11.wav}}<br />
<br />
The [[Spy]] is a class dedicated to trickery and deceit. Specializing in espionage and sabotage, he can [[backstab]], {{botignore|[[cloak]]}}, and [[disguise]]. He can also [[Sapper|sap]] an [[Engineer]]'s buildings, causing them to malfunction. Enemies that are [[Spy checking]] should be avoided, and to escape suspicion, a little bit of acting on your part can go a long way. With some skill and luck, Spies can even fool veteran players.<br />
<br />
{{TOC limit|3}}<br />
<br />
== Quick tips ==<br />
* Avoid being seen or hear as much as possible, even with a disguise.<br />
** Players can be exceptionally paranoid (especially if they have been backstabbed previously), spychecking anyone they see, regardless of your behavior or acting. Wait until your teammates distract them, and strike while they are occupied.<br />
** Be aware that decloaking and backstabbing can be rather loud, especially if you are using the [[Dead Ringer]]. Competent enemies will likely hear these sounds and react. Use the sounds of gunfire from the battlefield, and decloaking behind corners and walls to mask the sound of your decloak.<br />
** Try to avoid being spotted while making a play. Take note of which players see you decloak, stab, or sap. If you do get spotted, your options are to cloak and run away or fight back with your Revolver.<br />
** Always ask yourself, "Will/did that player see/hear me stab/sap/decloak? Did they react to it?" If so, move to another part of the map until they are done spychecking. If not, continue doing your job.<br />
** Try to check your surroundings before you decloak.<br />
<br />
* Typically, you should {{botignore|cloak}} when heading towards an enemy objective. A teammate running in the opposite direction of the rest of the team is suspicious and a prime candidate for Spy checking.<br />
** While disguised, enemies are much less likely to Spy check you if run backwards towards them as if fleeing from your real teammates.<br />
<br />
* Learn to play other classes first. Once you know how each class behaves, you will be able to act more convincingly.<br />
** Pay attention to which class you are disguised as. Snipers and Engineers generally stay in one spot while Pyros will often patrol an area.<br />
** The Pyro disguise is good for general situations, but being a very common disguise, you might get spychecked more frequently. The upside is, you might not want to stay close to enemy Pyros, so you probably won't appear in the same vicinity as them.<br />
** The Scout disguise is nearly useless for tricking vigilant enemies; you will not move as fast as a real Scout does. However, you can use the Scout disguise to hide, as his body is much smaller than other classes. Furthermore, the smaller model of the Scout changes where your head appears to enemies, throwing off Snipers' aim. Also, Scouts will often run in and out of the fray of battle — distracted enemies may not suspect you if you are heading towards the objective.<br />
** The Heavy disguise will slow you down considerably, but can be used to trick enemy Medics into healing you. The disguise may trick enemies simply because the Heavy disguise is so rarely used. However, this disguise makes it difficult to approach enemies to backstab.<br />
** The Soldier disguise should not be used when you are heading from the enemy's base toward their objective. Soldiers will generally [[Jumping#Soldier jumps|rocket jump]], and one that does not will attract suspicion, unless you are in a confined room that prevents rocket jumping, such as the corridors on cp_steel.<br />
** The Engineer disguise can be useful in specific situations. Kill an Engineer, disguise as him, and stand next to his buildings with your disguise's Wrench out; when the coast is clear, sap the enemy's buildings and make your escape. Enemies may even expose their backs to you as they heal next to "your" dispenser. Keep your eye on when the Engineer respawns, however - he may return to his nest and expose you as a Spy.<br />
** The Medic disguise will not trick enemies very often; Medics who are not healing teammates will instantly draw suspicion. However, it does give you a reason to be behind them. Pull out your disguise's Medi Gun, and backstab them when they look away from you.<br />
** The Sniper disguise can be good for surveillance, as you won't attract too much attention behind enemy lines. However, you can't scope in, so make sure to not stand in one spot for too long, or an enemy might notice that you aren't doing anything.<br />
** The Spy disguise can be effective, as you won't seem out of place taking flank routes. It is also useful when among your teammates, as you can act like an enemy Spy trying to stab your own teammates, instead of an obvious disguised Spy that none of your teammates are attacking. However, merely seeing a Spy might remind paranoid enemies to Spycheck.<br />
** Make sure you're disguised as an actual player. If the enemy team doesn't have the class you're disguised as, your disguise will have no cosmetics or weapons other than stock. New players are fairly uncommon in most games, so seeing a cosmetic-less enemy with stock weapons approaching may make enemies suspicious. <br />
*** Alternatively, you can act confused and pretend to make "beginner mistakes" - enemies may dismiss you as useless and ignore you.<br />
<br />
* Cloak before disguising if you are behind enemy lines. Doing so will prevent your enemies from seeing your disguise kit's smoke.<br />
** Press (by default) {{Key|B}} to automatically change the weapon that your disguise is holding, matching the weapon slot you are using. For example, if you are holding a Revolver and press {{Key|B}} your disguise will switch weapon to its primary (or secondary, if you're disguised as a Spy) slot. For example, if you are disguised as a Sniper, make sure to switch to your disguise's Sniper Rifle. Changing weapons can also trick enemies into believing your disguise. If you are not disguised, pressing {{Key|B}} will disguise you as the last person you disguised as.<br />
<br />
* If you are using the [[Invisibility Watch]], you are able to regain Cloak, both while cloaked and uncloaked, by picking up ammo boxes and remains of destroyed buildings as well as leeching off enemy Dispensers (if you are also disguised).<br />
** However, be careful while picking up ammo or health if enemies are nearby. Seeing ammo and health disappear with no one near it is a {{botignore|dead ringer}} for a cloaked Spy.<br />
*If you are using the [[Cloak and Dagger]], then you can only pick up ammo when uncloaked (although it will refill your cloak meter less than if you were using the [[Invis Watch]]). Use this ability to make sure that you don't run low on cloak at a vital moment.<br />
<br />
* Unless you are using the Dead Ringer, cloaking will take about one second. Cloak before you enter enemy territory, as you will always show as your team color when cloaking and uncloaking, thus revealing yourself to the enemy.<br />
<br />
* Always work with your team. Despite your abilities of backstabbing, cloaking, and disguising, you are still susceptible to taking damage, and working in conjunction with your team will improve your performance as a Spy.<br />
<br />
== General ==<br />
<br />
* Try to make an indirect approach on enemies through predicting their movements; it will attract less attention and will surprise them. Also, try not to bump into your enemies; it will alert them to your presence.<br />
<br />
* If you are following an enemy and they look back, consider turning around as if you were checking for a Spy behind you — this may trick them into believing your disguise.<br />
<br />
* You are able to see the names of enemies, and their health. Use this knowledge when making a plan or predicting movements. Injured players will often look for a Health kit or a Medic, while enemies at full health tend to head for the objective. You are also able to see the Health and upgrade level on an Engineer's buildings.<br />
** You can also see the Medic's Medi Gun charge status. Relay this information to your team — if the enemy is near full charge, they will probably make a push soon.<br />
<br />
* When you are disguised as an enemy, enemy [[Sentry Gun]]s will not attack you directly, and you can use enemy buildings; enemy [[Medic]]s are also able to heal you.<br />
** If you use a voice command such as "MEDIC!" or "Spy!" that shows up in chat, the enemy team will also see it in their chat, which may alert them to your presence if the enemy you are disguised as sees it and calls you out.<br />
** [[Teleporter]]s do not require a disguise to use.<br />
** If a Sentry Gun locks onto a teammate and you are between him and the Sentry Gun, you will still be harmed.<br />
** A Sentry Gun will not stop shooting at you if you have disguised after it sees you unless a teammate comes closer to it than you '''or''' you break line of sight '''or''' you leave the Sentry Gun's range.<br />
<br />
* Avoid backstabbing someone in front of an enemy Sentry Gun, unless you have to make a [[pick]] that is worth dying for. If you are using a [[Dead Ringer]] or [[Your Eternal Reward]], however, utilize it to avoid taking damage.<br />
<br />
* Avoid enemy [[Pyro]]s if you can, for they can easily Spy check you. If you are ignited while cloaked with a watch that isn't the Dead Ringer, uncloak so you are able to fight back, preferably with a [[Revolver]]. Also, be on the lookout for [[Health#Health kit|Health kits]] to douse the flames and increase your chances of survival, or use the [[Spy-cicle]] to extinguish yourself and cover your tracks. You should also retreat towards your team's side while shooting the Pyro so that your team can help you fend off the enemy.<br />
** Alternatively, if you are set on fire, consider remaining under cloak; debuffs such as fire and Jarate wear off faster when you are cloaked.<br />
<br />
* Be prepared to use the Revolver in several situations. These include: being spotted, attacking a Pyro, and picking off low-health enemies that are out of your melee range.<br />
** The [[Ambassador]] is especially good for Revolver-sniping, and will do 102 damage on a [[Headshot]] at close range. Its first shot is also perfectly accurate. However, its damage, including headshots, decreases with distance, so try to close the distance before you attack.<br />
<br />
* Try to [[pick]] high-value targets, such as Medics and Heavies, to kill first. This is due to their high utility to the enemy. Killing a Medic is usually worth your life — you can stop an enemy push that might change the game's outcome.<br />
<br />
* Use good judgment to pick targets. If you see a Heavy-Medic pair, it may be better to take down the Medic first if there are multiple enemies to prevent the Medic from simply healing another enemy who would kill you. However, if the pair is alone, it may be better to kill the Heavy first and leave the Medic nearly defenseless. If you are called out by the Medic, however, it would be better to go for the Heavy than to die for nothing.<br />
<br />
* Lone Snipers and Heavies are generally easy targets due to their low movement speed when scoped in or spun up, respectively. If the opportunity arises, eliminate them.<br />
<br />
* You can set up a large killing spree by positioning yourself behind enemy lines and following a group of enemies into battle. Once they are distracted by a fight, start backstabbing one after the other, starting with the enemy farthest back. Be aware of the time between backstabs and don't run past an backpedalling enemy; they may notice and kill you.<br />
<br />
*While you are invisible using any of the [[Spy]]'s watches, you have 20% resistance to damage (more if you are using the Dead Ringer), and debuffs will wear off faster ([[Jarate]], [[Mad Milk]], [[afterburn]], [[bleed]]). If you are bleeding or burning to death, cloak and search for a Health kit. However, be aware that while cloaked, you cannot attack, and if (for example) you are bleeding, you will still be visible to enemies as a translucent silhouette.<br />
<br />
* Be aware that if you step on to the enemy [[Capture the Flag#Intelligence|Intelligence]], you will lose your disguise and pick up the Intelligence. Sentry Guns will lock on to you if they are in range and the enemy team will be notified. You can use this to lure enemies into checking on the Intelligence and killing them when they arrive. However, enemies will be able to know your location while you are carrying it, so you may want to drop the Intelligence (default key {{Key|L}}) and then wait for them to check on it.<br />
<br />
* Try not to fall too far while cloaked; your enemies will be able to see the blood and hear the sound of you taking [[fall damage]]. If it is unavoidable (or simply faster), try finding railings or other platforms to break your fall.<br />
<br />
* You can trick enemy Medics into using their [[ÜberCharge]] on you, usually by disguising as a [[Medic buddy]], ideally a Heavy or a Soldier, as both disguises are not as expected. If an enemy Medic starts healing you with an ÜberCharge, run towards the objective the enemy Medic is going for. With luck, he may believe you are on his team and use his ÜberCharge, wasting his charge. Then, when his Übercharge wears off, if he is still healing you, your teammates can pick him off.<br />
<br />
* If you want to make a quick escape, try turning a corner and quickly activating your Invisibility Watch. When your Watch is active, turn around (avoiding the enemy) and double back past him. The enemy will believe you've continued running, and run in the wrong direction.<br />
<br />
* Using voice commands like 'Help!' or 'Incoming!' may lead the enemy into believing you're on their team, provided you do it in the right situation. For example, you might use them when you are fleeing from the battle.<br />
<br />
* If you are disguised as a slow class, such as the Heavy, it can be helpful to drop your disguise just before backstabbing an enemy. You'll begin to run at your normal speed, and if you do it just before you go for a backstab, you can reduce your chances of being spotted by the enemy before you get the kill.<br />
<br />
* Be aware that players that are [[turtling]] are much more likely to Spy check you, as they are likely not focused on anything except defending.<br />
** Also take note of the Spy-checking habits of the enemy team. If you recognize that a certain enemy always Spy-checks players, try avoiding the area that player is in.<br />
<br />
* Consider changing your loadout every so often. Some players will try to memorize enemy equipment in order to predict their playstyle; switching up yours, especially your Invis Watch, may throw them off. As the Spy's theme is based around deception, this is a good way to manifest deceit in-game.<br />
<br />
* Use the terrain to your advantage; there are shortcuts scattered through the maps that can help you conserve your Cloak and catch up to enemies.<br />
<br />
* There are many different maneuvers you can use to land a successful backstab; for example, you can fall off of a high area and land behind your enemy as you are falling. This can surprise some players, who may let you flee from battle and prepare for another infiltration.<br />
<br />
* Even if enemies start Spy-checking you, unless it is a Pyro with a flamethrower or you are low on health, consider ignoring the attack, especially if there are no escape routes available. Sometimes, the enemy will believe your disguise, having Spy-checked you, and even if they don't, unless you're using the {{item link|Conniver's Kunai}} or the {{item link|Big Earner}}, you can often survive enough damage to escape.<br />
** Even if you die, a dead Spy is much less of a detriment to a team than other classes, and the presence of a Spy, dead or alive, is enough to keep the enemy distracted and off of their best game. Just make sure that you're actually contributing while alive, or you'll be better off as another class!<br />
<br />
*If you see an unattended Sentry Gun, check for Engineers who might be around before you sap it.<br />
<br />
* If a Medic corners you with the [[Ubersaw]], consider disguising or committing [[suicide]] in order to deny him additional [[Ubercharge]].<br />
<br />
* The Knife deals 40 damage. This means that you can just finish off enemies with 40 or less health by [[Glossary of player terms#Butterknife|butterknifing]] them if you are out of Revolver ammo.<br />
<br />
* Try and utilize [[Trickstab]]s to punish overconfident enemies who know that you are a Spy.<br />
<br />
=== Disguising ===<br />
* Disguising as the same class as nearby enemy players can be dangerous because your disguise may show their name and loadout, revealing you to be a Spy.<br />
* When disguising or changing disguises, your body will be covered by smoke that is visible to everyone. When cloaked, this smoke will not be seen by the enemy. If you have the [[Dead Ringer]] equipped, the smoke will linger if you disguise shortly before you are "killed", making it immediately obvious that you are still alive.<br />
* Try to not always use the same disguise. For example, if an enemy player always sees you disguised as a Pyro, they will soon begin to Spy check any Pyros they come across.<br />
* You can switch your disguised weapon by pressing the 'Last Disguise Used' button (default key {{Key|B}}). This will change the weapon that your enemies see based on what you are currently holding. Use this to your advantage by using weapons that are appropriate to your location — a melee weapon may be more appropriate for a class like the Sniper in a compact, enclosed space.<br />
** Pressing the Last Disguise Used button while holding your Revolver will change your disguise's weapon to its Primary slot. The Sapper will change it to its Secondary, and your Knife to its melee weapon.<br />
** Note that weapon switching looks identical to the class switching weapons normally. It may help you blend in around the enemy.<br />
** Your disguise is unable to hold the [[Disguise Kit]] or [[Sapper]].<br />
** By disguising as an enemy Medic and switching to their secondary weapon, a Spy can check if the enemy Medic is using the [[Kritzkrieg]], [[Medi Gun]], [[Quick-Fix]], or [[Vaccinator]]. This is especially useful during Setup time.<br />
*** While not as essential as checking an enemy Medic's Medi Gun, one can also do this to other classes in order to predict their playstyle.<br />
<br />
* Your disguise health will mimic that of the player you are disguised as at the time you applied the disguise. You can increase your disguise health through a variety of methods, including being healed by a Medic, standing near the [[Payload#Carts|Payload cart]] or an enemy [[Dispenser]], or by picking up a [[Health|Health kit]]. Be aware that if you are disguised, you will always pick up Health kits. Use your disguise to steal health packs from the enemy!<br />
<br />
* You can fake-reload the weapon you're holding while disguised if you shoot with the Revolver, disguise with a Primary or Secondary weapon, and then reload (default key {{Key|R}}). This is very effective for tricking enemies.<br />
** However, when holding a weapon that cannot reload, such as the [[Minigun]], attempting to fake-reload will still produce an animation. This may alert suspicious enemies.<br />
<br />
* When you are disguised, you will wear the same equipment as your disguise - including [[cosmetic items]].<br />
** This gives more reason to avoid enemies that you disguise as — they may recognize their own equipment, if not their name.<br />
** Some cosmetics, such as the [[Hotrod]], will carry effects that it normally has to you. That is, the Hotrod will flip down over an Engineer's face if he is holding blueprints or carrying a building. Your disguise will flip the Hotrod over your face if you pull out the Sapper, which can be used to detect you.<br />
<br />
* If you know an enemy Spy is in your base, disguise as a friendly [[Pyro]]. The Spy may reconsider his attack and flee, enabling an easy backstab if you are within range or allowing you the first shot if they are at medium range. You can also chase the enemy Spy into a group of your teammates or out of your base.<br />
<br />
* It is worthwhile to disguise in most circumstances as one of the faster classes, such as a Pyro, Medic, Sniper, or Engineer. While each class can be used as a disguise in certain situations, be wary in general of slower classes which are less mobile.<br />
<br />
* In certain situations if you are about to die, as a last resort you can disguise as a dangerous class such as a Pyro or Heavy as an attempt to scare off any would be attackers. This usually never works but it doesn't hurt to try!<br />
<br />
* If there is an enemy that tends to exhibit odd behavior, such as excessive jumping, try to do the same if you're disguised as them to better sell your act.<br />
<br />
=== Cloaking ===<br />
* If you know an enemy has seen you {{botignore|cloak}}, head in one direction while you are partially visible, and when you are fully invisible, change your path to trick your pursuer into going the wrong way. Use props and elevation to your advantage to make yourself harder to track.<br />
<br />
* Always have a plan before decloaking, as it takes 2 seconds before you can attack or use the [[Sapper]].<br />
<br />
* When using the [[Invisibility Watch]], you have about 9 seconds (13 seconds if you are using the [[L'Etranger]]) of effectively full cloaking (unless you find an ammo pickup) and recharging from an empty Cloak takes 30 seconds. Keep this in mind when penetrating and hiding in the enemy base.<br />
** Memorizing ammo spawns and shortcuts will make your Cloak much more effective.<br />
** You can also use Dispensers to recharge your Cloak, including enemy Dispensers if you are disguised as an enemy.<br />
*** Level 1 Dispensers will maintain your level of {{botignore|cloak}} with the Invisibility Watch.<br />
*** Level 2 Dispensers will recharge your Cloak with the Invisibility Watch.<br />
*** Level 3 Dispensers will recharge the Invisibility Watch.<br />
*** The [[Payload#Carts|Payload cart]] will not refill your {{botignore|cloak}} meter '''while cloaked'''.<br />
<br />
* Use blind spots (areas where the player's view is cut off, normally a corner or other 90 degree angle) to recharge your [[Cloak]] if you are not using the [[Cloak and Dagger]]. An example of this is on [[2Fort]] in the corner just inside the enemy fort entrance. Most people will run past this area without even looking in the corner, allowing you to recharge your Cloak or surprise a group heading out towards the bridge or sewers.<br />
<br />
* If possible, cloak while surveying an area. Disguises are not always reliable, as [[Spy checking]] is a common practice.<br />
<br />
*With the [[Cloak and Dagger]], find small nooks or other obscured places near doorways. You can either sit and wait for your Cloak to fill before continuing on into the enemy base, or you can wait for a target to exit or enter the building.<br />
<br />
* If you know you will die to an [[Ubersaw]], try to disguise to deny the Medic extra Über. Note that you can still feed Über to the enemy Medic if you are cloaked or not fully disguised. Common in competitive play, another way is to [[bind]] a key to kill yourself beforehand to sacrifice yourself and deny enemy Medics from gaining Über quicker.<br />
<br />
== Weapon specifics ==<br />
=== Secondary weapons ===<br />
==== [[Revolver]] + reskins/ [[Big Kill]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Revolver|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Revolver}}<br />
| rowspan="3" |6<br />
| rowspan="3" |24<br />
| rowspan="3" |55-60<br />
| rowspan="3" |35-45<br />
| rowspan="3" |16-25<br />
| rowspan="3" |120<br />
|-<br />
! {{Table icon|Big Kill|Promotional}}<br />
| {{Icon killicon|weapon=Big Kill}}<br />
|-<br />
! {{Table icon|Festive Revolver|Uncrate}}<br />
| {{Icon killicon|weapon=Revolver}}<br />
|}<br />
<br />
* The Revolver is the Spy's secondary weapon. While not as powerful as the Knife's backstabbing capabilities, it is still an integral part of the Spy's arsenal. It is moderately accurate and has a fast reload time.<br />
<br />
* Use the Revolver for killing low-health classes and when backstabs are not easy or possible due to the location of the enemy. It's also viable when you are being chased; 6 medium-range shots will take down most classes.<br />
<br />
* Due to the Scout's quick movement, it can be better to shoot Scouts rather than try to stab them.<br />
<br />
* Use the Revolver against Snipers who use the [[Razorback]]. While the Ambassador can deal critical damage on a Headshot, the Revolver is also a good option because of its fast rate of fire. It is also better against [[Huntsman]]-wielding Snipers, as they tend to move around more.<br />
<br />
* Use the Revolver in conjunction with the Sapper. Sap an Engineer's Sentry Gun, and when he returns to repair it, shoot him. 3 to 4 hits will kill him, after which you can shoot his buildings if necessary.<br />
** If the Engineer has just begun building his Sentry Gun, Dispenser, or Teleporter, 1 to 2 shots will take it down — use the Revolver instead of the Sapper for a long-range destruction. This will help prevent you from being discovered as well.<br />
** Alternatively, the Revolver has the best damage output against buildings of all Spy secondaries; let chaos ensue on a paranoid Engineer or sentry nest with a mass sap strategy. Use your Revolver to take his buildings out before he knows what hit him.<br />
<br />
* Remember that the Revolver is 100% accurate if you allow 1.25 seconds between shots (approximately how long it takes to reload your Revolver). Use this to pick off wounded enemies or to snipe buildings from a distance. Long-range shots, despite only doing about 20 damage to players, will deal full damage to buildings.<br />
<br />
* When navigating narrow corridors, keep your Revolver out. If they are fooled by your disguise, run by them and backstab them. If they begin to attack you, begin to backpedal while side-strafing and shooting them.<br />
<br />
* This is an invaluable weapon against Pyros, as it allows you to keep your distance from their flames as you back away and weaken them with each shot. Be aware that walking backwards incurs a 10% speed penalty (and you and the Pyro are normally matched in speed) and flame particles have a slightly deceptively larger range than what the game's visual effects might indicate.<br />
<br />
==== [[Ambassador]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Ambassador|Unlock}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|-<br />
! rowspan="2" | {{Table icon|Australium Ambassador|Advanced+ Mann Up Reward|title={{common string|Australium item|Ambassador}}}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|-<br />
! rowspan="2" | {{Table icon|Festive Ambassador|Uncrate}}<br />
| {{Icon killicon|weapon=Ambassador}}<br />
| 6<br />
| 24<br />
| 46-56<br />
| 31-37<br />
| 15-19<br />
| 102<br />
|-<br />
| {{Icon killicon|weapon=Sniperriflehs}}<br />
| 6<br />
| 24<br />
| 102<br />
| 102<br />
| 102<br />
| 102<br />
|}<br />
<br />
* At the cost of weaker bullets and slower firing rate, The Ambassador deals crits upon a headshot.<br />
** The Ambassador will only headshot if the crosshair is at its smallest size. Allow just under one second in between shots to ensure your ability to headshot.<br />
** The headshot damage has falloff based on distance, and will deal normal damage after a range of 1200 HU, greatly reducing the effectiveness of long-range sniping. Close the distance between you and the enemy first.<br />
<br />
* The Ambassador can also be used to destroy Engineer buildings from a distance, similar to the Revolver, as an alternative to sapping. Remember, if an Engineer is repairing the building, killing the Engineer first is preferable.<br />
** Landing a headshot on the Engineer may lead him to run away to find a source of [[Health]]. Use the time that he is away to destroy his buildings.<br />
** If you are good with your aim, you can often pick off all the Engineers in a nest. Usually, if they hide behind their Sentry Guns, you can shoot the Sentry Gun, forcing them to repair it until they run out of metal, which usually prompts them to run to get more, exposing their head. However, they may simply produce more from their [[Dispenser]]. You can run out of ammo and will be vulnerable to enemies.<br />
<br />
* With good aim, the Ambassador can be deadly against a [[Scout]]. If you manage to headshot him at close quarters, he will only have 23 health left (or 8 with the [[Sandman]] equipped); therefore, you can finish him off with a single attack of the [[Knife]] or another shot, depending on your range.<br />
** This strategy can be used on Snipers, Engineers, and other Spies because they start off with as much health as a Scout, 125; be careful, though, as these values can vary. An Engineer with a Gunslinger or a Spy with a Dead Ringer will be as difficult to kill as most other classes such as the Soldier or Heavy.<br />
<br />
* Razorback Snipers have resistance against backstabs, but not against bullets. Take the time to headshot enemy Razorback Snipers. A single headshot followed by a simple body shot — which can be fired faster than the Sniper is able to react — is enough to kill him.<br />
<br />
* The ability to see enemy health is invaluable when equipped with the Ambassador. When it drops below half of its base value, the health meter is shown in red. Against all classes except the Heavy, this means a guaranteed kill upon a close-range headshot.<br />
<br />
* If you miss a backstab on a low-health class (but still get a hit), switch to the Ambassador. A headshot will likely finish off the enemy.<br />
<br />
==== [[L'Etranger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|L'Etranger|Craft}}<br />
| align="center" | {{Icon killicon|weapon=L'Etranger}}<br />
| 6<br />
| 24<br />
| 44-48<br />
| 28-36<br />
| 15-18<br />
| 96<br />
|}<br />
<br />
* L'Etranger converts firepower into potential fleeing power. It allows you to turn scenarios where scoring a kill with the Revolver or Ambassador is too difficult into the ability to run away — and save your life.<br />
** Be aware that L'Etranger has a very distinctive "crack" sound when fired, which will alert nearby enemies to your presence.<br />
<br />
* The +15% Cloak per hit is applied regardless of the amount of damage you do to the opponent or your distance from him. Remember that L'Etranger is 100% accurate 1.25 seconds after shooting. Use it to recharge your Cloak safely from a distance.<br />
<br />
* L'Etranger increases Cloak duration by 40%, allowing more breathing room when you want to get behind enemy lines.<br />
** When equipped in conjunction with the Invisibility Watch, the duration of time spent fully invisible is increased from 9 seconds to 13.<br />
** In addition, the Cloak duration of both the Dead Ringer and the Cloak and Dagger (while running) is increased to 9 seconds, making them equivalent to using the Invis Watch without L'Etranger.<br />
<br />
* Keep in mind that the Invisibility Watch's timer can still be replenished by picking up Ammo boxes and building debris or standing next to a Dispenser.<br />
** As the Cloak and Dagger and the Dead Ringer are either not recharged by sources of ammo whilst invisible or not recharged by ammo sources at all, L'Etranger can be very effective when used with these watches.<br />
** Nonetheless, always be aware of your surroundings when using L'Etranger. It is not recommended for you to try and regain Cloak via L'Etranger if there are many enemies around with no allies. In a case like this, it is better to hide instead.<br />
<br />
* Remember that L'Etranger does less damage than both the Revolver and Ambassador. If you need more firepower, consider using one of those alternatives.<br />
** L'Etranger also does less damage to buildings, making a Sap-n-Shoot technique harder.<br />
<br />
* While the bonus cloak duration is negated by the Dead Ringer's -50% cloak meter when Feign Death is activated, L'Etranger can be used effectively with it. Be aware that once players realize that both items are being used, they will likely Spy check around your fake corpse and try to make sure that you are actually dead.<br />
<br />
* Positioning is key as Spy, and when using L'Etranger is no exception; when shooting from a relatively hidden position, you are less likely to be found while regaining your Cloak.<br />
<br />
==== [[Enforcer]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Enforcer|Craft}}<br />
| {{Icon killicon|weapon=Enforcer}}<br />
| 6<br />
| 24<br />
| {{tooltip|55-60|70-72 while disguised}}<br />
| {{tooltip|35-45|41-55 while disguised}}<br />
| {{tooltip|16-25|24-26 while disguised}}<br />
| {{tooltip|120|144 while disguised}}<br />
|}<br />
<br />
* The Enforcer is a [[Revolver]] replacement that trades stealth for extra firepower. In exchange for a bonus 20% base damage inflicted while disguised (i.e. the initial shot that breaks your disguise will deal 20% extra damage) and full damage resistance piercing (from, for example, the [[Vaccinator]], but ''not'' reduction from the [[Fists of Steel]] and obviously not from any sort of full invulnerability), the Enforcer fires 20% slower, and cannot deal random critical hits.<br />
<br />
* The Enforcer allows you to kill low health classes in 2-3 shots at point-blank range. Therefore, you can kill Razorback Snipers or Engineers trying to remove a Sapper easily.<br />
<br />
* A critical shot from this weapon can kill a light health class in 1 shot if the user is disguised when the shot was fired and drop many other classes on critically low health, allowing them to be killed in possibly another shot.<br />
<br />
==== [[Diamondback]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Diamondback|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Diamondback}}<br />
| 6<br />
| 24<br />
| 47-51<br />
| 30-33<br />
| 14-21<br />
| 102<br />
|}<br />
<br />
* The Diamondback is a promotional weapon for the Spy. It does less damage per shot than the Revolver and is incapable of random Crits, but has the ability to store Critical hits when your Sappers are involved in the destruction of enemy buildings, as well as when you backstab an enemy. Each destruction or assist involving your Sapper will give the Diamondback one guaranteed Critical hit. Successfully backstabbing an enemy will grant you a Critical hit as well.<br />
<br />
* Consider using the Diamondback if the enemy team has several Engineers. When you have several Crits, you can drop any non-[[overheal]]ed class in 3 shots, thus becoming a major threat.<br />
<br />
* You can use the Diamondback's rather loud firing to lure enemies into a backstab trap.<br />
<br />
* Even if you lack Crits, the Diamondback is still a relatively viable weapon. It does the same amount of damage as the Ambassador, but with no firing speed penalty.<br />
<br />
* The Diamondback is 100% accurate if you allow 1.25 seconds between shots. When combined with the Crit boost, the 100% accurate bullets can effectively snipe enemies at long range. Most enemies will die in 2 to 3 shots.<br />
<br />
* Enemy Engineers with the Gunslinger are great for racking up crits to use, as they will rarely attempt to remove a Sapper from a Mini-Sentry.<br />
<br />
* Like the [[Ambassador]], the Diamondback also allows you to pick off Engineers from long range, and then sap their Sentry Guns after getting up close. This can be extremely useful for lone or exposed Engineers who are too vigilant for a stab-and-sap.<br />
<br />
* The Diamondback is useful for taking out a Medic who is pocketing a player. Run up and backstab the patient, then quickly turn around and use the crit just gained to quickly kill the Medic with a few shots. An unprepared Medic will be surprised and will not take out his Syringe Gun until it's too late.<br />
<br />
=== Building slot ===<br />
==== {{anchor|Sapper}} [[Sapper]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Sapper|Stock}}<br />
| {{Icon killicon|weapon=Sapper}}<br />
| rowspan="4" |1<br />
| rowspan="4" |∞<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
| rowspan="4" |N/A<br />
|-<br />
! {{Table icon|Festive Sapper|Uncrate}}<br />
| {{Icon killicon|weapon=Sapper}}<br />
|-<br />
! {{Table icon|Ap-Sap|Promotional}}<br />
| {{Icon killicon|weapon=Ap-Sap}}<br />
|-<br />
! {{Table icon|Snack Attack|Uncrate}}<br />
| {{Icon killicon|weapon=Snack Attack}}<br />
|}<br />
<br />
* The Sapper is a tool used to take down an [[Building|Engineer's buildings]]. You have an unlimited supply of Sappers, and there is no "reload" delay between placing them. A Spy can continuously sap a building until it has been destroyed even if an Engineer is repairing it, since as soon as the Engineer knocks off a Sapper, a new one immediately replaces it. Sappers still do damage during the two Wrench hits it takes to remove them.<br />
<br />
* Holding {{Key|MOUSE1}} when approaching a building will place the Sapper as soon as you are in range. This also allows you to replace a Sapper immediately after an Engineer removes it.<br />
<br />
* In many instances, you can sap a building from well below or above it, allowing you to confuse its Engineer. This can also allow you to more safely retreat from the Engineer's nest if your sabotage efforts are interrupted.<br />
<br />
* The [[Homewrecker]] and [[Neon Annihilator]] allows [[Pyro]]s to remove Sappers from Engineer buildings. This, combined with their [[Flamethrower]]'s [[Spy checking]] ability, will make your job much harder. Therefore, it is strongly advised to either eliminate these Pyros before attempting to sap any buildings or to avoid them completely if possible.<br />
<br />
* When sneaking up on an Engineer who is using the [[Wrangler]], stab first and then sap. Killing the Engineer will cause his Sentry Gun to become disabled for three seconds, which will be enough time to place a Sapper.<br />
<br />
* It is possible to stab an Engineer and then quickly sap the Sentry Gun. When attempting this, it is recommended that you circle strafe away from the Sentry Gun's turrets to have more time to sap.<br />
<br />
* If an Engineer has his Wrench out and you sap his building, he most likely will attempt to repair the Sentry first instead of trying to kill you. Since it takes two hits to knock the Sapper off, this gives you a window of opportunity to stab him. This can be easier than the stab and sap method because you don't have to account for which way the Sentry is facing and circle-strafing the opposite way.<br />
<br />
* When dealing with Teleporters, it may be ideal to forgo the Sapper and use your Revolver. If the Engineer is not near either end, it will attract less attention if you destroy one end, as the Engineer will not automatically know a Spy was the culprit. Additionally, you can combine both to ensure one end is destroyed, while the Sapper encourages the Engineer to leave his other buildings unprotected.<br />
** Sapping a teleporter entrance can force Engineers to remove the Sapper on the exit. If they are partially standing on the teleporter exit while doing so, they can be [[telefrag]]ged by standing on the entrance and waiting for the Sapper to be destroyed. This only works if nobody sees the Sapper being placed and if the Engineer is not cautious. If the exit leads to a small or crowded room, it is more likely to work. Telefrags do not produce distinctive killfeeds, noises, or visuals.<br />
<br />
* An interesting feature of the [[Ap-Sap]] is that it doesn't leave [[gibs]] for the Engineer to replenish [[metal]] with. You can use this to your advantage during a push to deny him metal, and if the Engineer has the [[Widowmaker]] or the [[Short Circuit]], it denies him Shotgun ammo or a defense from projectiles.<br />
<br />
* The [[Ap-Sap]]'s "eye" opens more the closer you are to a building, thus allowing you to find nearby enemy buildings.<br />
<br />
==== [[Red-Tape Recorder]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Red-Tape Recorder|Unique}}<br />
| {{Icon killicon|weapon=Red-Tape Recorder}}<br />
| 1<br />
| ∞<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* Rather than damage buildings, the Red-Tape Recorder causes them to go through the building process in reverse. Upgrade levels are removed and the building eventually unbuilds, leaving a collectible toolbox in its place.<br />
<br />
* The rate of damage is based on the time taken to construct the building. As such, Sentry Guns go down faster than Dispensers and Teleporters.<br />
<br />
* The toolbox dropped acts as a large ammo pickup, which is very useful for boosting the regular Cloak.<br />
** Even if your Cloak is full and you have plenty of ammo, take the toolbox anyway. If you leave them where they are, an Engineer can use them to rebuild his buildings. If you have max ammo, simply fire your Revolver, reload, and take the toolbox.<br />
<br />
* It takes 3 seconds to degrade one level of a building. This makes the Red-Tape Recorder more useful than the Sapper for entrenched positions where a sapped Sentry Gun can easily be repaired, as upgrading takes longer than repairing.<br />
** Working alone, this is generally less effective than the regular Sapper, as you will most likely only manage to downgrade the buildings rather than destroying them. However, it is possible to convert a highly defended sentry nest into all level one Sentry Guns, allowing your teammates to destroy it far more easily.<br />
<br />
* Conversely, the Red-Tape Recorder is worse at destroying buildings outright, as unbuilding takes longer than the Sapper's destruction time. The Red-Tape Recorder can very rapidly remove the first few levels of a building, but takes a very long period of time to completely pack up a building. As of such, it's better to kill the Engineer first before applying the Red-Tape Recorder.<br />
** However, it makes sap-and-stab tactics a little easier. Even if an Engineer manages to remove your Red-Tape Recorder just as he gets backstabbed, the building still will have to complete its upgrade animation before becoming operational again, thus giving a little extra time to re-sap it.<br />
<br />
* Due to the fact that they only have one level, the Red-Tape Recorder can be surprisingly effective against Mini-Sentry Guns. However, it should be noted that it takes just as long to destroy as with a normal level 1 Sentry Gun.<br />
** It should also be noted that any Engineer removing the Red-Tape Recorder will cause the mini-sentry to return to full health, undoing both Sapper and other damage.<br />
<br />
* Make sure to sap more than one building, preferably 3; this will cost the Engineer time and metal rebuilding, leaving him vulnerable for assault.<br />
** On the HUD for the Engineer, the Sentry Gun has the biggest icon compared to the others. Sap the sentry first before you sap other buildings. Chances are the Engineer will save the Sentry Gun, due to the fact it costs the most metal to make (unless the Engineer is using the Gunslinger), leaving the other buildings in greater disrepair.<br />
** Engineers with the [[Widowmaker]] or [[Short Circuit]] will likely pay more attention to their Dispenser than their Sentry Gun. As long as multiple buildings are sapped, these Engineers will be more vulnerable than others, due to their weapons consuming metal.<br />
<br />
* Because Gunslinger Engineers rarely attempt to remove Sappers from their Mini-Sentry Guns, the Red-Tape Recorder can be effective against Engineers who frequently place down Mini-Sentry Guns, as a Sapper that takes longer to complete will therefore increase the amount of time the Engineer has to wait before he can place another Mini-Sentry unless he removes your Sapper.<br />
<br />
=== Melee weapons ===<br />
==== [[Knife]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Knife|Stock}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Saxxy|Promotional}}<br />
| {{Icon killicon|weapon=Saxxy}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Sharp Dresser|Promotional}}<br />
| {{Icon killicon|weapon=Sharp Dresser}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Sharp Dresser Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Festive Knife|Uncrate}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Black Rose|Promotional}}<br />
| {{Icon killicon|weapon=Black Rose}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Icon weapon|weapon=Rust Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Knife|icon-size=40x40px}}<br>{{Icon weapon|weapon=Gold Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Knife|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Knife|icon-size=40x40px}}<br><br />
'''[[Botkiller Knife]]'''<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan=2 | {{Table icon|Australium Knife|Advanced+ Mann Up Reward|title={{common string|Australium item|Knife}}}}<br />
| {{Icon killicon|weapon=Knife}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* When you are in range for a successful backstab, the Spy will ready his Knife for a stab with a reverse-grip stance. If the Spy doesn't have his Knife in a reverse-grip, you may perform a low-damage slash instead. Look for the change in grip before attempting a backstab if you're unsure if the backstab will actually register.<br />
** Although a backstab grip guarantees a backstab, many other pokes will register a backstab as well. As long as your stab connects with the enemy's rear-facing half, any swipe or poke should kill him.<br />
** The Knife does rather low damage when it's not a backstab. Only attack with it if you are certain it will backstab, or else you will deal minimal damage and give away your position.<br />
** The Saxxy does not have a backstab stance.<br />
<br />
* In most scenarios, you should switch to the Revolver to fight enemies once you've been discovered. Even in close range, the Revolver is significantly more powerful than non-backstab Knife swipes.<br />
<br />
* Because a backstab is always a melee kill, enemies killed by a Knife backstab will always emit a blood-curdling scream upon death. It is important when killing an enemy that you have a plan to either run from or kill nearby foes as soon as you perform your first stab.<br />
<br />
* A quick stab with the Knife into the air is generally the fastest way to silently drop your disguise (the most silent way to do it is to disguise as a [[Spy]] of your own team, but it can be somewhat slower). This can be used to perform covert Capture Point captures.<br />
<br />
* If you encounter a Sniper with the Razorback, it is generally a good idea to shoot him with a Revolver, rather than trying to stab him.<br />
** If a Sniper equipping the Razorback is standing near a corner, it is much quieter to stab his Razorback, turn the corner, and {{botignore|cloak}}. When the Sniper either finishes Spy checking or doesn't react, backstab him. If he returns to a Resupply Cabinet, shoot him; even though it's louder, he will quickly catch on and possibly find you. Be wary that the Razorback replenishes itself after a period of time, so be quick.<br />
<br />
* Be aware that the Saxxy and the [[Spy-cicle]] leave very noticeable corpses, the former being made of shimmering [[Australium]], the latter being an ice sculpture. They are very likely to reveal your presence.<br />
<br />
* When discovered, an advanced technique to help fend off the pursuer is to run up a slope, jump over the head of the pursuer, do a 180 degree turn, crouch, and backstab him. This is commonly called the stair-stab. [http://www.youtube.com/watch?v=X5To9pU8xEY&feature=related]<br />
** Due to the flashiness of the move and the general popularity and publicity of "trick stabs" and those who perform them, even inexperienced players will know better than to blindly pursue a Spy that's standing on the top of a set of stairs with his Knife out. Unless your prey is clearly fooled or desperate, mask your intent as much as possible via blind spots, and have an {{botignore|escape plan}} for if your enemy does not behave as you want them to. To make your attempt less obvious, do not face the enemy as if waiting for them when attempting a stairstab.<br />
<br />
==== [[Your Eternal Reward]] / [[Wanga Prick]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Your Eternal Reward|Craft}}<br />
| {{Icon killicon|weapon=Your Eternal Reward}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|-<br />
! rowspan="2" | {{Table icon|Wanga Prick|Craft}}<br />
| {{Icon killicon|weapon=wanga prick}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* As manual disguises cost an entire cloak meter, utilize manual disguises only when either no enemies and/or a source of ammo are nearby (be aware that ammo cannot refill the cloak meter of the [[Dead Ringer]]).<br />
<br />
* Kills with Your Eternal Reward are truly silent; the victim will not scream and their bodies disappear upon death, whether they are backstabbed or not. Also, the enemy will not see their kill notification.<br />
<br />
* This weapon is extremely well-suited for taking out Sentry Guns when you already have a disguise. The Stab-n-Sap technique is made easier and kills in front of Sentry Guns are safer because the Sentry Gun will not detect you between disguises.<br />
** If you do not have a disguise and an Engineer is still guarding his Sentry Gun, you can uncloak behind the Engineer and use him as cover as the Sentry Gun turns around to face you. Stab him, and then sap his Sentry Gun.<br />
** Consider switching back to the original Knife when you need to quickly take out a sentry nest and don't have time to get a disguise. If you are quick, you should be able to sap his sentry after stabbing him, so the ability to disguise at will is helpful and the quick-disguise is unnecessary.<br />
** However, when taking out large sentry nests with multiple Engineers, stab-and-sapping will be suicidal, and if you sap first, the Engineers will Spy check and likely kill you before you can take out a significant number of their buildings. Instead, with Your Eternal Reward, once you have a disguise, which can be obtained from a player waiting to go through a teleporter, you can slowly whittle away at the Engineers until there are none left, and then sap all of the buildings. The Teleporters may be a priority so you are not interrupted when they respawn.<br />
<br />
* Your Eternal Reward is very good when dealing with a crowd of enemies. After backstabbing the enemy farthest back in the group, you are able to continue to push forward without raising suspicion from those around him. Continue stabbing until you kill all of the enemies or you need to escape.<br />
<br />
* Be aware that successful backstabs with Your Eternal Reward will not stop enemies capping a Control Point or pushing the Payload Cart. It will, however, slow them down until there are none left. It may be a better choice to shoot enemies with the Revolver so that you can inflict damage while stopping the enemies from capturing.<br />
<br />
* When using Your Eternal Reward on Control Point maps, be wary when defending the final control point. Because the Eternal Reward disguises instantaneously, stabbing enemies capping your last point will not disrupt the cap (it will, however, slow the capping with one less person, or two if any of the following occurs; a [[Scout]] on point or if a [[Soldier]] or [[Demoman]] has the [[Pain Train]] equipped). This can allow for survivors to continue to cap while you frantically try to stab them. Pulling out your selected Revolver at this time to stall for friendly backup is usually the best response.<br />
<br />
* Remember that if you {{botignore|cloak}} with a slow disguise, you will run at your normal walking speed until you uncloak.<br />
** Consider ditching a slower disguise in order to catch up to another nearby target if you're sure nobody will notice you. Depending on the distance, you can afford to be without a disguise for the short time it will take to replace it.<br />
<br />
* If you accidentally run past an enemy Medic but retained your disguise, simply run past him and go for other enemies. It is possible that, because Your Eternal Reward dissipates enemy ragdolls with very little sound, the Medic will not notice you stabbing his allies until it is too late.<br />
<br />
* The Cloak and Dagger works well with this Knife because you can wait for people to backstab without having fear of being exposed. This works especially well on commonly used paths — wait for a straggler, then begin your attack.<br />
<br />
* Remember that in close encounters, even if you or a teammate kills your target, unless you finish the enemy with a backstab, you will be left without an easy disguise.<br />
<br />
* If you backstab the target of a Medic, you will become the new heal target. This is best applied when the Medic is not watching his target, as the Medic may notice a player disappearing when you backstab an enemy.<br />
** Due to the instant disguise, you can backstab enemy players while being Übercharged without stopping the Übercharge, unlike any other knife.<br />
<br />
* Be aware that weapons will not disappear when you kill an enemy. Now that you cannot pick up weapons (except from your own class), you still leave visible evidence that a player was killed at the spot where you stabbed them. That said, a stray Rocket Launcher or Syringe Gun is probably not going to raise much initial suspicion, but if players keep running into each other and disappearing, then they can gather what's up.<br />
<br />
==== [[Conniver's Kunai]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=1 | Healing<br />
|-<br />
! class="header" width="13%" | Point blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | From backstab<br />
|-<br />
! rowspan="2" | {{Table icon|Conniver's Kunai|Promotional/Craft}}<br />
| {{Icon killicon|weapon=Conniver's Kunai}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
| N/A<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
| Target's current health, capping at 180 health<br />
|}<br />
<br />
* The Conniver's Kunai decreases your default Health to 70. However, backstabbing with the Kunai will leech all of the victim's health and [[overheal]] you to a maximum of 210 health, which then decreases at 2 health per second back to 70.<br />
<br />
* With the [[Conniver's Kunai]] equipped, you will have to efficiently use your Cloak. Enemies can kill you much easier due to your reduced health. The [[Dead Ringer]] and [[Invisibility Watch]] are recommended over the [[Cloak and Dagger]].<br />
<br />
* Backstabbing a target will always grant you at least 75 health. Therefore, if you're in a bad situation: don't panic! Just backstab someone, and then use your now large health pool in order to escape.<br />
<br />
* Prime targets for the Kunai are Heavies and Soldiers. A backstab on one will fully overheal you, assuming they have taken little (if any) damage.<br />
<br />
* Be aware that many weapons can kill you in one hit while you are at 70 health. Choose your initial targets carefully to ensure that you don't die before gaining any overheal via backstabbing. A successful backstab will keep you in the fight much longer than other Spies.<br />
<br />
* Be careful when you exit your spawn room or turn corners — one stray rocket, grenade, or other attack can easily kill you.<br />
<br />
* You can be a bit quicker to getting behind enemies and stabbing them, because even if you begin to take damage from another source, you can out-heal it with a backstab.<br />
<br />
* Remember that effects such as [[afterburn]] and [[bleed]] can be instantly negated by a successful backstab (or alternatively by picking up a medkit, as it normally would).<br />
<br />
* It is generally a bad idea to use your Revolver in a 1 on 1 confrontation with an enemy. Due to your low health, you will likely not survive. If you run out of overheal often, try using the Ambassador, where you can deal better damage safely at a distance.<br />
<br />
* The [[Dead Ringer]] gives you vastly improved survivability, so it helps to make up for the decreased health of the Kunai. For maximum effect, try to keep the Dead Ringer out at all times. After use, try to find a secluded spot to recharge, or you may be caught undefended.<br />
<br />
* Try to avoid this weapon on [[Arena]] maps, as you and your enemies will not respawn, leaving you extremely vulnerable unless you can consistently backstab enemies and avoid being caught without overheal.<br />
<br />
==== [[Big Earner]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Big Earner|Craft}}<br />
| {{Icon killicon|weapon=Big Earner}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* The Big Earner reduces your overall health to 100, but grants a 30% Cloak refill for any watch and a 3 second speed boost upon a melee kill.<br />
<br />
* The Big Earner will generally allow for easier escapes due to you getting your Cloak back in exchange for riskier assaults, as you lose 25 base health.<br />
<br />
* Consider using the Dead Ringer or Invisibility Watch over the Cloak and Dagger in conjunction with the Big Earner. As you have reduced health, your survival may depend on the use of cloaking.<br />
** The Big Earner's ability to regain Cloak faster and the Dead Ringer's survival ability can negate the health loss caused by the Big Earner by significantly reducing damage when activated.<br />
<br />
* Both the Cloak and Dagger and the Dead Ringer cannot replenish their cloak whilst the Spy is invisible. The Big Earner mitigates this key downside of these watches.<br />
<br />
* Remember to pick up the ammo case that enemies drop after you kill them. The combination of the Big Earner and a dropped ammo box can nearly refill your Cloak entirely.<br />
<br />
* Note that non-backstab and taunt kills will still reward you with a 30% bonus to the charge on your Cloak (and a 3 second speed boost). If you're in a desperate situation or the enemy is low on health, try to stab any way you can if you need Cloak. If you do not need charge on your Cloak, it is generally a better idea to use your Revolver and shoot the enemy.<br />
<br />
* Although you have more base health than you would with the Conniver's Kunai, it's best to avoid arena maps with this weapon. Equip the Dead Ringer to prolong survival.<br />
<br />
==== [[Spy-cicle]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill icon<br />
! class="header" width="20%" rowspan=2 | Attack interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! rowspan="2" | {{Table icon|Spy-cicle|Uncrate/Craft}}<br />
| {{Icon killicon|weapon=Spy-cicle}}<br />
| 0.8 seconds<br />
| 40<br />
| 120<br />
|-<br />
| {{Icon killicon|weapon=Backstab}}<br />
| 0.8 seconds<br />
| 2× victim's current health<br />
| 6× victim's current health<br />
|}<br />
<br />
* The Spy-cicle causes any backstabbed players to leave a frozen ragdoll. Upon any contact with flames, the knife provides one second of fire immunity and a 10-second immunity to afterburn, but requires a fifteen-second recharge period before it can be used again.<br />
<br />
* This knife leaves a unique corpse not unlike the [[Saxxy]]; as a result, it alerts anyone finding the body to your presence, requiring the player to employ hit-and-run tactics to remain undetected.<br />
<br />
* Be aware that once Pyros notice you are using the Spy-cicle, they may begin to follow you for an extended period of time to ensure your death.<br />
<br />
* If you are disguised or cloaked and a Pyro Spy checks you, be aware that you'll be instantly extinguished, a crackling sound will be emitted, and while you will be immune to fire for one second, you will still exclaim that you're on fire, so it's unlikely you will be ignored. Use the 10 seconds of afterburn immunity to put some distance between you and the Pyro, and the rest of his team.<br />
<br />
* Since any contact with fire renders your knife temporarily useless, you may have to rely on your Revolver to defend yourself. Consider picking a gun that doesn't suffer from a damage decrease, like the [[L'Etranger]].<br />
** However, you can pick up ammo in order to make your Spy-cicle recharge quicker; thus, if you can collect enough ammo and/or wait until it charges, you may not need to worry about it.<br />
** The [[Enforcer]] is a good choice with this knife; if you are disguised, the Enforcer will deal increased damage compared to the other revolvers, making it somewhat easier to kill your targets. The slowed firing speed is counteracted by the damage bonus and the resistance piercing capability.<br />
<br />
* Note that any Heavies equipping the [[Huo-Long Heater]] are still vulnerable to backstabs when using the Spy-cicle. You can simply jump over the ring of fire and stab the Heavy before you land.<br />
<br />
=== PDA Slot ===<br />
==== [[Disguise Kit]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point blank<br />
! class="header" width="13%"| Medium range<br />
! class="header" width="13%"| Long range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Disguise Kit|Stock}}<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The [[Disguise Kit]] is the Spy's major infiltration tool. Most of your time spent disguised will be done pretending to be an enemy. Each plays differently when trying to blend in.<br />
<br />
===== Enemy disguises =====<br />
{|class="wikitable grid" width="100%"<br />
!class="header"|Class<br />
!class="header"|Speed<br />
!class="header"|Stature<br />
!class="header"|Beliveability<br />
!class="header"|Element&nbsp;of&nbsp;surprise<br />
!class="header"|Overall usefulness/Notes<br />
|-<br />
!style="text-align:center"|{{class link|Scout}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=scout}}/300*100 round 2}}% '''({{#expr:({{Metrics/Speed|C=scout}}-{{Metrics/Speed|C=spy|D=scout}})/300*100 round 2}}% too slow)'''<br />
|'''Short and skinny.''' The Scout has a very small posture, making it rather useful for hiding. In addition, it can fool Snipers into shooting too low, as a Scout's head is in the same place as the Spy's torso.<br />
|'''Low.''' A Spy disguised as a Scout will be moving noticeably too slow and cannot [[Jumping#Double jump|double jump]] (although repetitively jumping can increase believeability), which are both immediately suspicious. As Scouts tend to wander alone, however, it can remain viable for quick glances at long distances.<br />
|'''Medium.''' Players may not expect Scout disguises simply because of their low believability.<br />
|'''Situational.''' All things considered, the Scout disguise is best applied when you are trying to hide or when you will only be visible to the enemy for a short period of time. The Scout disguise is common in [[competitive play]] due to the nature of team composition, and the fact that disguises do not work well for blending in against coordinated teams, regardless of disguise. The Scout disguise also is one of the disguises that does not inhibit Spy's natural speed, which can give the advantage of getting a important pick quicker.<br />
|-<br />
!style="text-align:center"|{{class link|Soldier}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=soldier}}/300*100 round 2}}%<br />
|'''Normal.''' Soldiers tend to have large weapons, making them less-than-suitable for hiding.<br />
|'''Medium.''' It is not uncommon to find a Soldier wandering alone, especially if he is walking backwards reloading his weapon. However, a lack of rocket jumping and suppressive fire may become suspicious if you remain amongst the enemy team for too long.<br />
|'''High.''' With a large movement speed penalty that makes it difficult to catch up to backstab targets, most players do not expect Soldier disguises.<br />
|'''Situational.''' As a Soldier, you will likely have trouble dodging enemy fire and avoiding blocking enemy movement. If your target starts moving at full speed, unless it is a Heavy, you will not be able to catch up to him without losing your disguise. On the other hand, successfully pretending to retreat from battle might result in an enemy Medic healing or ÜberCharging you. Try not to have your disguise weapon as the [[Equalizer]] or the [[Escape Plan]], as their (lack of) effects will give you away very quickly, especially if an enemy Medic starts healing you.<br />
|-<br />
!style="text-align:center"|{{class link|Pyro}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=pyro}}/300*100 round 2}}%<br />
|'''Normal.''' If you are trying to hide, switch to a secondary or melee weapon, as all {{botignore|flamethrowers}} have long weapon models and can sometimes be seen through walls or props, and make a constant hissing noise when held.<br />
|'''Medium.''' Pyros aren't expected to attack until they get close to others, and they commonly patrol their own bases, making it easier to get in and out of enemy areas. However, Pyros are easy to Spy-check and are expected to constantly engage in Spy-checking, so enemies may attack you once they realize you are not doing so. The Pyro disguise's fake Shotgun reload is arguably tied with the Engineer's for being the best in the game.<br />
|'''Low.''' As a class with 100% move speed, no need to reload primary weapons, and reasons to hide by himself among teammates and near [[Sentry Gun]]s, Pyros are well-known to be a common choice of disguise.<br />
|'''Common.''' Pyro is more often than not a good choice of disguise, despite its flaws.<br />
|-<br />
!style="text-align:center"|{{class link|Demoman}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=demoman}}/300*100 round 2}}%<br />
|'''Normal.''' The disguise has average body and weapon size, and is therefore good for quick glances. However, be aware that holding a sword significantly increases a Demoman's visual footprint vertically, which can be a problem if you end up disguising as a Demoknight.<br />
|'''Medium.''' Demomen have reasons to hang around their own team's base, waiting for enemies to trip their traps. However, they are generally expected to constantly use their weapons, and if no stickybombs are visible and your disguise does not include a shield, you will easily be discovered as a fraud. Both fake reloads are moderately believable.<br />
|'''Low.''' Similar to the Soldier disguise with a lesser speed penalty and more reason to be idle on his team's side of the field, a Demoman disguise is generally unsurprising.<br />
|'''Common.''' The Demoman disguise is very average; while it is a convenient excuse to hover around the enemy stronghold, enemies are generally not fooled if you stay in one location for too long.<br />
|-<br />
!style="text-align:center"|{{class link|Heavy}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=heavy}}/300*100 round 2}}%<br />
|'''Tall and wide.''' Heavies have big bodies and big weapons, making it hard to hide as one.<br />
|'''Medium.''' The Heavy's primary weapon is not usually fired on a whim, due to its spin up and spin down times and reducing the Heavy's speed while spun up; therefore, an enemy Medic will not immediately Spy-check you just because you're not shooting. However, he may instead expect you to switch to your secondary weapon, which can be a problem, especially as switching back to your primary will show a different amount of ammo to him.<br />
|'''High.''' Because of its severely reduced movement speed, hindering a Spy's ability to move around the map and chase enemies for stabs, a Heavy disguise is rare. As a result, many players won't expect it, and can be good for getting enemy Medics to heal or possibly even ÜberCharge you regardless of your health.<br />
|'''Situational.''' While this disguise is good for backstabbing enemy Heavies that are revved up, there are other, better alternatives, and the large model size and extremely slow move speed make the Heavy disguise generally a bad choice.<br />
|-<br />
!style="text-align:center"|{{class link|Engineer}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=engineer}}/300*100 round 2}}%<br />
|'''Short.''' A few {{botignore|shotguns}} aside, Engineers have small weapons and can hide quite easily.<br />
|'''Medium.''' Engineers have reason to hang around their team's buildings without attacking much, though they can come under suspicion if they are seen not swinging their {{botignore|wrench}} for a while, if they don't have any buildings constructed, or if they're hanging around a different Engineer's buildings for no apparent reason. The Engineer disguise's fake Shotgun reload is arguably tied with the Pyro's for being the best in the game.<br />
|'''Low.''' It does not take long for even the newest of players to learn that Engineers are a common choice of disguise.<br />
|'''Common.''' Engineers are rarely seen outside of their base unless they have the Gunslinger equipped, so be aware of which melee weapon your disguise has. Also be aware of your disguise's secondary weapon, as while the Pistol and Short Circuit are viable for Engineers to be wandering around with, the Wrangler is not, and holding it without a Sentry Gun following along is highly suspicuous.<br />
|-<br />
!style="text-align:center"|{{class link|Medic}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=medic}}/300*100 round 2}}%<br />
|'''Tall.''' The Medic disguise is poor at hiding due to his height and lab coat.<br />
|'''Low.''' While most enemies will not notice the lack of increased move speed, the Medic disguise is incapable of healing. Because Medics are expected to heal whenever they're with a teammate and are rarely alone, your disguise quickly loses credibility. Another thing that has the potential to quickly give you away is the fact that, while disguised as a Medic, your fake [[ÜberCharge]] meter will always show 0%; more experienced players will know that Medics will never have 0% ÜberCharge unless walking out of spawn due to the Medic's frequent healing. The Medic disguise does have a rather good fake reload.<br />
|'''High.''' Given all its disadvantages, most players will not expect a Medic disguise.<br />
|'''Situational.''' Though its believability is very poor, if an enemy does get fooled, it should be quite easy to punish them for it. One method is to lure enemies into thinking they can get healed by you, and then you may dispatch them any way you like (preferably by a backstab, though if they are badly wounded, simply shoot them). You can also use the disguise to come from behind an enemy for a backstab, as it is completely natural for a Medic to be behind his patient.<br />
|-<br />
!style="text-align:center"|{{class link|Sniper}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=sniper}}/300*100 round 2}}%<br />
|'''Tall and skinny.''' Most of the Sniper's rifles have long models, necessitating switching to something else if you wish to hide.<br />
|'''High.''' It is not suspicious for Snipers to stay within their base or at a sniping spot for extended periods of time, and are not expected to Spy-check allies. However, you are unable to zoom in, which can reveal your identity after a while, and if you stray too far from Sniper posts, you are likely to be Spy-checked.<br />
|'''Low.''' With Snipers being the stereotypical Spy bait, most players will not be at all surprised to find that a Sniper is a Spy.<br />
|'''Common.''' If you plan to lurk around sniping spots while visible, beware if the enemy team has a Sniper — odds are they will be headed to the same sniping spots as you are, which increases the chance of running into the one enemy who will instantly know you're a Spy. Also be aware of enemies attempting to light your arrow if your disguise is holding the [[Huntsman]].<br />
|-<br />
!style="text-align:center"|{{class link|Spy}}<br />
|style="text-align:center"|{{#expr:{{Metrics/Speed|C=spy|D=spy}}/300*100 round 2}}%<br />
|'''Tall and skinny.''' The only disguise for which the visible model matches your own hidden model.<br />
|'''High.''' With a good fake reload, and no other actions available without breaking disguise (aside from sapping), there are no reasons to doubt a Spy disguise aside from his behavior.<br />
|'''Medium.''' The believability of the Spy disguise primarily relies on the habits of your enemies; many players instinctively fire at all Spies, even friendly ones, while others may not even consider a Spy disguise to be a threat.<br />
|'''Uncommon.''' The Spy disguise is the only disguise where you have a reason to be with your teammates without attacking. Be aware that the enemy Spy disguise will not affect the color of your disguise smoke or your cloak, so enemies can still recognize those effects. Upon choosing the Spy class from the Disguise Kit, a random disguise will be applied to the Spy.<br />
|}<br />
<br />
===== Friendly disguises =====<br />
Friendly disguises can prove handy in a variety of situations. Friendly disguises are useful at the beginning of rounds, especially during setup time, because they will avoid giving away that you are a Spy, while making the enemy team prepared for a class that isn't necessarily in use. If you're having trouble getting behind enemy lines, a friendly disguise can be used to scare enemies (for example, a friendly Pyro disguise in close quarters) or to feign a death more convincingly. If an ally needs help, you can use a friendly disguise, such as a Heavy, to draw enemy fire. Your hit box is not the same as your disguise class, so you can draw Sniper fire with some disguises with a reduced risk of taking a headshot; however, a full-charged bodyshot will still take you down if you aren't [[overheal]]ed or using the Dead Ringer to feign death. Friendly disguises, particularly Medic and Sniper, are good for baiting, as many enemies will not expect a friendly disguise. Use this bait to prepare for a stab, shoot the target with your secondary weapon, or lead enemies into teammates or Sentry Guns. These tricks can be used more safely and repeatedly with the Dead Ringer, as you can fake friendly deaths.<br />
<br />
=== PDA2 slot ===<br />
==== [[Invis Watch]] / [[Enthusiast's Timepiece]] / [[Quäckenbirdt]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%"| Cloak type<br />
! class="header" width "17%"| Duration<br />
! class="header" width "17%"| Activation time<br />
! class="header" width "17%"| Deactivation time<br />
! class="header" width "17%"| Recharge<br />
|-<br />
! {{Table icon|Invisibility Watch|Stock}}<br />
| rowspan="3" | Standard Recharge<br />
| rowspan="3" | 9 seconds<br />
| rowspan="3" | 1 second<br />
| rowspan="3" | 1.8 seconds<br />
| rowspan="3" | 30 seconds<br />
|-<br />
! {{Table icon|Enthusiast's Timepiece|Promotional}}<br />
|-<br />
! {{Table icon|Quackenbirdt|Promotional}}<br />
|}<br />
<br />
* [[Cloak]]ing is an ability exclusive to the Spy, which renders him fully invisible to enemy players. Your teammates will still be able to see you, albeit faintly. While cloaked, you cannot use any weapons, but you can still switch weapons and disguise. Taking damage or running into an enemy will make you flicker for a brief period of time.<br />
<br />
* When your Invisibility Watch runs out, you will automatically uncloak, revealing yourself. While you are cloaked, pick up ammo packs to recharge your watch.<br />
<br />
* The Invisibility Watch is most useful on offence when there are ammunition sources available.<br />
<br />
* When compared to the other watches, the Invisibility Watch allows for the farthest distance traveled while invisible.<br />
<br />
* Cloaking can be pivotal when attempting to infiltrate an enemy base. Be aware that cloaking will take 1 full second while uncloaking will take a little over 2 seconds, during which you can be recognized by the enemy, even if you are disguised, but cannot attack or use your [[Sapper]]. Therefore, you should attempt to look for a safe, hidden spot to uncloak.<br />
<br />
* Plot your course and approach targets carefully — being spotted may result in a quick death, as you cannot feign a death, as with the Dead Ringer, or hide in one spot until an opportunity arises, as with the Cloak and Dagger.<br />
** Always try to move while you are using the Invisibility Watch. You will only regain Cloak if you are not cloaked or if you pick up ammo boxes or remains of destroyed Engineer buildings. However, the Invisibility Watch lasts longer than the alternative watches.<br />
<br />
* If you know an enemy has seen you Cloak, head in one direction while you are partially visible, and when you are fully invisible, change your path. The enemy will likely believe you are going the same direction you were while visible, and will continue down that way, allowing for your escape or even counterattack.<br />
<br />
* Do not rely on the Invisibility Watch's natural recharge, as it takes about twice as long compared to the other watches.<br />
<br />
* Grab dropped metal whenever you can while cloaked. Some enemies will notice an ammo box disappearing for seemingly no reason, but even if they do (and realize it was a cloaked Spy who took it), you should be able to escape, if you remain invisible for long enough. If they do still try to chase you, their efforts will likely only divert their attention from the game objective.<br />
<br />
* Hiding near an enemy Dispenser of any level will maintain or lengthen your Cloak's charge if you are disguised. This will give you as much time as you need to wait to strike an Engineer's sentry nest, whether you need the Engineer to leave or you are waiting for your team to make a push in.<br />
<br />
* Knowledge of a map's layout, especially locations of ammo boxes, will prove very useful for crossing the map quickly while invisible. Take note of shortcuts and the locations of ammo boxes as you learn a map.<br />
<br />
* All the watches make a distinct noise when decloaking, and will make your presence known if you decloak right behind someone if things are otherwise quiet. If you must decloak that close, try to do so in tandem with other sounds, like someone else's gunfire, to mask your noise and remain undetected when you appear.<br />
<br />
* After Gun Mettle update, all watches received 20% protection against all incoming damage. For example, a sting from afterburn from Flame Thrower would do 3 damage/0.5s, but with cloak activated, you only receive 2 damage/0.5s. Use it to your advantage.<br />
** Also after Gun Mettle update, when you're cloaked, the debuffs last slightly shorter, so fire/Jarate/bleeding/Mad Milk will last slightly shorter, so if you get set on fire or start bleeding, if enemies are not likely to notice/engage you, it may be a better idea to cloak so that you take less damage.<br />
<br />
==== [[Cloak and Dagger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%" | Cloak type<br />
! class="header" width "17%" | Duration<br />
! class="header" width "17%" | Activation time<br />
! class="header" width "17%" | Deactivation time<br />
! class="header" width "17%" | Recharge<br />
|-<br />
! {{Table icon|Cloak and Dagger|Unlock}}<br />
| Motion Sensitive<br />
| 6.2 seconds<br />
| 1 second<br />
| 2.2 seconds<br />
| 15 seconds<br />
|}<br />
<br />
* The length of time the Cloak and Dagger lasts, while constantly running, is shorter than the Invisibility Watch.<br />
** This time can be elongated through crouch walking. If you stand still or uncloak, your watch will regenerate to 6.2 seconds of cloaking time. Even though you can extend the Cloak and Dagger's length through picking up ammo sources (or standing next to a Dispenser) of any kind, they provide 35% less cloak than when picked up with the default [[Invisibility Watch]].<br />
<br />
* Although the Cloak and Dagger promotes laying in wait, it can be useful to travel through maps that lack enough ammo boxes to get you past a group of enemies, such as if the enemy controls the center of [[Turbine]].<br />
<br />
* Use of the Cloak and Dagger can fool a team to Spy-Check various hiding places while you escape.<br />
<br />
* Learn the best hiding spots of the map you are playing, and the fastest routes to them.<br />
<br />
* Use this watch when you need to time your attack, defend a chokepoint, or on maps with few ammunition boxes.<br />
<br />
* The speed at which the Cloak and Dagger drains depends on how fast you are moving, but is capped at the Spy's normal walking speed (being launched by Stickybombs will not increase your drain rate, for example). Taking fall damage will still cause you to make sounds associated with falling.<br />
<br />
* While you can go further without having to wait to recharge if you crouch-walk, it is generally more efficient to run to a low-traffic area and recharge rather than slowly progressing with a crouch-walk.<br />
<br />
* When using the Cloak and Dagger, you can report information to your team, such as Sentry Gun placement or when an enemy is pushing, with a much lower risk of being caught.<br />
<br />
* Usually, a Spy wants to remain out of sight for when their Cloak runs out. However, this watch's indefinite Cloak allows you to hide anywhere, and most enemies will not expect you to hide out in the open.<br />
** Even though you can hide almost anywhere, for obvious reasons, avoid standing still in narrow hallways and chokepoints.<br />
** Standing on top of objects or rocks will prevent many enemies from bumping into you while you wait for them to go past or to recharge.<br />
<br />
* Because you can Cloak indefinitely while not moving, it can be useful to lead an enemy around a corner, {{botignore|cloak}} while out of sight, and then hide to the side. If the enemy is a Pyro, it may be better to simply run.<br />
<br />
* Consider using the [[Your Eternal Reward]] with this watch, as the increased cloak drain rate does not affect your ability to stand still while cloaked.<br />
<br />
* Using this watch, you can assist teammates in destroying Sentry Guns hidden behind proximity-activated doors. If you {{botignore|cloak}} and stand near one of these doors, it will remain open while a teammate, such as a Soldier, can safely destroy the Sentry Gun from a distance; however, if an enemy sees the door open with no one being there, they'll probably check the area around the door, so be careful.<br />
<br />
* The Cloak and Dagger can be used for 'Spy capping'. To Spy cap, sneak past enemy lines and wait, while cloaked, on a [[Control Point (objective)|Control Point]]. Once the Control Point is open, uncloak (making sure you are not disguised as an enemy), and capture the point, but be careful about enemies spotting you and ''especially'' watch out for Sentry Guns in range of the point, as they can and '''will''' gun you down with ease.<br />
<br />
* Even though you can stay cloaked indefinitely, it doesn't mean you are being helpful to your team. Try to avoid staying cloaked in one location for too long, as you will end up being useless to your team in the long run.<br />
<br />
* The [[L'Etranger]]'s 40% extra Cloak time and ability to add Cloak on hit will all but nullify the Cloak and Dagger's faster drain speed, so consider using both together.<br />
<br />
==== [[Dead Ringer]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="83%" colspan=5 | Cloak<br />
|-<br />
! class="header" width "17%"| Cloak type<br />
! class="header" width "17%"| Duration<br />
! class="header" width "17%"| Activation time<br />
! class="header" width "17%"| Deactivation time<br />
! class="header" width "17%"| Recharge<br />
|-<br />
! {{Table icon|Dead Ringer|Unlock}}<br />
| Feign Death<br />
| 6.5 sec<br />
| {{tooltip|0 sec|Instantanious}}<br />
| 1.8 sec<br />
| 16 sec<br />
|}<br />
<br />
* When deactivating, the Dead Ringer makes a loud, distinctive sound which can reveal your location. Try to uncloak in a safe area, then move in for the kill.<br />
<br />
* The Dead Ringer is best used when you cannot get by the enemy safely. This makes it useful for getting by chokepoints and crippling enemy defenses from behind. Just be sure that there is a safe area to decloak in.<br />
<br />
* The Dead Ringer allows you to perform 'Suicide' captures, using the watch as an {{botignore|escape plan}}.<br />
<br />
* If the enemy is aware you are using the Dead Ringer, consider switching to a different watch to be less predictable.<br />
<br />
* You can use this uncloak sound to your advantage. Uncloak behind an enemy, and circle strafe around them so their back is exposed for the kill once they turn around. Make sure they did actually turn around, though, as simply walking in front of a Heavy as a Spy is not the smartest of tactics.<br />
<br />
* Try taking damage for about a second before pulling out the Dead Ringer. It will make your feigned death appear more realistic.<br />
** Upon activation, the Dead Ringer removes afterburn. Cloaking right after you run out of the flamethrowers' range protects you from Spy checking, and makes for a very convincing fake death if you already took significant fire damage. Pyros might continue to spray fire around, so avoid obvious hiding spots. If the Pyro believes you burned to death, the entire team will forget about you.<br />
** If you kill an enemy but were left with an afterburn or bleeding effect, use the Dead Ringer to remove the effect if you can't find a medkit. Make sure to decloak immediately to save some meter and find a medkit or get a Medic to heal you.<br />
<br />
* For the first 3 seconds of being cloaked with the Dead Ringer, you take up to 75% less damage (this damage reduction fades over time; after 3 seconds, you will only take 20% less damage) and you do not flicker if you take damage or bump into an enemy. Use this to your advantage when crossing choke-points.<br />
** However, the enemy team can know if you feign death with the scoreboard, as it will only account for 3 seconds and a 3-second respawn timer is unlikely.<br />
<br />
* Disguising as a friendly offensive class, such as the Demoman, at the beginning of the round will make for a more convincing death and easier passage into enemy territory.<br />
** This can also be used to cause a Demoman to trigger his Stickybombs unnecessarily, clearing the way for your teammates to come in, especially at the beginning of rounds.<br />
*** This used to be a much more viable strategy back when the Dead Ringer had an initial 90% damage resistance on feign death, allowing you to absorb absurd amounts of burst damage. Now that the initial resistance is only 75%, a Spy will not be able to survive more than 3 or 4 stickies at once, and most set traps will contain several. Therefore, try to skirt larger stickytraps while still staying in range of a couple bombs to trigger your watch.<br />
<br />
* You can hold the Dead Ringer out while capturing a Control Point, carrying enemy Intelligence, or pushing the cart on a Payload map. Use this in combination with a friendly disguise to cause for a convincing death while helping out your team. You will need to uncloak to continue capturing an objective, however. After the Tough Break update, Spy is no longer able to pull out his Dead Ringer, requiring you to first drop the case, and then activate your Dead Ringer, making this strategy more difficult than it was, since you may not have time to drop the Intelligence yourself.<br />
<br />
* The reduced duration on debuffs present on the other watches behaves rather oddly with the Dead Ringer — afterburn actually wears off instantaneously. Pyros can still damage you with the flame particles if they have good prediction, but couple this with the speed boost on feign death and you stand a good chance of escaping a Pyro's wrath if discovered. Running back towards teammates to heal and reset your cloak will oftentimes seal your escape.<br />
<br />
* [[Jarate]] and [[Mad Milk]] will not wash off if you use the Dead Ringer while covered in it; you must enter water or wait for it to wear off.<br />
<br />
* If you are waiting or you are in an open area, keep the Dead Ringer held out if you aren't fighting. An enemy Spy or stray enemy fire could kill you while you aren't ready.<br />
<br />
* When using the Dead Ringer, try choosing friendly disguises while heading into enemy lines and then switching to an enemy disguise once you have infiltrated the enemy base.<br />
<br />
* Try to disguise after you use the Dead Ringer. If the watch activated in the middle of you disguising, you will still emit smoke visible to the enemy team.<br />
<br />
* If possible, don't pick up the nearest Health pick-up. Many enemies will look to see if the pick-up disappears. If you are on fire, however, you must go for the pick-up anyway and then escape.<br />
<br />
* If you need to take a long fall but don't have the Health to survive it, hold out your Dead Ringer to negate a large portion of the damage. You can also use fall damage to trigger your Cloak to get behind enemy lines.<br />
<br />
* You can prevent enemy movement for a short period of time by Dead Ringing and standing in front of a doorway or hall. This may allow your team enough time to regroup.<br />
<br />
* Disguising as a friendly Medic, staying on the outskirts of your team's territory, and then Dead Ringing may trick the enemy team into pushing forward.<br />
<br />
* Be aware that if the an enemy has the "Display damage done as text over your target" advanced option enabled or the console command {{code|hud_combattext}} set to {{code|1}}, then they may see the small amount of damage needed to "kill" you, and guess you were using a Dead Ringer, thus try to deploy the Dead Ringer with a little bit of delay when someone starts to damage you, so your "death" will be more convincing.<br />
<br />
* If a particular player has a habit of taunting after killing you, using the Dead Ringer to feign a death and backstabbing them while they're taunting can be very effective and satisfying.<br />
<br />
* Be aware that being "killed" by a Demoman's [[Eyelander]] or any of its [[reskins]] will still add a head to its meter.<br />
<br />
== [[Taunts|Taunt Attacks]] ==<br />
===== [[Fencing]] =====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="16%" | Kill icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Fencing}}<br />
| {{Icon killicon|weapon=Fencing}}<br />
| [[Knife]]<br />[[Saxxy]]<br />[[Your Eternal Reward]]<br />[[Conniver's Kunai]]<br />[[Big Earner]]<br />[[Wanga Prick]]<br />[[Black Rose]]<br />
| 2×25 and then 500<br />
| 4 seconds<br />
| The Spy transfers his weapon to his left hand and begins to practice a deadly Fencing maneuver, resulting in damage and/or death for anyone in the way.<br />
|}<br />
<br />
* This taunt can be used with any of the Spy's knives (except the Sharp Dresser and the Spy-cicle) to kill ''very'' distracted enemies with one hit; however, due to the taunt's long duration and the minimal damage dealt by the first two swings, using this kill taunt is a very risky strategy.<br />
** The Fencing taunt is a viable last resort during the [[Humiliation]] round.<br />
<br />
* It can be effectively used to destroy Engineer buildings with one hit, so the Engineer won't have time to see his building being sapped or damaged and return to save his buildings, but be careful, as if you get caught in mid-taunt, the Engineer (or anyone else) will have virtually no issues in dispatching you. However, do not attempt to destroy an enemy [[Sentry Gun]] in this way, because you must remove your disguise in order to be be able to perform the taunt, and attempting to do so will cause the Sentry to target and kill you.<br />
** However, if a Sentry is close enough to a [[Dispenser]], then you can hide behind it without being detected and perform the taunt. The extra reach of this taunt means that it can often destroy both buildings.<br />
<br />
* Also, keep in mind that, even if you are able to catch anyone unaware, the Spy speaks during the taunt, and this may give your presence away. This can be negated by quickly performing a voice command, preferably a short command, such as "No."<br />
<br />
* Fencing with [[Your Eternal Reward]] is not recommended, as you have to remove your disguise in order to taunt, and you won't get a disguise even if the taunt kill succeeds.<br />
<br />
* Successfully Fencing with the [[Big Earner]] will still grant the 30% Cloak bonus, but it is still not advised, as it also requires no disguise and your lowered health may put your life at risk if you fail.<br />
<br />
* Make sure the last swing hits your target, as the first 2 swings do low damage and can get you noticed fast and put yourself in danger.<br />
<br />
== Weapon combinations ==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! {{Icon weapon|weapon=Revolver|icon-size=100x100px}}<br />
'''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
'''[[Knife]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
The default loadout allows for a quick-moving, versatile Spy, and for general situations. The Revolver is useful to pick off lone enemies, damage Engineer buildings from a distance, or as a backup when you are discovered. The Knife allows you to disguise at-will, unlike Your Eternal Reward. The Invisibility Watch is the most versatile of the watches: quieter than the Dead Ringer, allows more mobility than the Cloak and Dagger, and can be replenished with ammo or metal. Move quickly, complete your current objective, and move onward.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=50x50px}}<br />
{{Icon weapon|weapon=Invisibility Watch|icon-size=50x50px}}<br/><br />
'''[[Cloak and Dagger]]''' or '''[[Invisibility Watch]]'''<br />
|<br />
<br />
This is a medium-risk high-payoff loadout for Spies who like to have a lowered risk of being caught, or for playing on maps with a low amount of health packs and ammo boxes. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. If you are caught early, then the L'Etranger can be used to fill the Cloak for a quick escape. Because the Kunai can remove negative effects that mark him as a Spy ([[Bleeding]], [[Fire]], etc), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Revolver|icon-size=100x100px}}<br />
'''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This is a high-risk high-payoff loadout for Spies who like to do as much damage to the enemy as possible. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. The Dead Ringer will increase your chances of surviving while using the Kunai. If you are caught early, then the Revolver can be used to kill enemies quickly and effectively. Because the Kunai can remove negative effects that mark him as a Spy ([[Bleeding]], [[Fire]], etc.), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Diamondback|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Revolver|icon-size=40x40px}}<br /><br />
'''[[Ambassador]]''' or '''[[Diamondback]]''' or '''[[Revolver]]'''<br />
! {{Icon weapon|weapon=Spy-cicle|icon-size=100x100px}}<br />
'''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This set is for the Spy who faces a team with a small number of paranoid, defensive Pyros. The Spy-cicle gives the Spy an opportunity to escape if caught by the Pyro. In the event that the Spy is discovered and knows that the Pyro will not give up, each of the three {{botignore|revolver}} variants provides a different way to take out the Pyro quickly. The Ambassador is recommended for those with superior aim, the Diamondback for those who have buildings to sap, and the Revolver for everyone else. The Dead Ringer provides yet another means of escape, should the above fail.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
'''[[Knife]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This set is commonly used by in competitive matches, as it is an extremely powerful loadout. Acting should usually be enough to get behind enemy lines (for experienced players), though disguising as a friendly to trigger the [[Dead Ringer]] can also be used. Trickstabs can easily be pulled off and escapes are often much easier with the [[Dead Ringer]]. The [[Ambassador]] allows for picks on most classes, if you can hit your headshots. This set turns the [[Spy]] into an extremely efficient killing machine, allowing for headshots, backstabs, and amazing escapes.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Enforcer|icon-size=100x100px}}<br />
'''[[Enforcer]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
'''The Man of Honor - with Dead Ringer'''<br />
This set is especially recommended for those who use the Dead Ringer frequently or otherwise rely on it. The 20% damage bonus and resistance piercing of the Enforcer may improve survivability if the Spy’s [[Revolver]] is his last resort (provided that you are disguised first). The already-increased Cloak recharge rate of the Dead Ringer pairs very well with the bonus of the Big Earner. A single backstab is usually already enough to use the Dead Ringer again, once it has been used. Due to the Dead Ringer's great damage reduction, the downside of the Big Earner is somewhat negligible.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}<br />
'''[[Your Eternal Reward]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
'''The Saharan Spy - with Cloak and Dagger'''<br />
This strategy is for Spies preferring to camp in one place, or for taking out giant sentry nests. The Spy can wait in a corner cloaked until a good victim runs past him. Then he can silently backstab and instantly disguise as the victim making it unlikely for the rest of the enemies to notice anything. The L'Etranger can be used to quickly fill your Cloak when fast fill is needed since you can't pick up ammo packs to fill it, and the increased Cloak duration is always helpful. It should be noted that in most public games the importance of killing any one single enemy player is less, so camping for too long in one space not doing anything makes you dead weight to your team.<br />
<br />
Your Eternal Reward allows you to stay undetected by Sentry Guns in between backstabs, so you can wait while cloaked until your team pushes in and provides distraction. Then uncloak, stab all the Engineers in the sentry nest, and sap their toys to oblivion. A tip is to wait on an elevated object such as a crate to decrease the chance of bumping into an Engineer or being flamed by a Pyro.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Enforcer|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Diamondback|icon-size=40x40px}}<br/><br />
'''[[Enforcer]]''' or '''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Spy-cicle|icon-size=40x40px}}<br/><br />
'''[[Knife]]''' or '''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This setup works well for veteran Spy players who are used to using the Spy's stock weaponry. The [[Enforcer]] is a stronger (if disguised) and slower version of the [[Revolver]], and can take out most enemies with two or three hits at mid range. This makes the Enforcer a much more viable secondary weapon when you're just out of [[Knife]] range or when you're being chased. Long range shots will still deal 20 damage per shot and regain accuracy rather fast, so it can seriously persuade oncoming enemies to retreat.<br />
The [[Diamondback]] is also useful right after a backstab if an enemy decides to pursue you, although you must not miss the first critical shot. The [[Spy-cicle]] offers a layer of protection against Pyros, but with the downside of losing your knife occasionally.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
This setup can be described as a "live forever" set. Both the L'Etranger and the Big Earner restore Cloak fast, and the Dead Ringer can counteract the Earner's -25 health penalty. Should you be caught, simply flip open your Dead Ringer, "die", and use your boosted Cloak time to position yourself in an optimal spot for a backstab so you can regain your Cloak. If your Dead Ringer's Cloak isn't filled, you pull out the L'Etranger and shoot to regain your Cloak, then escape. However, you have to use your weapons to survive. This set is very offensive, and if used incorrectly will result in failure. Since the Dead Ringer cannot be refilled by anything except these weapons, this loadout increases the usability of the watch.<br />
<br />
|-<br />
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}<br />
'''[[L'Etranger]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
This set focuses on staying out of sight. Due to the Cloak and Dagger's fast Cloak consumption, and to its inability to use ammo packs to recharge your Cloak, L'Etranger and the Big Earner allow you to be cloaked often and escape most situations invisibly. Keep in mind that this set greatly relies on dealing damage to regain Cloak, which means that you will often be without your disguise and therefore vulnerable. This is mostly a set for people who know ideal cloaking spots and pathways in the map they are playing on.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Diamondback|icon-size=100x100px}}<br />
'''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}<br />
'''[[Conniver's Kunai]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
A setup suited for eliminating a lone Engineer and his buildings. After getting at least 2 free crits by stabbing enemies ''out of the range'' of a Sentry Gun, the player can use the 2 crits to take out the Engineer from a long range, and proceed to gun down his buildings, or proceed and sap the buildings to get more stored crits. A player can backstab the Engineer (while using a disguise, of course). With the additional health gained from the Conniver's Kunai, the player can then quickly pull out the Dead Ringer, allowing him to survive the fire from the Sentry Gun, or if skilled enough, they can just try to [[Sapper|sap]] it. The Spy, now cloaked, can re-disguise and sap all of the Engineer's buildings to oblivion. This loadout can also be used, albeit less effectively, to take out an entire Engineer nest, with great skill and a little luck.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Diamondback|icon-size=100x100px}}<br />
'''[[Diamondback]]'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}<br />
'''[[Dead Ringer]]'''<br />
|<br />
<br />
'''The Chainstabber'''<br />
This is great for killing unsuspecting groups of enemies, such as defenses your team is having trouble passing through or a group of enemies clustered around a Payload. The Diamondback is the most effective when stabbing several enemies, as you will have several stored crits when chainstabbing. The Big Earner, with its speed boost on backstab, allows you to run to the next victim as well as make your escape. If someone realizes what is going on and takes some shots at you, either pull out the Diamondback and kill them or pull out the Dead Ringer and run. The 30% cloak on kill allows you to quickly be able to pull out the Dead Ringer faster after using it.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Revolver|icon-size=40x40px}}<br /><br />
'''Ambassador''' or '''Revolver'''<br />
! {{Icon weapon|weapon=Big Earner|icon-size=100x100px}}<br />
'''[[Big Earner]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This is a "Hitman" setup, best for Hit-and-Run tactics. Use it to Infiltrate, take out one or two key targets that are halting your team's progress, and then retreat back to safety quickly. The Invisibility watch is the prime watch for getting behind enemy lines, as it can both cloak at will and has the longest cloak duration. The Big Earner, with its cloak and speed boost on kill, allows you to escape quicker, and the cloak boost allows you to cloak immediately after a kill, even if you just decloaked. Use the Ambassador or Revolver either to cover your escape or to pick off targets that it is too hard to reach or too dangerous to go near. Use the Ambassador if you can hit headshots most of the time. Use the Revolver if you like the random crits and like the faster firerate.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Knife|icon-size=100x100px}}<br />
{{Icon weapon|weapon=Spy-cicle|icon-size=100x100px}}<br />
'''[[Knife]]''' or '''[[Spy-cicle]]'''<br />
! {{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}<br />
'''[[Cloak and Dagger]]'''<br />
|<br />
<br />
This set-up is useful for a Spy who likes to take their time and survive as long as possible and is best used against classes that don't move much like Engineers and Snipers. The Cloak and Dagger lets the Spy stay invisible as long as he doesn't move too much. The Spy may headshot a Sniper with the Razorback or wait for an Engineer to build and quickly take him out from a distance using the Ambassador. The Knife allows him to then disguise at will and sap the buildings. The Spy-cicle can prevent stray flames from giving away your position.<br />
<br />
|-<br />
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}<br />
'''[[Ambassador]]'''<br />
! {{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}<br />
'''[[Your Eternal Reward]]'''<br />
! {{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}}<br />
'''[[Invisibility Watch]]'''<br />
|<br />
<br />
This set is for the Spy who likes to kill an enemy, move on and repeat. The Ambassador allows him to kill the victim if the backstab misses and gives him a significant way of killing people without backstabbing. Your Eternal Reward allows the Spy to be rewarded with a disguise, so he can be ready for a follow-up. The normal Invisibility Watch forces him to keep moving quickly and to uncloak, Cloak and collect ammo boxes constantly. It also gives him enough time to catch up with his next target. Note that for this set, you want to make as many kills as possible in one life, as you are most effective at killing efficiently. This also means that if you are discovered, you do not always get killed and you have some defense. You should make every kill count if you use this set, for it is your only way to get disguises that don't cost your entire Cloak meter.<br />
<br />
|}<br />
<br />
== Against Engineers ==<br />
''Most, if not all, tactics concerning Engineers will only work if the Engineer is not surrounded by allies. Use these tactics wisely.''<br />
<br />
* A tremendously useful ability to have is the power to surprise an enemy Engineer. The worse the Engineer is at Spy checking, the better. An excellent way to check if an Engineer is in the vicinity is to Cloak, run in, and survey the area before retreating. However, this technique is less effective with the Dead Ringer equipped, as you cannot Cloak at will. When a lone Engineer is blocking an objective with a Sentry Gun, you can use the Ambassador to attempt to take out the Engineer at long range first, using nearby objects for cover.<br />
** An alternative strategy is to use the Engineer's own buildings against him. This can be done by disguising as a player with low health, and crouching near the Dispenser to heal your disguise, while simultaneously using the Dispenser as cover from the Sentry Gun. Using this strategy will allow you to eliminate the Engineer at close quarters, while being safe from his Sentry Gun's fire.<br />
<br />
* A lonely Engineer building a Sentry Gun can be easily killed by the Ambassador. Shooting him first in the head and then on any body part will kill him; afterward, you simply sap the building. Very useful if the Engineer is busy wrenching said building.<br />
<br />
* If an Engineer leaves his buildings unattended, some players may simply rush in and sap everything in sight. It is advised you do ''not'' do this, unless you are totally sure that the Engineer is dead or too far away to respond in time. What you should do is shoot at a building once, and then hide in cover to defend against the Sentry Gun. The Engineer may come rushing back to hit it with the Wrench, allowing you to then follow him back to wherever he was previously. Wait at the area and backstab him as he attempts to return to his buildings.<br />
<br />
* A similar tactic is to find an enemy building outside of the Sentry Gun's field of vision and sap that, then pull out the Ambassador and wait. When the Engineer comes to remove the Sapper, quickly headshot him then shoot him, as the headshot on its own is unlikely to kill him. Since it takes two whacks with the Wrench to remove a Sapper, you should have ample time.<br />
<br />
=== [[Sentry Gun]]s ===<br />
* A [[Sapper|sapped]] Sentry Gun cannot fire. If the [[Engineer]] is standing next to them, you have several options:<br />
** Sap the Sentry Gun and then run out of the room with the [[Capture the Flag#Intelligence|Intelligence]] or try and cap a fast-capping/partially capped point. Remember, if you accidentally touch the Intelligence while disguised, you will lose your disguise, and the Sentry Gun will attack you.<br />
** Sap the Sentry Gun and stab the Engineer if he goes to repair it. If he is already in position and repairing the Sentry Gun, the Sapper will be removed before you can switch to the Knife and [[backstab]]. If he is out of position, you will have time to make the attempt. If he is in position and is repairing the Sentry Gun, all you can do is run for it, or keep putting new Sappers on the Sentry Gun. He will keep removing them as you place new Sappers, but it takes a long time to destroy a Sentry Gun this way. You will almost certainly be spotted by a teammate of the Engineer and be killed without destroying the Sentry Gun. Keep in mind there is a delay after the Sapper is removed.<br />
** Your [[Revolver]] can destroy Sentry Guns at long range well due to no damage falloff against buildings. Firing at a Dispenser first is the key to succeeding; once it's down, fire at the Sentry Gun. When an Engineer first deploys a building, it's vulnerable to damage. One or two Revolver shots will take it down quickly before the Engineer has time to set it up. Your Revolver does more damage against buildings that aren't sapped, so if you find a lone Teleporter or Dispenser, and an Engineer isn't far off, shooting it without sapping it is the best course of action. However, when there are no Engineers near by, sapping a building and fleeing is the best way to avoid being spotted.<br />
** In certain situations, a Sentry Gun may be built so close to the cap point that you can reach it while capping. In this instance, you can quickly sap the Sentry Gun, undisguise, and resume sapping the Sentry Gun over and over. However, watch out for the Engineer breaking the capture with his body. [http://au.youtube.com/watch?v=mUMWs1AKx-E This video] goes into more detail on how it's done.<br />
** Communicate with your teammates asking them to tell you via [[voice commands]] or [[voice chat]] when they need a Sentry Gun disabled, and then repeatedly sap the Sentry Gun.<br />
** A Sentry Gun takes about a second to execute a full 180° rotation. If you are directly behind a Sentry Gun and the Engineer is close to and facing his Sentry Gun, it is possible to take out the Engineer and then the Sentry Gun. As soon as the Knife hits the Engineer, use the quick switch key to change to your Sapper and place one before the Sentry Gun locks on. Strafe ''with'' the Sentry Gun's rotation (remember that the Sentry Gun will attempt to rotate as little as possible to shoot its target) so that you will have more time to place your Sapper. Note that due to lag, it is possible for the Sentry Gun to shoot you between the actual placement of the Sapper and the Sentry Gun being shut down. A Level 3 Sentry Gun will not always kill you immediately (although it has a good chance of doing so unless your reaction time is superb); however, it will still be sapped and most likely destroyed.<br />
** If the Sentry Gun and Dispenser are in such a position that you cannot reach the back of the Engineer for a backstab, try jumping on the Sentry Gun or Dispenser and sitting on the Engineer's head. This is an ideal spot, as it is in your victim's blind spot and will allow you to backstab him from above (and apply the stab and sap trick above). However, if the Engineer is crouched and tries to stand or jump, they will be unable to do so and suspect a Spy. At that range, a Shotgun blast or two will kill you instantly. This trick also works well against a Heavy taking the role of a makeshift Sentry Gun.<br />
** A difficult trick is to take advantage of the fact that Engineers take damage from the gunfire of their own Sentry Gun. Stand in a position where the Engineer is between his Sentry Gun and you, then uncloak. You will die, but hopefully so will the Engineer. This is useful if the Engineer is in a position where you simply cannot backstab him. Use this technique carefully, as it can easily backfire on you.<br />
** A variation of this trick can be used against a common Engineer Sentry Gun/Dispenser setup. Some Engineers like to sandwich themselves between their Sentry Gun to the front and a Dispenser to the back. Disguise as a Pyro (as if you are helping the Engineer Spy-check) and walk up behind him, so the Dispenser is between you and the Engineer. As quick as you can, fire a few rounds into the Engineer with the Revolver. Duck as soon as the Engineer dies from the combined damage of your Revolver and the Sentry Gun's fire. If done correctly, the Sentry Gun will lose you as you hide behind the Dispenser. Re-disguise, sap everything, and leave. Watch [http://au.youtube.com/watch?v=mUMWs1AKx-E this video] for more tips on how this is done.<br />
** The Engineer's [[Wrangler]] weapon permits the Engineer to control his Sentry Gun entirely. Take '''extreme''' caution, as many Engineers will [[Spy checking|Spy-check]] with this, and it will make sapping the Sentry Gun much harder. Killing the Engineer while he is using the Wrangler will give you a few crucial seconds to sap his Sentry Gun bullet-free.<br />
<br />
* The Sap and stab is mainly for baiting. In this tactic, one must approach a sentry with an Engineer nearby while cloaked and disguised. Uncloak where the Engineer cannot see and sap the Sentry Gun. Quickly {{botignore|cloak}} and back up behind the Sentry Gun. Any Engineer with half a brain will come to knock off the Sapper. Uncloak as his back is turned and stab. Occasionally this may be done without having to Cloak in between.<br />
<br />
* Stab and sap -- while disguised, approach the Engineer, preferably when he is upgrading the Sentry Gun, and backstab. Now use your quick reflexes to take out your Sapper and sap the Sentry Gun. Note that circling the sentry often allows more time to take out the Sapper, as the sentry will have to rotate to get you. This tactic is really about how quick you can stab then sap. This method requires much practice, an unaware Engineer, and a great deal of luck to pull off.<br />
<br />
* Long range takeout -- If you can find a corner to hide from the Sentry Gun's fire, you can headshot the Engineer. For other situations, the stock Revolver works well for this method, as it does not have any damage or firing speed penalties. First, uncloak in a safe hidden spot outside the reach of the Sentry Gun, but make sure that you can see the Engineer and Sentry Gun. Kill the Engineer first. Now you can either disguise and approach the sentry to sap it, or simply shoot it from long range with your Revolver of choice until it goes down.<br />
<br />
* Remember that there won't always just be one Engineer. In that case, it is recommended that you use the sap and stab and be patient. Wait until both Engineers have their back turned (note that if both Engineers are striking the same Sentry Gun, it will take half as long to remove the Sapper).<br />
<br />
* With [[Your Eternal Reward]], you can backstab someone in the range of the Sentry Gun, including the Engineer behind it, without being detected. Just remember that you need a disguise equipped before you can do this, otherwise the Sentry Gun will kill you as soon as you step in range uncloaked. This is effective for taking down sentry nests with multiple Engineers as you can silently rid of them before sapping all of their buildings.<br />
<br />
* If you are using [[Your Eternal Reward]] and lack a disguise, you can get a free disguise in spawn, or get an easy disguise on an unsuspecting Engineer; wait for the [[Sentry Gun]] to be in a good position (similar to Stab and Sap tactics), uncloak (preferably with a quiet watch), and immediately stab the Engineer repairing it. If done correctly, you will get your disguise before the Sentry locks on you, and you will get both a free disguise, and a destroyed [[Engineer]] position. Just make sure to use the attack button only one time, or you will drop your disguise and be at the (nonexistent) mercy of the Sentry Gun.<br />
** This strategy can be very effective against [[turtling]] Engineers with a giant Sentry nest.<br />
<br />
* Against an Engineer with the [[Frontier Justice]] and [[Gunslinger]], equip the [[Red-Tape Recorder]] instead of the stock Sapper. This will sap his Sentry much slower, denying him crits from Sentry kills, and making him unable to place a new Combat Mini-Sentry Gun until the old one is destroyed.<br />
<br />
=== [[Dispenser]]s ===<br />
* Keep an eye out for Dispensers once you infiltrate the enemy base. They will still heal you and you can use them while your Cloak is still active (when using the default [[Invisibility Watch]]). In fact, all Dispensers above Level 1 can recharge your Cloak even while you're cloaked. Level 1 Dispensers don't recharge your Cloak but your Cloak won't drain, either. Instead, it'll stay at the same level, giving you time to plan your next actions. Level 2 Dispensers recharge it slowly and Level 3 recharge it much faster, so Dispensers can be crucial to your plan. Note that the healing beam CANNOT be seen when cloaked and when next to a Dispenser - but be sure to watch out for Engineers, as they will constantly run back to their Dispenser, possibly running into you and revealing you. To avoid the Engineer, jump on top of the Dispenser instead of standing beside it. Be careful though, as his teammates can still run through it and, if they do, reveal your location.<br />
<br />
* Note that on maps with narrow corridors, like 2Fort, Engineers may place superfluous Dispensers in locations that block your path. They also use these Dispensers to lure you into sapping them, thus alerting him and his team of your presence. If this is the case, you have 3 options: Crouch behind the Dispenser and use your Revolver to take it out or at least damage it (Provided there aren't any enemies around, they will hear the sound of your Revolver), crouch jump over the Dispenser (unless the Dispenser is placed in a position where you would've normally jumped on to the platform to reach it) or simply take another route.<br />
<br />
* When uncloaked, avoid standing on Dispensers. Because most players (except the Engineer who built the Dispenser) will clip through buildings, being spotted in this position will instantly ruin your disguise, unless you are disguised as the Engineer, but he will almost certainly see a clone of himself and kill you. Unless the Engineer is dead and you are disguised as him, it is highly recommended to not stand on top of a Dispenser while uncloaked.<br />
<br />
* If you have no other option, using a Scout disguise and crouching behind a Dispenser while uncloaking may minimize the odds the Engineer will spot you instantly. This can be useful in small, commonly camped areas.<br />
<br />
=== [[Teleporter]]s ===<br />
* If you're disguised as an enemy and take one of your team's Teleporters, the glowing ring and trail effect will not show up. Using friendly Teleporters with friendly disguises will give you a ring and trail but these are removed when you next use an enemy disguise.<br />
<br />
* Walking over an enemy Teleporter exit when someone uses it kills you, a term called [[telefrag]]ging.<br />
<br />
* When you find an exit Teleporter, watch it to see which way players come out. Then stand behind the Teleporter and wait. When the next player comes out, backstab him instantly. He should report this to his team, but he'll be dead for a bit, so you can risk waiting a little for a second Teleport and kill, or you can just sap the Teleporter and leave the area. This is called telecamping, which is usually frowned upon by most players.<br />
<br />
* Due to the {{Patch name|8|13|2009}}, whenever a Teleport Entrance or Exit is sapped, the other automatically has a Sapper placed on it as well, regardless of their distance from one another. However, the Engineer can now remove Sappers from both the entrance and the exit by using his Wrench on either. Although this makes it much harder for Spies to get cheap points by sapping Teleporter entrances outside the enemy spawn, a successful Sapper on an active Teleporter will now give two points.<br />
<br />
* If you're trying to telefrag enemies with their own Teleporters, either step over them while cloaked or use a slow disguise (Heavy and Soldier are the best) in order not to draw too much attention towards you.<br />
<br />
* If you see enemy Teleporter entrances and exits in unusual places (often near their objectives), it could mean you are walking into an Engineer's trap - many Engineers place their Teleporters inside their base as an early warning system, hoping that you will be unable to resist sapping them and will thus alert the Engineer to your presence (one way you can trick the Engineer in this scenario is by firing 2-3 Revolver shots at it, or if the Engineer is close by, hit it with your Knife as it is much quieter, but not enough to destroy it. Engineers will almost always expect a Spy to sap it if anything, so this may throw off the Engineer who built it).<br />
<br />
* As of the Sniper vs. Spy Update, the Spy is now able to use enemy Teleporters. This can be useful for getting into well-defended Sentry Gun nests and/or nests that would otherwise be unreachable.<br />
<br />
* If you can time it just right, it's possible to sap an enemy Teleporter entrance just as it teleports you. However, due to the {{Patch name|8|13|2009}} this is rather pointless as you can achieve the same effect by taking the teleport and then sapping the exit. However, it does allow you to harass the Engineer as he attempts to knock your Sapper off.<br />
<br />
* If you are lucky, you may manage to telefrag an enemy upon taking an opposing Teleporter. While this normally applies to your own team's Teleporters as well if an enemy somehow stands on it without destroying it, the likelihood is higher as a Spy, as enemies may be clustered around the exit on the other side. In some cases, you may even be able to telefrag the enemy Engineer on the other side. However, be aware that telefragging will immediately alert the Engineer as to who took their Teleporter.<br />
<br />
* A clever Spy can sneak his way to the enemy's Teleporter Entrance, sap it, and then stand on it, waiting for an Engineer on the exit side to knock off the Sapper. Once the Sapper has been knocked off the Spy will teleport to the other side, telefragging the Engineer if he is close enough, and is free to sap any buildings the Engineer has built. This is a risky but effective way of taking down forward bases built by one Engineer.<br />
** However, the above strategy becomes obsolete if there are two Engineers babysitting their buildings in the same location. The second Engineer will no doubt see/hear his buddy trying to repair his Teleporter and dying. There is usually no way to fight the second Engineer without the Sentry Guns swiveling and shooting you dead once you uncloak/remove your disguise. Your best hope in this situation is to either run, or sap BOTH the Sentry Guns as fast as you can, while avoiding the Wrench. If you're VERY lucky, you'll be able to get both of them, and then deal with your hard-hatted assailant. Assuming he doesn't just repair the Sentry Guns or Shotgun you to death, you could also try the continuous sap strategy.<br />
<br />
* Another way to deal with Teleporters is to simply sap the entrance, and then put another back on immediately after it gets knocked off, and repeating. As the Engineer cannot repair the Teleporter while it is being sapped, you can slowly wear down the entrance and take out both sides with little to no risk; this is one of the safer courses of action if the Engineer is smart enough to stand off of his exit and Wrench whoever comes through right after he knocks the Sapper off. However, beware that this takes a long time, and in the case of spawns with only one exit, greatly increases the risk of an enemy seeing you and killing you. In this case, you can simply take out your Revolver and empty it into the entrance after sapping it, usually destroying the entrance in most cases. If the Engineer is quick enough to knock off your Sapper before you can destroy the entrance, simply place a second one on immediately and repeat, though repeatedly sapping will probably work better as your Revolver may be out of ammunition. This method is faster and reduces the risk of being discovered by the enemy in their spawn, but leaves you more vulnerable as you will not be disguised.<br />
<br />
* You can quickly destroy Teleporters by sapping them and then shooting them a few times with your Revolver. Although this will attract more attention than just sapping, it may destroy at least one side of the Teleporter before the Engineer can remove your Sapper thus reverting the other side of the teleport to level 1.<br />
<br />
* Hitting a Teleporter with a Wrench will only remove Sappers from the other end if the end being hit has finished building. If you sap a teleport early in its build, the Engineer may not have enough time to save the other end even if they're able to remove the Sapper.<br />
<br />
== Infiltration ==<br />
* You can [[disguise]] as your own team by hitting {{Key|R}} or {{Key|-}} (or {{Key|E}} if you have the simple disguise menu enabled) at the top of the keyboard after bringing up the disguise interface. As a friendly non-Spy class, players on the other team are much less likely to alert each other to Spies entering the base if they see you. However, the best way to get in and out is to Cloak properly.<br />
<br />
* While it may not seem immediately obvious to the Spy, as you slowly [[Cloak|decloak]] you take on the color of your team until you are 100% visible. It is vital to let the Cloak come on fully before entering into areas where you would be seen. Try to decloak around a corner where an opponent can't see you. It's very obvious that you are a Spy as no other class is able to Cloak.<br />
<br />
* While cloaked, remember to avoid all enemy fire - if you're hit, you flicker visibly. The same is true if you bump into an enemy. If you plan to rush out, tell your team-mates to let you go first (cloaked), so that stray fire from the enemy team at your visible team-mates doesn't reveal or kill you.<br />
<br />
* If you are discovered and must Cloak to run away (assuming that you are not using a [[Dead Ringer]]), use misdirection to break away from your foes. If you are running in a certain direction while you Cloak, your enemies will usually head in that direction, so you can immediately make a radical turn after becoming completely invisible, or even turn in the immediate opposite direction to get behind them for a backstab opportunity.<br />
<br />
* While cloaked, avoid giving away your position, especially to Snipers or, if you have been busted, your pursuers. So do not:<br />
** ...pick up medkits (unless you're burning) or ammo crates.<br />
** ...enter the enemies' line of sight before your Cloak is fully active (see above).<br />
** Also, if you go through an automatic door while cloaked and no one else is around, it is obvious that there is a Spy. If the door is very narrow, you still will become a very easy target, as you only have one direction to run in. Also, if you come out of swimmable [[water]], water will be visible dripping from you.<br />
<br />
* You appear to have the same health as the target of your disguise did at the moment you took on that disguise.<br />
<br />
* Get a friendly Medic to heal you while you are disguised, because your disguised health level also rises to 100%, thus making you less suspicious when disguised while around the enemy spawn; however, appearing to be injured may be a good idea so you can get an enemy Medic to heal you. Note that overhealing will also be visible on your disguise, and if the enemy team has no Medics, walking around with an [[overheal]] may be a dead giveaway.<br />
<br />
* If your disguise has an overhealing weapon equipped ([[Powerjack]], [[Conniver's Kunai]], etc.), then you may be able to fool some players with the weapon equipped and a full overheal.<br />
<br />
* Avoid walking over medkits unless your real health is injured; your fake health level will appear to be injured and, if you don't pick up a medkit when walking over it, it is a dead giveaway that you're a disguised Spy. You can only increase your disguised health level from [[Dispensers]] and [[Payload#Carts|Payload carts]] if your real health is injured. So if you're receiving a healing beam, and your health is not appearing to increase then those that know this telltale sign will know you're a Spy, so it's best to use a Dispenser and cart only if you're truly injured. But against less experienced players, being healed by a Dispenser or cart can makes you seem less suspicious. As of the {{Patch name|5|21|2009}}, in the PC version, walking over a medkit will add to your disguise health. You will also pick up medkits if your disguise health is down, even if your real health is full.<br />
** Note that picking medkits makes the cross icon appear above your head even if you're cloaked or disguised, and it will be of your team's color, so it can be a serious giveaway for players who will notice that.<br />
<br />
* Alternatively, if you have the [[Cloak and Dagger]] equipped, you can deliberately grab medkits in order to deny them to the enemy. While they will probably know that an enemy Spy is in the area, you can assist your team in this way by making your opponents easier to kill if your teammates are also relatively close by; however, this is also a double-edged sword since you can accidentally deny the medkit to a teammate who needs it.<br />
<br />
[[Image:Spy for Medic.png|thumb|right|''Friendly'' disguised BLU Spy calling for a RED Medic]]<br />
<br />
* Remember that you can call for and be healed by enemy Medics while disguised. This is a great way to hold your cover, and also a good opportunity to backstab the opponent's support. Beware that this also risks drawing undue attention to yourself, especially if your alter-ego notices his own name calling for a Medic. For these reasons it is probably best to do this as a retreating maneuver.<br />
** In a similar manner to calling for Medic, using any voice command that appears in the text chat (such as "Help!" or "Incoming!") while disguised as an enemy will be shown to the enemy team as from the person you are disguised as.<br />
** Do note that if you are in a situation that you may think it is safe to call a Medic, such as separation from the other members, there is one giveaway that a person paying attention would notice. As a Spy, your Medic call copies '''your''' health, not the health of that who you are disguised as. Therefore, if the person you are disguised as has above half health, but you have below half health, then your Medic call will be red. The opposite is also true; if you're healthy while your disguise is deadly wounded, the Medic call will be in pure white. Therefore if the Medic pays attention to the signs, calling Medic at the wrong health may be a dead giveaway that you are a Spy. If you notice that you might give yourself away, such as medicalling while almost dead while your disguise is healthy, then call Medic and look at them for signs. If they pull out a weapon like the Ubersaw or [[Syringe Gun]] and look at you, this may be a sign that you have just revealed your disguise to them.<br />
<br />
* Once in the enemy's base, ''communicate'' with your team. Talking might not move you up on the [[Scoreboard]], but reporting Sentry Gun placements if a group of enemies are taking an alternate route or building a minibase can make a big difference and bring your team closer to victory. Note that on alltalk servers, your speech bubble is your own team color even when cloaked.<br />
<br />
* You can walk backward while heading for the enemy base, or look backwards occasionally while walking forwards. Retreating into an enemy base while disguised looks much less suspicious than running into it at full tilt (unless your disguise health is relatively low), but as this trick has been done so many times, it can appear obvious to the astute observer.<br />
<br />
* When you disguise yourself, you take the name of an enemy player that is playing the same class as the disguise. It is crucial that you try to use a class that is well represented by the enemy side to decrease the risk of coming face to face with the person you stole the name from. As of the {{Patch name|5|21|2009}}, you can see whose name you have taken on on your disguise nameplate.<br />
<br />
* If you disguise as a class not represented by the enemy team, you take on a name randomly, and your disguise has a completely stock loadout with no cosmetics. This can be a dead giveaway as a glance at the score table will make your trickery obvious, so try to disguise as a class that you know the enemy has.<br />
<br />
* Try to act natural. Many times, an enemy will shoot you and not notice your health go down. If you do react to their shots, you can be certain that they and the rest of their team will hunt you down. If you continue heading in the same direction and if you seem to ignore the attack (assuming that it doesn't kill you), many times you will be left alone.<br />
** Expanding on the above, standing still while in the enemy base is highly suspicious, and most players will try to [[Spy checking|Spy check]] you. Making it seem like you were NOT harmed by this attack is the key to getting sneaky backstabs when they turn away. Be incredibly careful of Pyros however. If you see one heading for you, and he is actively Spy checking, RUN!<br />
** Another thing to note on the above is that certain weapons WILL give you away, even if you pretend it didn't hurt you. Weapons like the [[Widowmaker]], the [[Black Box]], and certain weapons with on hit effects will give you away, because they will vary in their triggers; with the former replenishing metal on hit, and the latter replenishing health on hit. Take note of what weapons the enemy is using to Spy check.<br />
<br />
* When disguised as a Medic, your fake Ubercharge meter will always display 0%. This can be a dead giveaway.<br />
<br />
* You may, while entering the enemy base, notice that an attack force is heading for your base. Running in the opposite direction of them will likely result in a Spy check. A great method to single-handedly stop this attack is trying to run with the group towards your base. This works well as it appears to the opposite team that you are not a Spy, and you can slow yourself down a little bit to get to the rear of the pack and backstab most, if not all, of them. Just be sure the person you are disguised as is not among them, or you will be very dead very quickly.<br />
** This is one of the main techniques for a [[Your Eternal Reward]] / [[Wanga Prick]] users, since even a quick behind-glance from one of the enemies will less likely reveal you, not to mention the screams and bodies won't be a problem either.<br />
<br />
* A dead giveaway that you're a Spy in disguise is the fact that your enemies are unable to walk through you. Once they bump into you, they will try to kill you immediately. When in small enclosed spaces, e.g. the sewers in [[2Fort]], walk close to the walls and be sure to leave enough room for enemy players to run past you.<br />
<br />
* Deliberately trying to avoid people in corridors is like saying, "Hey! Here I am! Shoot me!" and will likely get you Spy checked and possibly killed. If you see someone barreling down a corridor at you, it is usually a better idea to open fire on them then to risk bumping into them and being melee'd by them. Remember, your knife isn't exactly fantastic in a face-off. It is only good for backstabs and taking out already weakened enemies; you cannot count on facestabs to save you.<br />
<br />
* Keep an eye on the enemy players that are about to respawn. When did they die? What class did they play? What is their skill? Remember, these are the players that are going to be on your back in a few seconds. Use this knowledge to time your actions. If you know that the opponent's #1 Scout will respawn in a few seconds, let him pass by before you take any backstabbing/sapping action. Also remember, if you've just killed the same player twice in the exact same spot, they are going to be checking the area the next time they come through in order to find you.<br />
<br />
* Most importantly: There are many people ([[Pyro]]s) who will Spy check anyone they see, regardless of team affiliation, just as a precaution. Because of this, you must remember to keep moving, change disguises frequently, and, whenever possible, avoid being seen by the enemy entirely.<br />
<br />
* As long as there's a damage indication on your HUD, you are semi-visible. Wait until the damage indicator clears before moving to ensure that you're completely invisible.<br />
<br />
* A good idea to make your disguise more believable is to get behind or near the enemy spawn, put on your disguise, wait until no one is around/not watching you, and then run forwards so it looks like you just respawned. Not only can it put you behind players leaving said spawn, but it also makes enemy players less likely to Spy check you thinking that you're someone who just came from their own spawn.<br />
** Be cautious to not get into players' casual fire though, as it is rather common for some people to spend some of the ammo shooting in the air (or teammates) while running to an objective that is too far away. Also try to avoid spawns with automatic doors (see above).<br />
<br />
* Picking up the enemy [[Capture the Flag#Intelligence|Intelligence]] does not yet make you a suicide flag runner. You can drop the Intelligence anytime ({{Key|L}} by default), put on a disguise, or Cloak to Recon ahead for danger and/or clear out an ambush. Afterwards, return to the Intelligence and resume carrying it when the path is clear. This is especially useful against Sentry Guns, which you can sap and then return to the Intelligence and Demomen, who like to block your path with stickies, essentially trapping you between themselves and anyone pursuing you from the enemy base. It's also a good way to lure other classes out of ambush, as they will move from their spot to check why has the Intelligence been dropped.<br />
<br />
* Disguises only fool enemies "at-a-glance". It's best to avoid being seen altogether and use cloaking more often.<br />
<br />
* While disguised, try to use voice commands such as Battle Cry. It will make your disguised player speak and do some mimics, and therefore it can fool some enemies who don't think about Spies being able to do those mimics.<br />
<br />
* Reloading the Revolver and its variants will reload the weapon equipped by your disguise. Use this for added realism.<br />
** Be wary of the weapon your disguise is holding, as even weapons that do not require reloading (such as [[Minigun]]s and [[Flamethrower]]s) will still play an animation.<br />
<br />
* If you are using the [[Cloak and Dagger]], try to jump up on obstacles and ledges as you move through the map. Players use the obvious running pathways and will run right past you if you are cloaked. Standing on a crate allows you to recharge your Cloak without being bumped into and giving away your position. Standing on top of obstacles is also a good place to avoid Spy checking and escape pursuing players as they often forget to check the top of boxes and ledges.<br />
<br />
== Backstabbing techniques ==<br />
:''For more information, see [[Backstab#Backstabbing Techniques|Backstab]]''<br />
<br />
=== Approaching the target ===<br />
Approaching your victim for a backstab is difficult without getting caught. It is common for an enemy player to randomly Spy check hiding places and teammates. You can expect the enemy team to Spy check more often if they are alerted to the presence of a Spy.<br />
<br />
The easiest targets to approach are ''distracted'' players who are busy with another task. Common targets are Engineers that are building/upgrading and Snipers who are looking through their Sniper Rifle.<br />
<br />
There are a few things to keep in mind before going in for the killing blow:<br />
<br />
* Determine who your target is, and if they are a good target, before you approach.<br />
* Don't panic when you are discovered.<br />
* Make sure to double check the routes behind you ''before'' decloaking, especially in routes which are commonly used. A recently spawned enemy player might catch you decloaking.<br />
* Check your surrounding first before cloaking. An enemy player might be looking at your general direction. If you are lucky, they might not be suspicious of you, but if they start shooting at you, run and hide.<br />
* Check the Scoreboard for dead enemy players so you can be aware if someone will come out from spawn.<br />
* If you know that someone has just spawned, you can wait for them to pass by you. You can also try to delay their movement to the front line by timing your kill so they would be forced to look for you.<br />
* Your disguise protects you from passing glances, but only until they get suspicious. Kill your target as soon as possible.<br />
* Be aware of the speed of your Heavy and Soldier disguise. While enemies may be less suspicious of these uncommon disguises, you will have a much harder time trying to hunt down your victim.<br />
* A common mistake is to Cloak when the target is attacking you. Even if the target is aware of you, you can still kill them with techniques like stairstabbing, sidestabbing, or shooting.<br />
* Be careful on approaching the same target too often. Even the most inexperienced player will start checking their back after being stabbed too frequently.<br />
* When attempting to backstab during an enemy push, be sure to wait until they have engaged your teammates. Be wary of enemy players who are watching their team's back.<br />
* When you see a friendly Spy approaching a target, choose another target. If your teammate targets an [[Engineer]], sap their buildings while they are distracted. You can also watch your teammates' back by targeting approaching reinforcements.<br />
* Use elevated areas to your advantage. With good timing and positioning, you can get your target within a couple of seconds.<br />
* Avoid chasing and staring when closing in. Looking directly at your target while running after them gives you away to anyone watching, but watching in your periphery (by aiming the crosshair a few steps to their side) and running parallel with your target looks like you're running ''with'' them, arousing less suspicion.<br />
* Since players rarely look upwards, consider using elevated areas and stairways to jump around your target and confuse them.<br />
<br />
A Spy's weapons and gadgets can drastically change how a Spy has to approach his target. Keep these tips in mind when choosing your loadout:<br />
<br />
* If you have the Dead Ringer, wait for the watch to refill as much as possible before going for your target. It makes for great insurance in case you fail to catch your victim and you start becoming the enemy's target. Make sure your death is convincing though or the area will be double-checked.<br />
* The L'Étranger can help quickly refill the Cloak meter in areas without ammo boxes, therefore you can Cloak in order to hide in case a backstab attempt fails. Be careful if you decide to shoot unaware players as they will turn their attention toward you.<br />
* Be aware of the level of noise each of your cloaking devices make. A common mistake is decloaking too close to your target, thus enabling them to hear you.<br />
* Also, when using [[Your Eternal Reward]] try to predict and calculate your enemies movement and patterns to look for an opening in getting the first kill.<br />
<br />
==Class Cooperation Strategies==<br />
The Spy generally works on his own instead of working with his team, picking off high priority targets in the backlines. However, a bit of knowledge on your available options when forced to team up with allies could make the difference between a skillful win, or humiliating loss.<br />
<br />
==={{class link|Scout}}===<br />
Generally speaking, the Scout and Spy hardly often work together due to their completely opposite playstyles. Despite this, there is still some chemistry to be found in a Spy-Scout pair up.<br />
* You can trick enemies into following you up close to a Scout and allow him to kill them.<br />
* A Scout with [[Mad Milk]] can extinguish a burning allied Spy.<br />
* A Scout with the [[Sandman]] may be able to slow targets to make them easier picks for the Spy.<br />
* Spies specialize in taking out Engineers and Heavies, both of which make life difficult for Scouts.<br />
<br />
==={{class link|Soldier}}===<br />
Soldiers are a very attention-grabbing class and will make it easier for friendly Spies to go unnoticed, simply by existing near the enemy team.<br />
* Kill any Heavies that are focusing down an allied Soldier, because a Soldier under Minigun fire is a sitting duck.<br />
* Eliminate Sentry nests where possible. Because of a Sentry Gun's long range and high damage, it makes it difficult for a Soldier to actively [[Rocket Jump]] without being pushed away or outright killed.<br />
* Soldiers using the [[Battalion's Backup]] make it easier for you to eliminate enemies with the increased damage resistance and nullification of crits, in the event you are found out.<br />
* If you are under the effects of a friendly Soldier's [[Concheror]], a single backstab will bring you to full health. <br />
** This is less effective with the [[Conniver's Kunai]], however, as that knife already gives you healing.<br />
<br />
==={{class link|Pyro}}===<br />
Few classes are better at distracting large numbers of enemies than Pyros are. The amount of chaos a Pyro can descend upon an enemy team means it will make you less likely to be found out, even after a stab.<br />
* A friendly Pyro can extinguish you if you get set on fire.<br />
* Enemy Heavies can very easily take out a Pyro, even in the event of an ambush. Killing a Heavy therefore will make it easier for Pyros to ambush your foes.<br />
* Pyros using the Gas Passer will allow you to set multiple enemies on fire with your primary and help them cause even more of a disruption.<br />
* A particularly bold tactic is to use your allied Pyros as bait. If you are disguised as a slow-moving class, try to look panicked and pretend to run away from them. This will make you look like an enemy trying to flee and seem less conspicuous. Even if your allied Pyro dies, you will now likely be behind your enemies and can stab them without arousing much suspicion.<br />
<br />
==={{class link|Demoman}}===<br />
* Demoman's weaknesses are hitscan weapons and up close combat-- strategies that some of your highest priority targets employ, such as Heavies or Snipers. In these cases, eliminating them first can make it easier for a Demo to do his job.<br />
* Engineers and Heavies can be nightmares for [[Community Demoman Strategy|Demoknight]]s to deal with but are favored targets for Spies. Simply sapping an enemy sentry can make life exponentially easier for an allied Demoknight.<br />
<br />
==={{class link|Heavy}}===<br />
* A Spy can backstab enemy Snipers and Demomen, thus making a Heavy’s life easier.<br />
* A Heavy can mow down enemy Pyros looking for the Spy.<br />
* The Heavy is one of the more distracting classes in the game - and Spies work best against distracted enemies.<br />
* Enemies slowed by the [[Natascha]] will be easier for the Spy to backstab.<br />
* A dropped [[Sandvich]] or similar can end afterburn or bleed effects that can give Spies away.<br />
** However, a dropped Sandvich just suddenly disappearing may blow your cover and cause enemies to search for you.<br />
<br />
==={{class link|Engineer}}===<br />
While working with an Engineer may not be overly effective, you can still help him keep his Sentry nest alive.<br />
* Taking out enemy Medics denies their ÜberCharge advantage, which goes a long way towards defending a Sentry nest.<br />
* Taking out enemy Snipers will make allied Engineers' lives easier.<br />
* Demomen are a high priority target when protecting an Engineer's buildings, as only four midrange Stickybombs is enough to destroy a Level 3 Sentry Gun.<br />
<br />
==={{class link|Medic}}===<br />
Protecting your allied Medics should be prioritized at all times. To this end, strategically eliminating high priority targets will make your Medics' job easier and keep him from dying.<br />
* A Spy can backstab targets that are trying to focus on the Medic.<br />
** Of all classes, Snipers or other Spies would be the top of this target list, due to their ability to kill a Medic in one hit.<br />
* A Spy equipped with the [[Dead Ringer]] can disguise himself as an allied Medic and get himself "killed" by the enemy team. This may lead them to think they've killed your Medic, which will be important if they were acting on the assumption that the Medic had an ÜberCharge ready.<br />
* An ÜberCharge is quite possibly the single most distracting thing in the game, and distracted enemies will make a Spy's job much easier.<br />
** Special mention goes to [[Kritzkrieg]] and [[Quick-Fix]] ÜberCharges, which ''can'' be dealt with via focused fire, thus further encouraging the enemy team to direct their attention towards the combo.<br />
* A friendly Medic can potentially blow your cover by healing you. Therefore, it is in your best interest to memorize where health packs are located on the map. If you absolutely must be healed by a Medic, come to them under a friendly disguise to not arouse suspicion.<br />
<br />
==={{class link|Sniper}}===<br />
Snipers and Spies fulfil the same role of priority elimination and paranoia. Working with your allied Sniper is crucial in not only controlling enemy movements, but getting the drop on the enemy team before they realize what hit them.<br />
* An allied Sniper's presence may force enemies to use an alternate route to their objective. This can allow you to follow behind them and backstab them one-by-one.<br />
* A Spy can stab enemy Snipers, thus making a friendly Sniper’s life easier. Additionally, distracting Snipers with your presence can often be enough time to let an allied Sniper finish the job.<br />
* If an allied Sniper misses a shot, you can likely pick up the kill, as the enemy will now be actively dodging your Sniper's aim instead of looking for Spies.<br />
* If you have an inexperienced Sniper on your team, you can aid in finishing off missed shots.<br />
* A Sniper can use [[Jarate]] or the [[Sydney Sleeper]] to extinguish a burning allied Spy.<br />
<br />
==={{class link|Spy}}===<br />
Stacking Spies is generally not recommended, as one Spy getting noticed may prompt the enemy team to use tactics that will get both found out.<br />
* A pair of Spies can make a team extremely paranoid and distract them from their objective while hunting you both down.<br />
* Sapper armor only applies to Sentry Guns ''you'' sapped. Another Spy's weapons still do full damage to Sentry Guns you've sapped, and vice versa.<br />
* A common Spy-pair practice is for one to use the Invis Watch/Cloak and Dagger, and another to use the Dead Ringer. This can allow a pair to create a false sense of security for the enemy team and trick them into leaving their guard down for a stab.<br />
<br />
== See also ==<br />
* [[Team strategy]]<br />
* [http://www.gamefaqs.com/computer/doswin/file/437678/51095 In-Depth Spy Guide: by sR+Orca]<br />
* [http://www.youtube.com/watch?v=pUkko8I01-E Great Spy Guide Video: by sR+Orca]<br />
<br />
{{Class strategy}}<br />
{{Spy Nav}}<br />
<br />
[[Category:Community strategy]]<br />
[[Category:Spy]]<br />
[[Category:Strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Spy_strategy&diff=3076531Basic Spy strategy2021-11-30T04:56:51Z<p>MK38993: /* Enforcer */</p>
<hr />
<div>{{hatnote|This page contains basic strategy for the Spy. For more advanced strategies, see [[Community Spy strategy]]. For how to play against the Spy, see [[Anti-Spy strategy]].}}<br />
{{Quotation|'''The Spy'''|Maybe your colleagues will send a ''man'' next time.|sound=Spy DominationSoldier01.wav}}<br />
[[File:Spytaunt3.PNG|350px|right]]<br />
<br />
The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His [[Cloak]]ing and [[disguise]]s allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and [[backstab]] them for an instant kill, or [[Sapper|sap]] Engineer [[buildings]] to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his [[Revolver]]. Because of the fear he imposes, however, enemies will frequently [[Spy-check]] their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's [[Jarate]]. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.<br />
<br />
== Primary weapons ==<br />
<br />
=== [[Revolver]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}} {{icon item|Festive Revolver|100px|link=Festive weapons}}<br />
<br />
Although the [[Revolver]] is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you'll want to use the Revolver instead of the [[Knife]], such as when your target cannot be backstabbed, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.<br />
<br />
=== [[Ambassador]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Ambassador|100px}} {{icon item|Festive Ambassador|100px|link=Festive weapons}} {{icon item|Australium Ambassador|100px|link=Australium weapons}}<br />
<br />
The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the [[Razorback]] equipped.<br />
<br />
=== [[L'Etranger]] ===<br />
{{icon item|L'Etranger|100px}}<br />
<br />
The L'Etranger increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your [[Cloak]] whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the [[Dead Ringer]], which requires a full Cloak meter to activate.<br />
<br />
=== [[Enforcer]] ===<br />
{{icon item|Enforcer|100px}}<br />
<br />
The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the [[Dead Ringer]] or Medics using the [[Vaccinator]].<br />
<br />
=== [[Diamondback]] ===<br />
{{icon item|Diamondback|100px}}<br />
<br />
The Diamondback deals reduced damage but grants guaranteed [[critical hit]]s upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You will still receive critical hits even if the building destruction isn't credited to your [[Sapper]], so work alongside your allies. If an Engineer is guarding his buildings, disable his [[Sentry Gun]] and prevent him from removing it while your teammates destroy it.<br />
<br />
== Melee weapons ==<br />
<br />
=== [[Knife]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Knife|100px}} {{icon item|Saxxy|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Festive Knife|100px|link=Festive weapons}} {{icon item|Black Rose|100px}} {{icon item|Silver Botkiller Knife|100px|link=Botkiller weapons}} {{icon item|Australium Knife|100px|link=Australium weapons}} {{icon item|Golden Frying Pan|100px}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, switch to your [[Revolver]] or attempt to [[Backstab#Trickstabs|trick]] your enemy into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuing foe.<br />
<br />
=== [[Your Eternal Reward]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}<br />
<br />
Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim will silently disappear as you instantly disguise as them. No death notice appears to the enemy team and further backstabs will not break your new disguise, particularly useful for taking out an Engineer and his buildings. Although backstabs don't appear in the kill feed, don't rely on this "silent killer" to deceive enemies; dead players can communicate using text or voice chat. Instead, kill one enemy and use the moment of confusion to flee or attempt another backstab. Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you're stuck with a slow disguise, you can Cloak to move at normal walking speed.<br />
<br />
=== [[Conniver's Kunai]] ===<br />
{{icon item|Conniver's Kunai|100px}}<br />
<br />
Upon a successful backstab, the Conniver's Kunai will eliminate damaging status effects and steal the health of your victim, [[overhealing|overheal]] you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai will always heal at least 70 points, so don't worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the [[Dead Ringer]] can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Don't decloak too close to enemies, however - if you are heard, your decreased health will make surviving much more difficult.<br />
<br />
=== [[Big Earner]] ===<br />
{{icon item|Big Earner|100px}}<br />
<br />
When you kill an enemy with the Big Earner, your [[Cloak]] will be refilled by 30% and you will gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the [[Dead Ringer]], which can only be recharged by the [[L'Etranger]] or the Big Earner.<br />
<br />
<br />
=== [[Spy-cicle]] ===<br />
{{icon item|Spy-cicle|100px}}<br />
<br />
If you are attacked by a [[Pyro]], the Spy-cicle will protect you from all fire damage for 1 second and from [[Fire|afterburn]] for 10 seconds, giving you time to fight back or escape. The Spy-cicle will be consumed in the process, however, and emit a loud sound, alerting enemies to your presence. <br />
While the Spy-Cicle does provide some safety against Pyros, keep in mind that some Pyros will intentionally melt it prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.<br />
<br />
== PDA 1 ==<br />
<br />
=== [[Disguise Kit]] ===<br />
{{icon item|Disguise Kit|100px}}<br />
<br />
The [[Disguise]] Kit is one of your main infiltration tools. If near allies, it's best to disguise as another friendly class or an enemy [[Spy]] so you won't raise suspicion if seen by an enemy. When choosing a new disguise, you will be briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your [[Revolver]] while disguised will make your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them will expose you as a Spy. Remember that your disguise is only effective for short periods of time; players will often [[Spy-check]] their teammates randomly. Attacking will break your disguise, so find a safe place to re-disguise after escaping.<br />
<br />
== PDA 2 ==<br />
<br />
=== [[Invisibility Watch]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}<br />
<br />
Out of all your watches, the Invisibility Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal [[pickup]]s and ammo boxes from dead players. Do so out of sight of the enemy - seeing an ammo box disappear will alert competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.<br />
<br />
=== [[Cloak and Dagger]] ===<br />
{{icon item|Cloak and Dagger|100px}}<br />
<br />
As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling the same distance will drain a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger will only refill Cloak from metal or ammo [[pickups]] if you are uncloaked, so you will have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies will be encouraged to [[Spy-check]] if you stay in the same place too long. Don't just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round will make you useless to your team.<br />
<br />
=== [[Dead Ringer]] ===<br />
{{icon item|Dead Ringer|100px}}<br />
<br />
While you cannot Cloak on demand with the Dead Ringer, it will instantly Cloak you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as [[fire]], [[bleeding]], or [[Jarate]], however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to [[fall damage]] will alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.<br />
<br />
== Buildings ==<br />
=== [[Sapper]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}} {{icon item|Festive Sapper|100px|link=Festive weapons}} {{icon item|Snack Attack|100px}}<br />
<br />
The Sapper will instantly disable an [[Engineer]]'s [[Buildings|building]], damaging it over time before destroying it. It can only be removed by the Engineer's [[Wrench]] or the Pyro's [[Homewrecker]] or [[Neon Annihilator]]. Typically, you'll first backstab an Engineer, then ''quickly'' sap any nearby buildings; you'll want to begin with [[Sentry Gun]]s to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper. <br />
<br />
=== [[Red-Tape Recorder]] ===<br />
{{icon item|Red-Tape Recorder|100px}}<br />
<br />
The Red-Tape Recorder can reverse the construction of [[Engineer]] [[buildings]]. However, it takes far longer to destroy buildings than the stock [[Sapper], making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you're having trouble dismantling a vigilant Engineer nest, coordinate with teammates and have them attack as you sap the buildings. They will have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3.<br />
<br />
{{Class strategy}}<br />
{{Spy Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Spy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Spy_strategy&diff=3076530Basic Spy strategy2021-11-30T04:55:37Z<p>MK38993: </p>
<hr />
<div>{{hatnote|This page contains basic strategy for the Spy. For more advanced strategies, see [[Community Spy strategy]]. For how to play against the Spy, see [[Anti-Spy strategy]].}}<br />
{{Quotation|'''The Spy'''|Maybe your colleagues will send a ''man'' next time.|sound=Spy DominationSoldier01.wav}}<br />
[[File:Spytaunt3.PNG|350px|right]]<br />
<br />
The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His [[Cloak]]ing and [[disguise]]s allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and [[backstab]] them for an instant kill, or [[Sapper|sap]] Engineer [[buildings]] to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his [[Revolver]]. Because of the fear he imposes, however, enemies will frequently [[Spy-check]] their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's [[Jarate]]. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.<br />
<br />
== Primary weapons ==<br />
<br />
=== [[Revolver]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}} {{icon item|Festive Revolver|100px|link=Festive weapons}}<br />
<br />
Although the [[Revolver]] is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you'll want to use the Revolver instead of the [[Knife]], such as when your target cannot be backstabbed, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.<br />
<br />
=== [[Ambassador]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Ambassador|100px}} {{icon item|Festive Ambassador|100px|link=Festive weapons}} {{icon item|Australium Ambassador|100px|link=Australium weapons}}<br />
<br />
The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the [[Razorback]] equipped.<br />
<br />
=== [[L'Etranger]] ===<br />
{{icon item|L'Etranger|100px}}<br />
<br />
The L'Etranger increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your [[Cloak]] whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the [[Dead Ringer]], which requires a full Cloak meter to activate.<br />
<br />
=== [[Enforcer]] ===<br />
{{icon item|Enforcer|100px}}<br />
<br />
The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the [[Dead Ringer]] or Medics using the [[Vaccinator]].<br />
<br />
=== [[Diamondback]] ===<br />
{{icon item|Diamondback|100px}}<br />
<br />
The Diamondback deals reduced damage but grants guaranteed [[critical hit]]s upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You will still receive critical hits even if the building destruction isn't credited to your [[Sapper]], so work alongside your allies. If an Engineer is guarding his buildings, disable his [[Sentry Gun]] and prevent him from removing it while your teammates destroy it.<br />
<br />
== Melee weapons ==<br />
<br />
=== [[Knife]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Knife|100px}} {{icon item|Saxxy|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Festive Knife|100px|link=Festive weapons}} {{icon item|Black Rose|100px}} {{icon item|Silver Botkiller Knife|100px|link=Botkiller weapons}} {{icon item|Australium Knife|100px|link=Australium weapons}} {{icon item|Golden Frying Pan|100px}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, switch to your [[Revolver]] or attempt to [[Backstab#Trickstabs|trick]] your enemy into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuing foe.<br />
<br />
=== [[Your Eternal Reward]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}<br />
<br />
Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim will silently disappear as you instantly disguise as them. No death notice appears to the enemy team and further backstabs will not break your new disguise, particularly useful for taking out an Engineer and his buildings. Although backstabs don't appear in the kill feed, don't rely on this "silent killer" to deceive enemies; dead players can communicate using text or voice chat. Instead, kill one enemy and use the moment of confusion to flee or attempt another backstab. Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you're stuck with a slow disguise, you can Cloak to move at normal walking speed.<br />
<br />
=== [[Conniver's Kunai]] ===<br />
{{icon item|Conniver's Kunai|100px}}<br />
<br />
Upon a successful backstab, the Conniver's Kunai will eliminate damaging status effects and steal the health of your victim, [[overhealing|overheal]] you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai will always heal at least 70 points, so don't worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the [[Dead Ringer]] can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Don't decloak too close to enemies, however - if you are heard, your decreased health will make surviving much more difficult.<br />
<br />
=== [[Big Earner]] ===<br />
{{icon item|Big Earner|100px}}<br />
<br />
When you kill an enemy with the Big Earner, your [[Cloak]] will be refilled by 30% and you will gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the [[Dead Ringer]], which can only be recharged by the [[L'Etranger]] or the Big Earner.<br />
<br />
<br />
=== [[Spy-cicle]] ===<br />
{{icon item|Spy-cicle|100px}}<br />
<br />
If you are attacked by a [[Pyro]], the Spy-cicle will protect you from all fire damage for 1 second and from [[Fire|afterburn]] for 10 seconds, giving you time to fight back or escape. The Spy-cicle will be consumed in the process, however, and emit a loud sound, alerting enemies to your presence. <br />
While the Spy-Cicle does provide some safety against Pyros, keep in mind that some Pyros will intentionally melt it prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.<br />
<br />
== PDA 1 ==<br />
<br />
=== [[Disguise Kit]] ===<br />
{{icon item|Disguise Kit|100px}}<br />
<br />
The [[Disguise]] Kit is one of your main infiltration tools. If near allies, it's best to disguise as another friendly class or an enemy [[Spy]] so you won't raise suspicion if seen by an enemy. When choosing a new disguise, you will be briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your [[Revolver]] while disguised will make your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them will expose you as a Spy. Remember that your disguise is only effective for short periods of time; players will often [[Spy-check]] their teammates randomly. Attacking will break your disguise, so find a safe place to re-disguise after escaping.<br />
<br />
== PDA 2 ==<br />
<br />
=== [[Invisibility Watch]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}<br />
<br />
Out of all your watches, the Invisibility Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal [[pickup]]s and ammo boxes from dead players. Do so out of sight of the enemy - seeing an ammo box disappear will alert competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.<br />
<br />
=== [[Cloak and Dagger]] ===<br />
{{icon item|Cloak and Dagger|100px}}<br />
<br />
As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling the same distance will drain a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger will only refill Cloak from metal or ammo [[pickups]] if you are uncloaked, so you will have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies will be encouraged to [[Spy-check]] if you stay in the same place too long. Don't just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round will make you useless to your team.<br />
<br />
=== [[Dead Ringer]] ===<br />
{{icon item|Dead Ringer|100px}}<br />
<br />
While you cannot Cloak on demand with the Dead Ringer, it will instantly Cloak you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as [[fire]], [[bleeding]], or [[Jarate]], however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to [[fall damage]] will alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.<br />
<br />
== Buildings ==<br />
=== [[Sapper]] + [[Reskin#List of reskins#Spy|reskins]] ===<br />
{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}} {{icon item|Festive Sapper|100px|link=Festive weapons}} {{icon item|Snack Attack|100px}}<br />
<br />
The Sapper will instantly disable an [[Engineer]]'s [[Buildings|building]], damaging it over time before destroying it. It can only be removed by the Engineer's [[Wrench]] or the Pyro's [[Homewrecker]] or [[Neon Annihilator]]. Typically, you'll first backstab an Engineer, then ''quickly'' sap any nearby buildings; you'll want to begin with [[Sentry Gun]]s to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper. <br />
<br />
=== [[Red-Tape Recorder]] ===<br />
{{icon item|Red-Tape Recorder|100px}}<br />
<br />
The Red-Tape Recorder can reverse the construction of [[Engineer]] [[buildings]]. However, it takes far longer to destroy buildings than the stock [[Sapper], making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you're having trouble dismantling a vigilant Engineer nest, coordinate with teammates and have them attack as you sap the buildings. They will have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3.<br />
<br />
{{Class strategy}}<br />
{{Spy Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Spy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Scout_strategy&diff=2777131Community Scout strategy2020-06-02T18:31:45Z<p>MK38993: </p>
<hr />
<div>[[File:Community_Scout_Strategy_Header.png|350px|right|"LOOK AT ME!"]]<br />
{{Quotation|'''The Scout''' on impersonators|Hit the road, bozo, let a real Scout get to work!|sound=Scout_dominationsct03.wav}}<br />
<br />
The [[Scout]] has the fastest movement [[speed]] of the nine mercenaries, the ability to double jump, captures objectives and pushes payloads at double the regular speed, and deals a consistent amount of damage from short to medium range. These attributes make him great for quickly completing objectives, such as capturing [[Control Point (Objective)|Control Points]], and optimal for one-on-one battles when timed correctly. However, his maximum base health of 125 makes direct confrontations against some mercenaries difficult and risky. Optimal combat involves [[Strafing|circle strafing]] or [[#Weapon Heckling|weapon heckling]], techniques that help the Scout avoid and simultaneously put out as much damage as possible.<br />
{{TOC limit|limit=3}}<br />
<br />
==Quick tips==<br />
* You have double the capture rate of any other class. If you're anywhere near an unguarded enemy [[Control Point (Objective)|Control Point]], stand on it in order to aid your team and sometimes distract enemies from your team.<br />
** In [[Payload]] maps, crouch-walking behind the Payload to use it as a shield can be very useful since your body and hitbox is smaller than other classes and can fit behind the Payload easily. This is particularly effective against stationary Sentry Guns, as they cannot target anyone they do not have a direct line of sight to.<br />
<br />
* Know where the [[Health|health packs]] are on every map, because you will usually work alone and thus be out of reach of your team's Medic(s).<br />
** You can use the [[Mad Milk]] on maps with few health packs to avoid having to leave combat for healing. Additionall, Mad Milk can be used to support your team in a firefight.<br />
<br />
* Attempting to out-gun tougher classes directly is unwise unless you know they are low on health.<br />
** Use your maneuverability to catch enemies (especially tougher classes) off-guard. Your extra speed and double jump can get you over gaps and other obstacles that block most of the other classes. Constantly strafe when your enemy decides to engage you.<br />
<br />
* [[Sentry Gun]]s should be avoided because the Scout relies on not being hit; a Sentry Gun's attacks are very strong, have high knockback, and its bullets never miss, making it a natural counter.<br />
** However, it is possible to destroy a lone Sentry by finding cover near it, exiting cover whilst shooting at it, and retreating to cover repeatedly, as well as with circle-strafing.<br />
** [[Bonk! Atomic Punch]] can be used to distract an enemy Sentry Gun while a teammate destroys it, or to run past the Sentry Gun while avoiding damage. Remember, bullets knock you back, so make sure that the sentry does not pin you against buildings or other obstacles, or you will die as soon as your invulnerability wears off.<br />
* As the class with the fastest base speed in the game, you should leave [[Teleporters]] for other classes to use. Unless the distance is significant enough, the teleporter is Level 3, or if you are sure they will be able to recharge before other teammates come by, it is best to run to the objective instead.<br />
<br />
==General==<br />
===Combat===<br />
* The Scout excels at one-on-one combat. Wandering or lone players (such as Spies and enemy Scouts) are good targets for a Scout, but if they see you coming, you will not last long. Instead, ambush them from above, behind, or anywhere else from which they can not see you.<br />
** Knowing how to prioritize targets is an important part of playing Scout. Your first priority should be to target the enemy Medic, especially in Competitive, where ÜberCharge is often the deciding factor of whether you win or not.<br />
<br />
* Refrain from excessively using your Bat or other melee weapons in combat. They may hit fast, but the low damage output with a small health pool most likely won't end in your favor. <br />
<br />
* Call for help if you can't handle enemies by yourself. Your firepower is generally only effective against a single target. Once enemy reinforcements arrive, you'll be forced to retreat.<br />
<br />
* Your speed is useful for avoiding [[backstab]]s and [[headshot]]s; however, jumping will leave you suspended in a predictable arc against [[Sniper]]s. Use the double jump mechanic (while rapidly pressing crouch) to jump erratically to avoid their shots, but be warned that many Snipers will wait for you to use your double jump, after which you will fall predictably to the ground and may be easier to hit.<br />
** You should also be aware of common sightlines in various maps, so you aren't always worrying about whether a Sniper might be looking at you or not.<br />
<br />
* Open ground lets you use your maneuverability most effectively; tight spaces limit your evasive options and will make staying alive much harder.<br />
<br />
* When playing as Scout, keep moving. If a confrontation goes poorly, you can ([[Slowdown|almost]]) always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.<br />
** Never stand still when you are attacking someone as a Scout — your movement is the only way to prevent yourself from dying quickly, thanks to your low base health. Use your speed to your advantage by strafing left and right while attacking someone. Keep your distance when facing classes such as Soldiers and other Scouts, as a Soldier's rockets at close range do 90+ damage and a Scattergun will do the same damage as yours. When facing other Scouts, try to mirror their strafing movements to make them easier to hit. Once you get below 75 health, start to either make a retreat or jump around erratically to try and land a solid hit to finish the other Scout off.<br />
* If you find yourself circling an enemy, focus on your strafing and jumping, and fire your weapon only when your crosshair lines up with your target. This makes it more difficult for your enemy to hit you.<br />
<br />
* Find a mouse sensitivity that is suitable for '''you''' while playing Scout. A high sensitivity lets you quickly switch targets as you move, while a low sensitivity, paired with more mouse movement, makes it considerably easier to land point-blank shots with your Scattergun.<br />
** Optimal sensitivities may vary from person to person. Don't be afraid to try out new sensitivities in order to find one that works best for you. Try to use a new sensitivity for at least a few days before switching to a different one.<br />
<br />
* When low on health, wait for the right moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating quickly to avoid enemy fire.<br />
<br />
* The Scout has the smallest hitbox and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.<br />
** Take note of the object you are hiding behind. If it is tall but narrow, deploying your Bat will allow you to hide without your Scattergun or [[Pistol]] protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.<br />
<br />
* Try to be unpredictable while fighting classes that are using [[hitscan]] weapons, such as the [[Shotgun]]. Hitscan weapons, usually bullet-based weapons, will instantly hit you, as they do not have travel time, unlike a Rocket Launcher or a Flamethrower.<br />
<br />
* When fighting enemy [[Pyros]] that are attempting to [[airblast]] you in a predictable arc to kill you with their secondary, use your second jump to escape from above.<br />
** You run backwards at the same speed as you run forward, meaning you can run back from enemy Pyros while shooting at them without the risk of being ignited.<br />
<br />
* Do not confront a Sentry Gun unless necessary. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry to turn back to its default position.<br />
** It is also possible to circle-strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This can be difficult, however, and requires that you be somewhat close to the Sentry Gun while also being able to adjust your aim with your constant movements, which may be more difficult if you have a lower mouse sensitivity.<br />
** Generally, if a Sentry Gun has an attentive Engineer nearby, it is best to find another route instead of trying to destroy it.<br />
<br />
===Speed===<br />
* Your speed allows you to decide which battles to engage in; enemies cannot escape from you if you pursue them, nor can they catch you if you don't want to fight them.<br />
<br />
* Your high mobility makes you more difficult to hit, and at long range, your speed can render certain projectile weapons useless, since you can easily dodge these attacks.<br />
<br />
* You can reach health/ammo kits or Dispensers more quickly than other classes when needed, minimizing your downtime.<br />
** However, be mindful of other players that might need a health kit more than you do, as your fast speed means you can easily find another one slightly farther away.<br />
<br />
* [[Death]] is less of a penalty for you since you will spend less time than other classes running to where the battle is. Still, be wary that you may die often due to your low health, and [[respawn]] times are not reduced for you.<br />
** You are often the first to the fight at the beginning of the round. Be cautious, though, as you won't be the only one on the battlefield for long.<br />
<br />
* Because you can easily outrun other classes, it is possible to [[backcap]] [[Control Point (objective)|Control Points]] and other objectives. If the point captures quickly enough, this will lock the enemy out of capturing your own Control Point, forcing them to fall back.<br />
** Even if you do not manage to capture the point, you can still divert enemy forces so that some must run to deal with you, which you can then engage or simply escape.<br />
<br />
* You are the ideal [[Capture the Flag#Intelligence|Intelligence]] carrier due to your mobility. With good planning, firepower, and luck, you can snatch the Intelligence from enemy-guarded territory and still make it out alive.<br />
<br />
* Run into players to [[Spy checking|Spy check]], as this can conserve ammo, and your high mobility means that doing so won't be much of a time penalty. If you don't pass through them, and instead bump into them, then they're a disguised Spy. One or two point-blank shots from your primary will be enough to kill the Spy. Be sure to keep your distance and never turn away, lest you open yourself up for a [[backstab]].<br />
**[[Mad Milk]] can be useful for tracking down a cloaked Spy, as it allows you to see him while he’s invisible. He will be unable to escape you until the debuff wears off — your speed allows you to pursue him easily.<br />
<br />
* Medics who heal you will be able to match your speed — help them reach the front lines faster! Try not to use your double jump too much — you might leave him behind a barrier he cannot cross and leave him open to enemy attacks.<br />
<br />
===Weapon Heckling===<br />
* '''Weapon heckling''' is a tactic that involves deploying a weapon that outranges or overpowers the current weapon your opponent is holding. While every class is capable of doing this with varied results, the Scout's natural speed and his weapons (with different optimal ranges) allow you to pull this off with much more efficiency.<br />
<br />
* Know the optimal range of your weapons and use them when your opponent is using a weapon that cannot significantly harm you at said range.<br />
** For example, if a Soldier is your target, move in close (though not too close) and blast him with a Scattergun at close range. If he knocks you back with the Rocket Launcher, draw your Pistol and fire at medium range, where rockets take some time to reach. If he switches to the Shotgun to deal accurate and instant damage, get close again and shoot with the Scattergun, where his Shotgun will deal less damage than his Rocket Launcher.<br />
<br />
* Weapon heckling is as important when fighting enemy Scouts as it is with fighting other classes. It is usually more effective to use your Pistol over a Scattergun at medium range, for example, in order to maximize your damage and still have extra Scattergun shots in reserve.<br />
** As both of you will usually be avoiding each other's shots, it is sometimes possible to bait the enemy Scout into using up all his Scattergun shots, then taking advantage of his reload time and running in with your Scattergun or Bat.<br />
<br />
[[Image:Scoutjump.png|right|200px|thumb|The Scout's double jump is incredibly versatile; use it well.]]<br />
<br />
===Jumping===<br />
* Whichever movement key is being held at the time of the [[Jumping#Double Jump|double jump]] is the direction you will go. This allows you to instantly change direction in mid-air and confuse enemies.<br />
** Performing a double jump without pressing a movement key will cancel all horizontal momentum, regardless of your current speed. As a result of this, try to predict where enemies are aiming before double jumping.<br />
<br />
* Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. However, experienced players can wait for you to commit to your second or [[Atomizer|third jump]] before attempting an [[Aerial|airshot]]. Once you've committed, your trajectory is mostly locked and skilled players can easily predict your path and severely damage or outright kill you either before or right when you reach the ground.<br />
** An example is with [[Snipers]]: most usually aim where they expect you to be just after they zoom in, and double jumping will throw them off. Skilled Snipers, however, can use this to predict the path of your second jump, since you cannot move in mid-air after using it, and line up a headshot at your inevitable location.<br />
<br />
* Double jumping just before you hit the ground will negate [[fall damage]], regardless of the distance you’ve fallen.<br />
<br />
* Use the double jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above to take enemies by surprise, using your double jump to negate fall damage. You can confuse enemies by falling from above, firing at them, then jumping over their head as they turn around to see what hit them. This will often allow you to land one or two free hits on them before they figure out where you are.<br />
<br />
* Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.<br />
<br />
* Make sure you jump before falling from a ledge if you're double jumping to another spot. Falling off negates your first jump, so be careful.<br />
<br />
* If you are under fire, try double-jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.<br />
** A slightly difficult, yet potentially useful strategy is to jump on top of an enemy’s head, and attack from there. This is best used against Heavies, whose slow movement speed makes it easier to stay on top of them. However, they will be able to kill you quickly from close range, so only engage Heavies when they are vulnerable and on low health.<br />
<br />
* You are able to perform a triple jump of sorts if the [[Force-A-Nature]] is equipped as your primary weapon, as the [[knockback|recoil]] from firing can be used to propel yourself a few feet in the opposite direction of where the shot was fired. To do this, jump and then double jump, and while in the air after the second jump, aim directly down and shoot. It will propel you into the air, effectively giving you a third jump.<br />
** The Force-A-Nature can be used for a single, very high jump if timed correctly. Whilst running forward, aim down and jump. As you leave the ground, immediately shoot directly down. You will go much farther into the air than a regular double jump would, and you'll still have your double jump.<br />
** Similar results can be achieved using the [[Boston Basher]]'s [[Bleed|self-damage]], though this costs a lot of health to use.<br />
** The [[Atomizer]] allows you to do a triple jump in the same manner as regular jumping, but you must have it deployed.<br />
*** You can use the Force-A-Nature and the Atomizer together to perform a [[Jumping#Quad jump|quad jump]].<br />
*** The [[Soda Popper]] allows you to quintuple jump after filling the Hype meter; however, this does not stack with the Atomizer.<br />
*** When active, the [[Winger]] increases the height of all your jumps, allowing you to boost any previously mentioned jump techniques.<br />
<br />
==Weapon Specific==<br />
===Primary Weapons===<br />
====[[Scattergun]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Scattergun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
| rowspan="5"|6<br />
| rowspan="5"|32<br />
| rowspan="5"|90-110<br />
| rowspan="5"|15-30<br />
| rowspan="5"|3-6<br />
| rowspan="5"|183<br />
|-<br />
! {{Table icon|Festive Scattergun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Festivized Scattergun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Scattergun|icon-size=40x40px}}<br><br />
'''[[Botkiller Scattergun]]'''<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Australium Scattergun|Advanced+ Mann Up Reward|title={{common string|Australium item|Scattergun}}}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|}<br />
<br />
* With six shots, the Scattergun is your most reliable primary weapon for prolonged combat. This comes at the cost of a relatively long reload time when it is empty, so try to keep at least two shots loaded before engaging the enemy.<br />
<br />
* The Scattergun does large amounts of damage at close range — one shot deals 105 damage if all bullets connect at point-blank range, slightly more than a [[Shotgun]] (which in comparison only does a maximum of 90 damage at point-blank range). This makes three shots enough to take out a non-overhealed [[Heavy]]. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off-guard.<br />
<br />
* Range severely reduces the Scattergun's damage. If you haven’t been noticed yet, avoid firing early. Wait until you are just a few feet away from the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This also may negate the need for reloading in the middle of a fight.<br />
** This is a major factor in fighting Soldiers. Two shots are enough to take down a Soldier at point-blank range, while you need three to do the same at a slightly greater distance. The difference between needing only two shots to kill and needing three is huge against a class whose primary weapon can easily kill you. Sneak up, flank, close the distance, and score two point-blank shots to eliminate him before he can react.<br />
<br />
* When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.<br />
<br />
* A trick that may work against newer Scouts is to shoot 3-4 shots from the Scattergun and then reload one shot. If the enemy sees you reloading, they may believe it is safe to rush up to you, giving you an easy chance to dodge and kill.<br />
<br />
====[[Force-A-Nature]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Force-A-Nature|Unlock}}<br />
| align="center" rowspan=3 | {{Icon killicon|weapon=Force-A-Nature}}<br />
| rowspan=3 | 2<br />
| rowspan=3 | 32<br />
| rowspan=3 | 88-105<br />
| rowspan=3 | 16-38<br />
| rowspan=3 | 3-6<br />
| rowspan=3 | 194<br />
|-<br />
! {{Table icon|Festive Force-A-Nature|Uncrate}}<br />
|-<br />
! {{Table icon|Australium Force-A-Nature|Advanced+ Mann Up Reward|title={{common string|Australium item|Force-A-Nature}}}}<br />
|}<br />
<br />
* The Force-A-Nature is an unlockable primary weapon for the Scout. It has only has two shots per clip, fires considerably faster than the stock Scattergun, and reloads both shots at once. It also has 10% less damage per pellet in exchange for 20% more pellets per shot, making it deal slightly more damage per shot than the Scattergun. The Force-A-Nature will [[Knockback|knock nearby targets back]], and when he is in mid-air, the Scout as well. This mechanic allows [[Jumping#Triple Jump|triple jumps]] (and [[Jumping#Quad Jump|quadruple jumps]] if accompanied by the Atomizer).<br />
<br />
* The Force-A-Nature's high burst damage and quick firing speed make it good at hit-and-run tactics. However, try not to get into a firefight with many enemies at once, as its slow reload time, small magazine, and short range is not suited for large, prolonged shootouts. Instead, try flanking to take on a single isolated enemy. Try not to approach them from the front; instead, attack from the side or behind, where you can close in easily.<br />
<br />
* Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.<br />
<br />
* Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you, and firing at the end of your second jump. Another method is to jump, fire quickly, and jump again. Only fire one shot, as firing a second shot while still in the air will not have any further effect on your velocity.<br />
** Use your recoil to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players don't usually look up. <br />
** The Force-A-Nature works better while the target is busy with something, such as an [[Engineer]] setting up a building.<br />
<br />
* Use the Force-A-Nature's knockback ability to your advantage, since it can send enemies flying several meters and into [[Environmental death|hazards]] such as the [[Environmental death#Pitfall|pits]] in [[Lumberyard]] and [[Steel]]. It's particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective, and retreat to reload and strike again.<br />
** The knockback can be a double-edged sword, so if at all possible, determine where your shot will throw them into. It's not hard to accidentally send your target into a med-kit, into the safety of [[Sentry Gun]] coverage, or even into a cluster of his teammates.<br />
*** Use the knockback to push people into walls, giving you an easy second shot to finish them.<br />
<br />
* The Force-A-Nature can push ÜberCharged enemies. Use this to either push enemies away from your teammates or break the [[Medi Gun]] beam and attack the now-vulnerable target.<br />
<br />
* The Force-A-Nature is generally easier to use when you are grounded, as your enemies will take the full force of the weapon's knockback and you won't lose control. When firing in the air, the knockback keeps enemies pinned down for a second, but your shot will blast you slightly backwards, which can throw off your aim and send you in a predictable path for people to fire at you.<br />
<br />
* If you equip the Force-A-Nature, consider equipping the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload. An alternative method is to use your Bat for the finishing hit, in which case it would be ideal to knock the enemy into a wall or the air first for an easy follow-up swing.<br />
<br />
* With fixed bullet spread on, the pellets from the shot will fire in a 3x3 grid. The extra two pellets will fire to the right of the center, making medium range engagements easier if you aim slightly to the ''left'' of the target.<br />
<br />
====[[Shortstop]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shortstop|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
| rowspan=2 |4<br />
| rowspan=2 |36<br />
| rowspan=2 |69-72<br />
| rowspan=2 |24-48<br />
| rowspan=2 |6-12<br />
| rowspan=2 |144<br />
|-<br />
! {{Table icon|Festivized Shortstop|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
|}<br />
<br />
* The Shortstop is a craftable primary weapon for the Scout. It has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets per clip. When active, it makes the Scout 20% more vulnerable to [[Knockback|push force]] taken from [[damage]], explosions, or the Pyro's [[compression blast]]. Additionally, it allows the Scout to "shove" a single enemy away with secondary fire, causing them to get knocked back a short distance.<br />
<br />
* Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the [[Heavy]], who may survive the four shots of the Shortstop and may kill you as you reload.<br />
** This can be mitigated by using the [[Mad Milk]], which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots. Alternatively, use a damaging secondary like the Pistol to avoid having to wait for the Shortstop to reload.<br />
<br />
* It can be deceptively difficult to hit opponents with the Shortstop, since it only fires four pellets in a narrow spread. As such, treat the weapon somewhat like a [[Revolver]]: you have to aim accurately with your crosshair in order to deal good damage at medium range, while its spread and damage makes it near useless at long range.<br />
<br />
* This weapon fires two seconds of [[critical hits]] whenever it randomly crits, similarly to the [[Pistol]]. Hence, while crits from this weapon only deal a maximum of 144 damage per shot, you will be able to fire up to four critical shots to make up for it.<br />
<br />
* The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.<br />
<br />
* The Shortstop works well for dealing with [[Sentry Gun]]s. A Mini-Sentry Gun will go down in about a clip, even when you're standing outside of its range, and standard Sentry Guns will take significant damage from the Shortstop's increased damage per pellet.<br />
<br />
* This weapon grants you a unique "shove" mechanic if you have the Shortstop as the active weapon, allowing you to push away enemies that are close by. This is useful for giving you space, since the Shortstop lacks the damage ramp-up of your other primaries, and can also forcibly reposition foes or push them into a [[Environmental death|hazard]] such as a [[Environmental death#Pitfall|pitfall]] or friendly [[Sentry Gun]]s.<br />
** Unlike the [[compression blast]], your shove doesn't happen instantly, and has a longer cooldown time between shoves. Time them carefully.<br />
** The shove can also be used to spycheck, effectively not wasting ammo and pushing the Spy away from you or your teammates.<br />
<br />
* While the 20% increase in knockback taken allows classes with knockback capabilities (like the [[Pyro]]) to easily push you into an environmental hazard, you can use this to your advantage; the knockback allows you to "surf" and escape from your pursuer.<br />
** Make use of air-strafing to control your trajectory if attempting this. Not only will this make you more mobile, but will also make it harder for enemies to hit you while airborne. To air-strafe, hold down a directional key (left or right) and turn your mouse slowly in that direction.<br />
*** {{botignore|Miniguns}} and Mini-Sentry Guns can be great sources of knockback to surf off of at medium range, as they shoot at a consistent rate. This should only be attempted if you have a decent amount of health left, as Heavies especially can shred you in a second with their primary.<br />
<br />
* The [[Crit-a-Cola]] pairs well with this weapon, as the Shortstop's faster firing rate will maximize the potential of the [[mini-crit]] boost's duration, while its high damage per pellet and greatly increased accuracy will make you quite powerful at range.<br />
<br />
====[[Soda Popper]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=6 | Damage<br />
|-<br />
! class="header" width="7%" | Loaded<br />
! class="header" width="7%" | Carried<br />
! class="header" width="7%" | Point Blank<br />
! class="header" width="7%" | Medium Range<br />
! class="header" width="7%" | Long Range<br />
! class="header" width="7%" | Critical<br />
! class="header" width="7%" | Damage to Activate Hype<br />
! class="header" width="7%" | Hype Duration<br />
|-<br />
! {{Table icon|Soda Popper|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
| rowspan=2 |2<br />
| rowspan=2 |32<br />
| rowspan=2 |104<br />
| rowspan=2 |24-67<br />
| rowspan=2 |3-26<br />
| rowspan=2 |180<br />
| rowspan=2 |350<br />
| rowspan=2 |8 seconds<br />
|-<br />
! {{Table icon|Festivized Soda Popper|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
|}<br />
<br />
* The Soda Popper is a craftable primary weapon for the Scout. It is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, faster reload time compared to the Force-A-Nature, and no knockback. In addition, the weapon has a "Hype" meter that fills by dealing damage with any weapon while having the Soda Popper equipped. When completely filled, alternate fire activates "Hype mode" and grants 5 extra air jumps for 10 seconds. The Hype meter takes roughly 350 damage to completely fill.<br />
<br />
* Like the Force-A-Nature, the Soda Popper is generally useful for hit-and-run tactics due to its reduced magazine size. However, it reloads faster than the Force-A-Nature, making it better for offensive fighting.<br />
** As with the Force-A-Nature, reloading after firing one shot wastes the second shot, so try to make sure both shots are used for efficient ammo usage.<br />
<br />
* Similarly to the [[Baby Face's Blaster]], you need to deal damage to fill up the Soda Popper's Hype meter. It takes approximately 4 point-blank shots from the Soda Popper, 16 shots from the Pistol, or 10 swings from the Bat to do so.<br />
<br />
* The extra midair jumps enhances your already good mobility. Classes that rely on tracking a target (such as the [[Sniper]]) or projectile classes with slow projectiles (like the [[Soldier]]) will have an even harder time landing direct shots on you before you land.<br />
** A good tactic is to constantly keep in the air with your extra jumps while firing downwards at your target. This lets you chip at your opponent's health while you evade all damage.<br />
<br />
* On large maps such as [[Frontier]] or [[2Fort]], Hype can be used to find alternate routes around the enemy, or to simply get somewhere faster.<br />
<br />
* This weapon pairs very well with the [[Winger]], as its increased jump height lets you reach even greater heights when using the Soda Popper's Hype. It also serves as a backup weapon for opponents that survive both shots of your Soda Popper, though other pistols will be more effective for dealing damage.<br />
** The stock [[Pistol]] is also a good choice as a backup weapon, as it is more useful in prolonged combat.<br />
<br />
====[[Baby Face's Blaster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Baby Face's Blaster|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Baby Face's Blaster}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 10-40<br />
| 3-10<br />
| 180<br />
|}<br />
<br />
* The Baby Face's Blaster is a craftable primary weapon for the Scout. It acts like the Scattergun, but decreases the Scout's base speed by 10% and only has four shots per clip. However, it has a boost meter: as damage is dealt, the meter fills and the Scout's speed increases. At full boost, the Scout runs 40% faster than a normal Scout. The boost decreases when receiving damage and upon a double-jump, and is lost upon death.<br />
<br />
* The Baby Face's Blaster is a strong weapon for those who stick to a "hit-and-run" playstyle. The quick speed allows a skilled player to avoid engaging in a prolonged fight to avoid damage and keep their boost from being drained, and take small chunks of health from a target multiple times before killing them.<br />
** However, its reduced clip size makes direct confrontations riskier, as you have less margin for error. Ambushes become less effective as well, as the number of enemies you can damage and/or kill with a clip decreases.<br />
<br />
* Your priority should be constantly gaining boost while using this weapon, due to the benefits you gain with increased speed and how easy it is to lose charge.<br />
** It takes 100 damage from any weapon to fill the boost bar, such as a point-blank shot from the Blaster. However, it only takes 25 damage to completely drain a full boost bar, making an enemy Scout's [[Bat]] swing or a single close-range Winger shot enough to take away all your increased speed. Keep scoring hits on opponents so your boost is always high.<br />
<br />
* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only [[Sentry Gun]]s, the [[Natascha]], and [[Flame Thrower]]s are constant threats. However, your inability to double jump without losing your boost means you will have a harder time dodging [[projectile]]s, such as [[Rocket Launcher|rockets]].<br />
** Your high speed will make it even more difficult to aim at times, so try and adjust for that by ambushing enemies, who will have no time to dodge.<br />
<br />
* Your full speed boost is capable of chasing down or retreating from any opponents, even enemy [[Scout]]s.<br />
** The only exceptions are enemy Scouts with the same weapon at full charge, a [[Chargin' Targe|charging]] [[Demoman]], or explosive jumping enemies. Have this in mind when fighting against any of those.<br />
<br />
* The Baby Face's Blaster is useful for reaching and capturing objectives. It is especially useful for grabbing the Intelligence on [[Capture the Flag]] maps and returning it quickly.<br />
<br />
* Air jumping will deplete 75% of your boost, making double jumps riskier if you want to keep your boost. Make sure your air jump is worth the sacrifice, such as to dodge a rocket that would have drained all of your boost anyway.<br />
<br />
* There are some instances to take note of when collecting boost:<br />
** Shooting an enemy Scout under the effects of [[Bonk! Atomic Punch]] ''will'' charge the Blaster's boost.<br />
** Shooting an enemy under the effects of a stock [[Medi Gun]]'s Übercharge will ''not'' charge the boost.<br />
<br />
* Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols at a distance for small gains, get a [[Flying Guillotine]] hit to instantly charge your meter, or drink [[Crit-a-Cola]] and blast at range.<br />
<br />
* The [[Fan O' War]]'s mark for death can help with collecting boost. However, you have to actually hit someone with it first, which can be difficult with your initially reduced speed, and will make you a vulnerable target.<br />
<br />
* The [[Atomizer]] is not recommended to use with this weapon, as a triple jump will remove all your boost. However, it will make your jumps more effective when you actually need to use it.<br />
<br />
* The [[Winger]]'s additional jump height can be used instead of a double jump, allowing you to keep your current boost.<br />
<br />
*The Boston Basher will charge up to 85% of your boost meter on a successful hit, but missing and hitting yourself will often fully drain it.<br />
<br />
====[[Back Scatter]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Back Scatter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scatter}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 8-32<br />
| 2-8<br />
| 180<br />
|}<br />
<br />
* The Back Scatter is a craftable primary weapon for the Scout. It deals mini-crits when fired at close range from behind, at the cost of 20% increased bullet spread and a reduced clip size of four.<br />
<br />
* In general, the Back Scatter acts as an ambushing-focused sidegrade to the Scattergun. While it excels at picking off unaware targets, direct confrontations at medium range and farther become less effective due to its lower magazine size and accuracy.<br />
<br />
* Some strategies that apply for the [[Spy]] may also apply to this weapon. Get behind enemies and fire at them while unnoticed to benefit from the Back Scatter’s mini-crits.<br />
<br />
* The Back Scatter deals 140 mini-crit damage at point blank — enough to kill 125-health classes with a single shot if all pellets connect. This makes you even more effective when attacking unaware targets, such as Snipers and Medics.<br />
** Jumping over an enemy and then quickly turning around can land you a free mini-crit shot.<br />
<br />
* The Back Scatter excels at Spy-checking due to a back hit being able to instantly kill enemy Spies.<br />
** If the Spy has a Dead Ringer, the mini-crit marker over their head will give them away. Follow this marker and shoot them until they die.<br />
<br />
* Even if your opponent turns around, you can still take them down with two shots at close range, since the Back Scatter deals standard Scattergun damage if all pellets connect.<br />
** The clip size penalty can be negligible if you don't usually use a gun's entire clip (for example, firing 2 shots then reloading will have no difference to the Scattergun), although this means you will reload more frequently.<br />
<br />
* Because of the decreased accuracy, engaging at medium distance is not suggested. Prolonged combat also becomes less effective, as your lower clip size and higher bullet spread will put you at a significant disadvantage. <br />
** The extra spread of this weapon does make Spy-checking easier, though, due to the larger spread letting your bullets cover a larger area.<br />
<br />
* Getting behind enemy lines is crucial in using this weapon most efficiently. [[Bonk! Atomic Punch]], the [[Atomizer]], and the [[Winger]] synergize best with this, allowing you to get behind enemies without too much trouble.<br />
<br />
* Because of the lower clip size, it can be good to bring a [[Pistol]] variant for when you run out of Scattergun shots.<br />
<br />
* Pairing the Back Scatter with the [[Crit-a-Cola]] is not recommended, as the bullet spread will prevent your shots from hitting at range, while you can already deal mini-crits from behind anyway.<br />
<br />
===Secondary Weapons===<br />
====[[Pistol]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pistol|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
| rowspan="4" |12<br />
| rowspan="4" |36<br />
| rowspan="4" |30-45<br />
| rowspan="4" |15-19<br />
| rowspan="4" |5-7<br />
| rowspan="4" |51<br />
|-<br />
! {{Table icon|Festivized Pistol|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
|-<br />
! {{Table icon|Lugermorph|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Lugermorph}}<br />
|-<br />
! {{Table icon|C.A.P.P.E.R|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=C.A.P.P.E.R}}<br />
|}<br />
<br />
* Targets too far away for the Scattergun should be fought with the Pistol. Its greater accuracy at medium range and quick reload makes it a viable backup weapon for when your Scattergun runs out of ammunition, though it only holds three spare magazines of bullets.<br />
<br />
* One of the Pistol's primary uses is to finish off wounded targets attempting to retreat. Do not underestimate the power of the Pistol, as several shots at close range can kill you quickly.<br />
** The Pistol is also a great weapon for baiting enemy players. If you can run behind enemy lines, hit a few shots and then run away; players will often try to pursue you, making it easier for your team to move in without as much trouble.<br />
<br />
* The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will allow you to fire sooner than reloading the Scattergun.<br />
** Be careful - changing weapons before the Pistol finishes reloading cancel the reload, wasting the time you spent reloading. Wait until when your magazine count changes before switching weapons.<br />
<br />
* The Pistol can waste a lot of ammunition if fired haphazardly into a firefight, partly due to its firing speed and especially since you only have three magazines of bullets. Choose your targets wisely and aim carefully.<br />
<br />
* Your Pistol is the best option to take down [[Sentry Gun]]s from longer ranges than any other Scout weapon, since [[buildings]] are not affected by damage falloff. If you're out of the Sentry Gun's range, consider hitting the Engineer with a [[Sandman]] ball when he's far away from the Sentry (making it harder for him to reach the Sentry before you destroy it) and then destroying the Sentry Gun with your Pistol.<br />
<br />
* When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with one close-range blast of your primary weapon.<br />
<br />
* The Pistol is one of the most deadly weapons to get critical hits with. If you happen to get [[First Blood]] in [[Arena]], switch to your Pistol, as it can take any class down in one magazine, including most overhealed enemies, if you fire fast and accurately, and the critical hits mean the Pistol can kill enemies from longer distances without a need to consider damage falloff. However, for closer ranges, the Scattergun may still work better.<br />
<br />
* The Pistol is a reliable backup weapon for any of your primary weapons. All Scattergun sidegrades have a lower magazine size, so switch to your Pistol and fire at them once you are out of shots. This allows you to sustain fire when you would otherwise have been vulnerable reloading.<br />
<br />
====[[Bonk! Atomic Punch]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Bonk! Atomic Punch|Unlock}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | Drink to become invulnerable. Cannot attack, capture, or defend during this time. Damage absorbed will slow you when the effect ends.<br />
| rowspan="2" | 10 seconds<br />
| rowspan="2" | 29 seconds<br />
|-<br />
! {{Table icon|Festive Bonk! Atomic Punch|Uncrate}}<br />
|}<br />
<br />
* Bonk! Atomic Punch is an unlockable secondary weapon for the Scout. When consumed, you will become invincible for 8 seconds, although you are still affected by [[knockback]], similar to an [[ÜberCharge]]. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-kill with the [[Sandman]] or [[Atomizer]]). After the invulnerability effect wears off, the Scout will receive a 5-second slowing effect based on the damage they absorbed under Bonk!'s effect. Bonk! takes 24 seconds to recharge after use.<br />
<br />
* Use Bonk! as a safety net when you find yourself in a bad situation, like running into [[Sentry Gun]]s, [[Heavy]]/[[Medic]] combos, or large groups of enemies.<br />
** Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage. If you are launched by [[knockback]] while you drink, the animation will be canceled and you will not gain invulnerability, but it will still consume the drink and you will have to wait for it to recharge.<br />
** Take note of the map's flank routes and locations. You may need to run to a deserted area and wait out the [[slowdown]] following the end of your effect, as you will be highly vulnerable then, or you may be able to run behind your teammates for cover and recovery.<br />
<br />
* You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting. This can help you get ready for your next fight, or set up a [[taunt kill]] on unaware players. As you cannot switch weapons under Bonk!, make sure that you switch to the Bonk! from your primary rather than your melee weapon, as you will be forced to the last held weapon after you use Bonk!.<br />
<br />
* Bonk! can be used to avoid damage-over-time from [[fire]] or [[bleed]]ing. Though the afterburn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool or a source of health before you burn to death.<br />
** This also lets you negate [[Jarate]] and other effects that mark you for death. Drink Bonk! to protect yourself from the increased damage you will take otherwise. It's also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.<br />
*** However, this does not work for effects like the [[Mad Milk]]'s health-on-hit effect, as enemies can still gain on-hit effects from you while you are under the effects on Bonk!. The same goes for enemy Medics using the [[Ubersaw]], as they can still fill up their ÜberCharge meter by hitting you.<br />
<br />
* If your team is about to push with an [[ÜberCharge]], take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it. This can keep your Medic safe before he uses his ÜberCharge, and your allies can take out the opposition while you provide cover and distraction. It may also let you take the brunt of the knockback rather than your teammates, so they can advance more easily. If you have no one backing you, simply reporting what you found via voice chat or using the "Sentry Ahead!" voice command can potentially save your teammates.<br />
** If your team lacks a Medic, you can use Bonk! in the same way as an ÜberCharge, making the Sentry Gun target you while your teammates attack it. Make sure to escape before the Bonk! wears off, and know that Sentry Guns will deal knockback to you that may make it harder to flee. However, [[Wrangler|Wrangled]] Sentry Guns may make this ineffective, as the Engineer controlling it will likely focus its fire on the greater threats.<br />
*** It is possible to position yourself so that the Engineer is between you and their Sentry Gun. As Sentry Guns can injure both their owner and the enemy, you can use this to kill the Engineer with his own Sentry Gun, though this can be risky, as you will need to balance time used to kill the Engineer as well as time to escape before the effect ends.<br />
** As you will be absorbing high amounts of damage, you will be considerably slowed after the invulnerability wears off. If you “dodge” 200 damage or more, you will be reduced to half speed for 5 seconds, allowing enemies to hit you easily.<br />
<br />
* It is very easy to distract enemies while you are under the influence of Bonk!. Enemy [[Sniper]]s can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into [[Soldier]]s and [[Demomen]] will usually result in them hurting or outright killing themselves with their explosive weapons. Heavies and [[Pyro]]s will also find it difficult to focus on firing if you run circles around them. <br />
<br />
* You can use your invulnerability to block enemies or projectiles. Body-blocking an enemy Medic's patient can potentially waste their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's charge.<br />
** Save Sentry Guns or even hurt teammates from enemy fire by taking rockets and bullets before they can hit. Keep track when your Bonk! runs out, though, and escape a few seconds before it wears off to recover from the post-effect slowdown in peace.<br />
<br />
* Bonk! can be used to propel yourself across the map using enemy explosives or Sentry Guns. However, where you will go is often unpredictable, as you will have to rely on enemies for knockback.<br />
<br />
* Try to avoid taking unnecessary fire from enemies, as it will slow you down even more. Remember that you can still dodge attacks just as easily under the effects of Bonk!.<br />
* Try to use Bonk! at the right time. Using it in situations where it wasn't needed may result in a slowdown effect for no reason.<br />
<br />
====[[Crit-a-Cola]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Crit-a-Cola|Craft}}<br />
| 1<br />
| ∞<br />
| While effect is active: each attack mini-crits and sets Mark-For-Death for 10 seconds.<br />
| 5 seconds<br />
| 20 seconds<br />
|}<br />
<br />
* The Crit-a-Cola is a craftable secondary weapon for the Scout. When consumed, all damage dealt will be [[Critical hits#Mini-crit|mini-crits]] for 8 seconds. Attacking while under the effect will mark you for death for five seconds (does not stack). The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 24 seconds.<br />
<br />
* The Crit-a-Cola is a high-risk, high-reward weapon. A mini-crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you take mini-crits for five seconds after attacking, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.<br />
** Since you take mini-crits for five seconds after attacking, using this to up your damage output in a 1v1 fight is no longer viable, so Crit-a-Cola is now mainly a tool for assassinating lone players or flanking and taking out Medics.<br />
<br />
* During the 8-second mini-crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times. As such, make sure your weapon is fully loaded to benefit the most from the mini-crits.<br />
*** Keep in mind that when you use the Crit-a-Cola, you will automatically switch to your last equipped weapon. If this is your melee weapon, be prepared to attack with it or quickly switch to your primary.<br />
<br />
* At point-blank range, one blast from the Scattergun (or any primary weapon other than the Shortstop) with the mini-crit buff is capable of killing any 125 HP class from full health. Therefore, if you find yourself behind multiple light classes, the Crit-a-Cola can give you one kill per shot. Land two shots to kill most other classes.<br />
* Be careful about drinking the Crit-a-Cola when facing competent Soldiers or Demomen. You will die to one close-range {{botignore|direct hit}} [[Rocket Launcher|rocket]] or [[Grenade Launcher|grenade]], and if you are using the [[Sandman]], one point-blank [[Shotgun]] blast will also kill you.<br />
<br />
* Since mini-crits do not suffer from damage falloff, your primary weapon will remain useful at a longer range as well.<br />
** However, you will still be generally disadvantaged at range against most classes. As you are vulnerable while drinking, it is better to hide, drink it, then run closer to fight back.<br />
<br />
* Never drink the Crit-a-Cola under the effects of a friendly Buff Banner or a [[Critical hits#Crit boost|critical hit boost]], or when facing an enemy that is marked-for-death. Your mini-crits do not stack with critical hits or other mini-crits - using Crit-a-Cola will only weaken yourself with a self-inflicted marked-for-death debuff.<br />
** If possible, coordinate drinking Crit-a-Cola with a friendly Soldier's [[Battalion's Backup]]; the defense boost will negate your increased vulnerability and will allow you to deal mini-crits with no downsides.<br />
<br />
* The [[Force-A-Nature]] is capable of dealing up to 134 damage with the Crit-a-Cola, making it possible to kill any class (besides overhealed Heavies) with two shots at point-blank range. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, as the Force-A-Nature's fast firing speed may be able to kill the enemy before they can react.<br />
<br />
* The Crit-a-Cola pairs well with the [[Shortstop]], as its extra range and tighter spread combined with mini-crits not being affected by damage falloff lets you fire from a safer distance than is possible with the Scattergun.<br />
<br />
* The Crit-a-Cola and [[Soda Popper]] can be used together well because the damage boost from the Crit-a-Cola allows you to charge your Hype faster, and the Hype buff will allow you to avoid most damage altogether, negating your marked-for-death debuff. <br />
** However, you sacrifice a secondary weapon, making you less effective at long range. <br />
<br />
* When using the [[Baby Face's Blaster]] with the Crit-a-Cola, it is much easier to gain boost at a distance due to the mini-crits.<br />
<br />
* It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, because the 15 base health you lose may allow Soldiers, Demomen, and other Scouts to kill you before you can kill them.<br />
<br />
====[[Mad Milk]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Effect on Enemies<br />
! class="header" width="13%" | Effect on Teammates<br />
! class="header" width="13%" | Duration<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Mad Milk|Craft}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | 60% of all damage dealt is returned as health. Also negates Cloak.<br />
| rowspan="2" | Extinguishes flame on yourself and/or teammates. <br />
| rowspan="2" | 10 seconds / {{tooltip|2.5 seconds|On a continuously healed target by any type of Medi Gun or Dispenser.}}<br />
| rowspan="2" | 20 seconds / 16 seconds when teammates extinguished.<br />
|-<br />
! {{Table icon|Mutated Milk|Uncrate}}<br />
|}<br />
<br />
* Mad Milk is a craftable secondary weapon for the Scout. Similar to [[Jarate]], it is a thrown weapon that covers enemies in the substance, and nullifies the Cloak of enemy Spies and extinguishes teammates and yourself when on fire. Anyone who attacks a player covered in Mad Milk will heal 60% of the damage they dealt. Mad Milk has a recharge time of 20 seconds.<br />
<br />
* Mad Milk allows you to remain in combat for longer without dying or needing to retreat, since you will regain health as you deal damage.<br />
<br />
* Mad Milk is a great supplement for an offensive push, allowing attackers to replenish their health quickly. Simply throw it onto enemy combatants and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.<br />
** For example, when using the Kritzkrieg's crit-boost, teammates heal a great amount of health.<br />
<br />
* Mad Milk can also be used on defense. When thrown on a Payload or control point, your teammates and yourself can easily stop a push.<br />
<br />
* Using Mad Milk on classes like the Heavy can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to his slow speed and high health. For example, Snipers will be able to regain at least 90 health if they land a headshot on a “milked” target.<br />
** While still risky, Mad Milk makes head-on approaches to bulky classes like the [[Heavy|Heavies]] more easier, as you will be able to take more damage as you attack the enemy.<br />
** Using Mad Milk on offensive classes like Pyros allows for survivability while fighting them. It allows you to survive the high outputs of damage from them through close range combat.<br />
<br />
* Mad Milk is a useful tool for dealing with enemy Spies. The dripping effect is easily spotted if they're disguised and will prevent them from evading your team by cloaking.<br />
** Additionally, the white particles of any player dripping in milk makes them more visible on dark maps such as [[Sawmill]].<br />
<br />
* Mad Milk lets you extinguish teammates or yourself. It is especially beneficial to you, as [[afterburn]] will deal enough damage over time to drain half your health. Do not be afraid to use it when you see a burning teammate, as it refills 20% of its charge instantly if you extinguish a teammate.<br />
<br />
* Some of your Scattergun variants synergize well with Mad Milk.<br />
** The healing will be more effective at close range with the Scattergun, as the larger clip and stronger shots can keep you alive longer using Mad Milk's effect.<br />
** The Shortstop will excel at a distance, as its reliable medium-range shots will give you a decent amount of health while letting you hang back safely.<br />
** Mad Milk will keep you alive while you constantly hunt enemies with the Baby Face's Blaster to fill your Boost bar.<br />
<br />
* Hitting an enemy with the [[Fan O'War]] and dousing them with Mad Milk will return more health per hit, but may alert the enemy to your presence.<br />
<br />
====[[Winger]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Winger|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
| rowspan=2 |5<br />
| rowspan=2 |36<br />
| rowspan=2 |25<br />
| rowspan=2 |15-19 <br />
| rowspan=2 |10-12<br />
| rowspan=2 |52<br />
|-<br />
! {{Table icon|Festivized Winger|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
|}<br />
<br />
* The Winger is a craftable secondary weapon for the Scout. It deals 15% more damage per shot than the Pistol, but has only 5 rounds per magazine. It also allows the user to jump 25% higher when active.<br />
<br />
* The Winger requires you to fire more accurately than the Pistol. If you can't aim well, consider using a different Pistol instead.<br />
<br />
* Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's frequent reloading.<br />
<br />
* The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine. Take advantage of its high damage and use it for close encounters.<br />
** However, the larger clip of the Pistol makes for more sustained damage, and can potentially take down a target when the Winger would have run out of shots. Choose whichever one is preferable for the engagement.<br />
<br />
* Despite its drawback of 5 shots, this allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. However, the Winger is best for short encounters with weak targets, while the Pistol excels at prolonged combat. Consider this when determining your loadout.<br />
<br />
* The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at [[buildings]] don't factor in damage ramp-up/fall-off.<br />
** However, the reduced magazine size will make it harder when there's an Engineer constantly repairing the Sentry Gun.<br />
<br />
*Use the Winger’s increased jump height to take alternate routes throughout the map. Ambush enemies by approaching from unexpected areas.<br />
<br />
====[[Pretty Boy's Pocket Pistol]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pretty Boy's Pocket Pistol|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Pretty Boy's Pocket Pistol}}<br />
| 9<br />
| 36<br />
| 22<br />
| 13-17 <br />
| 8-10<br />
| 45<br />
|}<br />
<br />
* The Pretty Boy's Pocket Pistol is a craftable secondary weapon for the Scout. It is similar to the [[Pistol|Stock Pistol]]; however, it has a 25% smaller clip size. When the weapon is active, it allows you to heal up to 3 health per hit and has a 15% faster firing speed.<br />
<br />
* This weapon offers a middle-ground between the healing utility of the [[Mad Milk]] and the various offensive roles of the Stock Pistol. It doesn't support your team, but it can be greatly beneficial for surviving when roaming around in enemy territory, where friendly [[Dispenser]]s and [[Medic]]s are scarce. It also fulfills most of the Stock Pistol's roles, albeit slightly less effectively.<br />
<br />
* As a Pistol, this weapon is useful in all the same ways as the Stock Pistol, including the ability to easily finish off weakened enemies at a distance, directly fight enemies at a distance, and destroy [[Sentry Gun]]s at a distance, among others. <br />
** Similarly to the Stock Pistol, the Pocket Pistol also offers an alternative to the [[Scattergun]] with better effective distance, faster fire rate, and a faster reload speed. It is a good backup weapon for when there is no time to reload your Scattergun.<br />
<br />
* The Pretty Boy's Pocket Pistol is useful for healing minor wounds. Fire at unaware or unprepared targets.<br />
<br />
* Attacking unaware or distant enemies can significantly increase the Scout's chances of survival. <br />
** Some very easy targets to hit include unprepared [[Heavy|Heavies]] and [[Pyro]]s.<br />
** If being pursued by an enemy, it may be a good decision to turn around and fire at them, to partially regain health you are losing.<br />
<br />
* If lit on fire, shoot the offending [[Pyro]]. Stay out of the range of his flames and backpedal while firing.<br />
<br />
====[[Flying Guillotine]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Critical<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Flying Guillotine|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Flying Guillotine}}<br />
| 1<br />
| ∞<br />
| 50<br />
| 150<br />
| 6 seconds / {{tooltip|4.5 seconds|On long range hit}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| N/A<br />
| N/A<br />
| 40 damage over 6 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Flying Guillotine is a craftable secondary weapon for the Scout. It is a thrown weapon that causes [[bleed]]ing when it hits an enemy.<br />
<br />
* The Flying Guillotine sacrifices your accurate Pistol for a stronger, harder-to-aim weapon with cooldown. One hit from the Flying Guillotine deals moderate damage, equivalent to several Pistol shots, if including bleed. However, you will lack a secondary weapon if you miss, so make sure your throws count.<br />
<br />
* This weapon flies at an arc, and takes some time to reach its destination. Lead your target accordingly, as throwing where your enemy was will simply cause it to miss.<br />
** While it can be hard to aim, the Flying Guillotine is very hard to see when thrown. Enemies will usually fail to see your throw coming until it strikes them.<br />
<br />
* The Flying Guillotine deals no damage to [[buildings]]: when thrown at any building, the weapon will simply bounce off.<br />
** Conversely, enemy Pyros can [[airblast]] your thrown weapon and bounce it back at you. Be careful, as this will take away most of your health.<br />
<br />
* This weapon can be very useful on [[Payload]] matches because most players will be moving slowly and/or not paying attention while they're pushing the cart, so you can dish out a solid amount of damage. The added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.<br />
<br />
* Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower-health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.<br />
<br />
* Bleeding damage included, a regular hit will fill up most of the [[Baby Face Blaster]]'s boost gauge in one hit.<br />
<br />
* Long-range hits will decrease the already short recharge time. Try to hit shots from farther away to make it able to be thrown more often.<br />
<br />
===Melee Weapons===<br />
====[[Bat]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bat|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
| rowspan="11" | 0.5 seconds<br />
| rowspan="11" | 35<br />
| rowspan="11" | 105<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Festive Bat|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Batsaber|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Batsaber}}<br />
|}<br />
<br />
* While the Bat swings quickly, it deals less than half the damage of other stock melee weapons. Each swing does 1/3 of a point-blank Scattergun shot, making it only useful as a backup weapon.<br />
** On servers with random critical hits, the Bat becomes much more effective due to its high swing speed, which lets it roll for more crits compared to other melee weapons.<br />
<br />
* In a one-on-one melee fight, you will be able to get in more hits due to the Bat's swing speed and your own mobility, but your enemy will be able to kill you faster if he lands his.<br />
<br />
* You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your primary and secondary weapons need to be reloaded, but should not be used excessively otherwise.<br />
<br />
* You may use the bat when ambushing an enemy who is constantly strafing (as melee weapons require less precise aim to hit).<br />
<br />
* Unless under the conditions described above, you'd generally be better off using your Scattergun.<br />
<br />
====[[Sandman]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Slow Time<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Sandman|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|-<br />
! rowspan="2" | {{Table icon|Festivized Sandman|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|}<br />
<br />
* The Sandman is an unlockable melee weapon for the Scout. With secondary fire, the Scout will launch a baseball that will [[slow]] an enemy on hit for 1-8 seconds, depending on how long the ball has stayed in the air, but carrying this weapon will lower the Scout's maximum [[health]] by 15, to a total of 110. Hit targets are considerably slowed and cannot [[Jumping|jump]]. Hitting an enemy with the ball at maximum range will render the target immobile for the entire effect duration. The ball has a recharge rate of 10 seconds, but can instantly be reused by picking up a baseball that has been launched by the player or another Scout.<br />
** The ball counts as a [[projectile]], and can be [[Compression blast|airblasted]].<br />
** A launched ball lingers for 3<!-- confirm?--> seconds if it hits someone, or 10 seconds if it doesn't.<br />
<br />
* The Sandman can be a great support weapon for your team. Slowing a target that has a [[ÜberCharge#Kritzkrieg|Kritzkrieg]] activated on them can delay the enemy's push.<br />
** It is also a great tool for slowing key targets, like [[Heavy|Heavies]], [[Medic]]s, or [[Sniper]]s, leaving them open to attack.<br />
<br />
* If you are caught in a bad situation, the slowing effect can buy you enough time to get to safety.<br />
** Similarly, if you are in a situation to get the first strike, slowing your opponent can make it much easier for you to hit them before they can react.<br />
<br />
* [[Critical hits]] lengthen the slow time. In servers with random critical hits enabled, the baseball also uses the same base critical chance of 15-60% as any melee weapon, making such criticals rather common on these servers.<br />
<br />
* Aiming the baseball isn't always easy due to its arc and travel time, but in certain areas, it can be. For example, the bridge in [[Badlands (Control Point)|Badlands]] is just long enough for you to hit an enemy with a moon shot (a maximum strength slow) and it is relatively easy to hit someone with it since the bridge is a straight pathway.<br />
<br />
* When equipping the Sandman, be aware that you start with only 110 health. At point-blank range, a Soldier can kill you with one rocket, as can a Demoman with a well-placed stickybomb. If survival is a priority, it is better to switch to another melee weapon.<br />
<br />
* A lone [[Engineer]] is a prime target for the Sandman's ball. While slowed, the Engineer may not be able to reach his Sentry Gun in time due to his decreased speed. Use this opportunity to attack the [[Sentry Gun]]. This is especially useful if the Engineer is a good distance away from his Sentry Gun.<br />
<br />
* Avoid using the Sandman with [[Crit-a-Cola]], as the 15 health deduction will allow enemies to kill you nearly instantly.<br />
<br />
====[[Holy Mackerel]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Holy Mackerel|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
| rowspan="4" | 0.5 seconds<br />
| rowspan="4" | 35<br />
| rowspan="4" | 105<br />
|-<br />
! {{Table icon|Festivized Holy Mackerel|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|-<br />
! {{Table icon|Unarmed Combat|Craft}}<br />
| align="center" | {{Icon killicon|weapon=unarmed combat}}<br />
|-<br />
! {{Table icon|Festive Holy Mackerel|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|}<br />
<br />
* The Holy Mackerel and Unarmed Combat are craftable melee weapons for the Scout. Each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!", but otherwise they function the same as the Bat.<br />
<br />
* While the kill feed announcement may be aesthetic, hitting a cloaked Spy will be displayed on the kill feed. Conversely, triggering a [[Dead Ringer]] Spy's cloak or hitting a disguised Spy will not be displayed in the kill feed. This lets you track down Spies that attempt to feign death.<br />
<br />
* The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.<br />
<br />
====[[Candy Cane]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Candy Cane|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Candy Cane}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
|}<br />
<br />
* The Candy Cane is a craftable melee weapon for the Scout. When the player kills an enemy, a small Health pack is dropped regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.<br />
<br />
* Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.<br />
** Use the Candy Cane to check for [[Dead Ringer]] Spies, as feigned deaths will not drop Health kits.<br />
<br />
* The Candy Cane can be a double-edged sword when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill. Use it when pushing the enemy back.<br />
<br />
* A successful kill with the Candy Cane in [[Medieval mode]] will cause two health kits to be dropped instead of one.<br />
<br />
* Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from most of their primary weapons at close range will instantly kill you.<br />
** With this knowledge, consider equipping this weapon with others that give you additional damage vulnerability, such as the Crit-a-Cola, may be useful, as any hit from an explosive would kill you anyway, even without the marked-for-death effect.<br />
** You can also use this fact to train yourself to dodge better, as getting hit by the explosive damage punishes you for not dodging well.<br />
<br />
* Using the Mad Milk with the Candy Cane can allow you to heal yourself and teammates if no Medics or Health kits are nearby.<br />
<br />
* The Candy Cane is also useful when you have a damaged Medic nearby. With the Medic's healing, you can easily secure a kill, which will drop a small medkit for your Medic.<br />
<br />
====[[Boston Basher]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Boston Basher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Boston Basher}}<br />
| rowspan="2" |0.5 seconds<br />
| rowspan="2" |35<br />
| rowspan="2" |105<br />
|-<br />
! {{Table icon|Three-Rune Blade|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Three-Rune Blade}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Boston Basher is a craftable melee weapon for the Scout. On hit, the enemy will [[Bleeding|bleed]] for 5 seconds (for a total of 75 damage), but on miss, it will apply 18 base damage and bleed effect to the user at a reduced rate (a total of 48 damage). The user will not be damaged when hitting a teammate, any world geometry, or props.<br />
<br />
* This is not a weapon meant to be spammed, as it will just get you killed. Instead, keep landing single hits when the enemy is close to minimize missing.<br />
** If you end up making yourself bleed, you can stop the bleeding by drinking [[Bonk! Atomic Punch]] and getting a Health kit to recover.<br />
<br />
* A successful hit including bleed will deal 75 damage, making hit-and-run tactics even more effective. Run in, melee your target once to soften him up, and fire Scattergun shots as you retreat.<br />
** If you are losing a one-on-one fight and need to escape or are likely to die, hitting your opponent as you run away may be enough to kill them. This is more effective on light classes like other Scouts, although heavier classes may still be forced to retreat.<br />
<br />
* By swinging right after jumping, you can boost yourself with the self-damage of the Boston Basher to heights comparable to the Pyro's [[Detonator]] jump. However, this costs a lot of health, so take note of where the map's health packs are.<br />
** By combining the boost of the Boston Basher with the ability of the [[Force-A-Nature]] to perform a third jump, you can jump over long stretches of a map.<br />
<br />
* By hitting yourself while being healed, you can help a friendly [[Medic]] build [[ÜberCharge]] faster.<br />
<br />
* The bleed effect can be useful for preventing [[Spy|Spies]] from escaping by [[cloak]]ing. However, do not try to hit a Spy that is already invisible, or you may weaken yourself and allow him to finish you off with his Revolver.<br />
** Hitting a teammate will not result in damage, this can be used for Spy-checking.<br />
<br />
* If you land a successful hit on an enemy with the Boston Basher while the enemy is coated in [[Mad Milk]], the bleed damage will heal you. This can reduce the health lost from missed attacks.<br />
<br />
* The [[Crit-a-Cola]] can be useful with the Boston Basher; self-inflicted damage will not be boosted by Crit-a-Cola's effect, and the mini-crits against enemies will greatly increase damage dealt.<br />
<br />
====[[Sun-on-a-Stick]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Sun-on-a-Stick|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sun-on-a-Stick}}<br />
| 0.5 seconds<br />
| 26<br />
| 79<br />
|}<br />
<br />
* The Sun-on-a-Stick is a craftable melee weapon for the Scout. It delivers 25% less damage than the Bat, but guarantees a critical hit whenever you strike a [[Fire|burning]] enemy. Additionally, it grants the user 25% fire resistance when it is the active weapon.<br />
<br />
* Equipping the Sun-on-a-Stick usually comes down to whether you have a Pyro on your team, as the critical hits only come into play when your opponent is suffering from afterburn.<br />
** Likewise, fire resistance is virtually useless if there are no Pyros on the enemy team, and flat-out worthless if there are no enemies capable of inflicting fire damage at all, such as [[Cow Mangler 5000]]-wielding Soldiers.<br />
<br />
* While the Sun-on-a-Stick's critical hits on burning targets are powerful, your Scattergun deals damage much more reliably. Because of this, attacking with the weapon is generally a bad idea unless you are ambushing a burning enemy.<br />
<br />
* The Sun-on-a-Stick's passive fire resistance is usually more useful than its highly situational critical hits, giving you the extra survivability needed to retreat to a health source when you're on fire.<br />
<br />
* The best game mode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the [[Huntsman]] and the [[Sharpened Volcano Fragment]]. Otherwise, it is overall a weak weapon to use for combat, and may not be reliable in a melee fight.<br />
<br />
====[[Fan O'War]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Marked for Death Time<br />
|-<br />
! {{Table icon|Fan O'War|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Fan O'War}}<br />
| 0.5 seconds<br />
| 9<br />
| 27<br />
| 15 seconds<br />
|}<br />
<br />
* The Fan O'War is a craftable melee weapon for the Scout. An enemy hit by the Fan O'War will be "marked for death", indicated by the skull with crossbones floating above their head, and all damage they take will be mini-crits. The "marked for death" effect lasts 15 seconds. The Fan O'War also deals critical hits when it would normally mini-crit. As a drawback, the Fan O' War deals 75% less damage on hit.<br />
** The Fan O' War's effect can only be applied to one enemy at a time.<br />
<br />
* Remember that the Fan O'War is essentially the melee equivalent of [[Crit-a-Cola]]; while you don't receive increased damage from enemies, it still requires that you get within point-blank range of enemies.<br />
** Unlike the Crit-a-Cola, you still get access to your secondary weapon, so the Fan O' War is a good choice if you don't use your melee weapon for combat often.<br />
<br />
*The Fan O'War deals 9 damage against unmarked players, and 26 damage for subsequent hits. Like most melee weapons, it is not a good choice for directly dealing damage. Hit the enemy once, then use your primary and secondary weapons to take full advantage of the damage bonus.<br />
<br />
* Ambushing and good maneuvering are crucial with the Fan O'War; whether you're using it on the front lines or the opposing base, remember that surprise is key to landing a hit. Rushing straight towards an enemy with a melee weapon is never a good strategy.<br />
** Try attacking enemies that are alone, so that you aren't outnumbered once you mark an enemy for death. <br />
**If you are cornered, hit key targets like [[Heavy|Heavies]] and [[Medic]]s. Your teammates may be able to kill them even if you die.<br />
<br />
* Unlike [[Jarate]], the mark for death persists for 15 seconds and its duration is not reduced if the target is being healed, making the Fan O'War better at weakening key targets.<br />
<br />
* The Fan O'War is very effective for countering [[Spy|Spies]. Even if a marked Spy [[cloak]]s with a [[Dead Ringer]], the skull symbol will remain above his head, nullifying his invisibility.<br />
<br />
====[[Atomizer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | On Enemies<br />
! class="header" width="10%" | On Buildings<br />
! class="header" width="10%" | Self-Damage<br />
! class="header" width="10%" | Critical<br />
|-<br />
! {{Table icon|Atomizer|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Atomizer}}<br />
| 0.5 seconds<br />
| 30<br />
| 35<br />
| 10<br />
| 89<br />
|}<br />
<br />
* The Atomizer is a craftable melee weapon for the Scout. It grants the Scout the ability to triple jump while holding the weapon and mini-crit enemies while airborne, but also deploys 50% slower in addition to 15% less damage done to players.<br />
** The Atomizer deals less damage to players, but not to buildings. Using it to take out an enemy Teleporter or Dispenser can conserve primary and secondary ammo while doing regular damage. <br />
<br />
* Like the Fan O' War, the Atomizer is more of a utility than a weapon. If you do not use your melee enough for its penalties to matter, consider using the Atomizer.<br />
<br />
* The Atomizer's third jump can be very useful when retreating, as it gives you another jump to dodge enemy attacks. Its switch speed penalty makes it less useful in direct combat, however; you cannot fire your Scattergun while holding the Atomizer.<br />
<br />
* Using the Atomizer's third jump, you can often take shortcuts into places in the map you couldn't otherwise reach. Try using them for devastating flanks.<br />
<br />
* With the [[Force-A-Nature]] equipped, you can perform a [[Jumping#Quad Jump|quadruple jump]] by combining the Atomizer's triple jump with the Force-A-Nature's self-inflicted [[Knockback|recoil]].<br />
<br />
* The Atomizer does not pair well with the [[Baby Face's Blaster]], as the Blaster loses most of its speed boost with each jump. Using your third jump will lose all your Boost. <br />
<br />
====[[Wrap Assassin]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Wrap Assassin|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Wrap Assassin}}<br />
| 0.5 seconds<br />
| 11<br />
| 32<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 11.25 seconds<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Wrap Assassin is a craftable melee weapon for the Scout. It allows you to launch a Bauble similar to the [[Sandman]]'s baseball, but causes damage and [[bleeding]] on hit instead of slowing. The bauble also breaks on contact with a surface, dealing negligible damage to enemies around it, or the Scout himself. The Wrap Assassin's ball regenerates 25% faster than the Sandman's, allowing for more shots. The drawback is its melee damage, which is reduced by 65%.<br />
<br />
* The Wrap Assassin is a Sandman variant that sacrifices its [[Slowdown|slow]] ability for a more frequent damage option. While you will not be penalized with less health like the Sandman, you become very weak in melee combat. Keep away from enemies attempting to melee-fight you — you will most likely lose.<br />
** As the bauble works similarly to the Sandman's ball, most of the Sandman's tactics work for this weapon.<br />
<br />
* Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.<br />
** The ornament also shatters if it hits anything, dealing 4-13 damage in an area-of-effect. This shatter damage does not cause bleeding. Rely on direct hits to deal damage.<br />
<br />
* The bleed damage of the Wrap Assassin can greatly benefit from the Crit-a-Cola, as it will deal a greater amount of damage to enemies.<br />
<br />
* Although the Flying Guillotine does more damage and has a faster recharge time, the Wrap Assassin allows you to choose a secondary of your preference and retain a weapon that causes a bleeding effect.<br />
** However, using both at once can make you a damage-over-time powerhouse, as bleed damage stacks with multiple bleeding weapons. You will do up to 146 damage if both weapons hit.<br />
<br />
== [[Taunts#Taunt Attacks|Taunt Attacks]] ==<br />
===[[Home Run]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Home Run}}<br />
| align="center" | {{Icon killicon|weapon=Home Run}}<br />
| [[Sandman]]<br />[[Atomizer]]<br />
| 500 with Sandman, 425 with Atomizer<br />
| 5 seconds<br />
| The Scout points to the sky, winds up, and swings a deadly blow.<br />
|}<br />
<br />
* It is advisable to only use your killing taunt on scoped Snipers, very distracted Heavies, or someone that has been slowed by a critical ball because the taunt animation takes so long. As with most other killing taunts, it can also be used to retaliate during Humiliation as the losing team.<br />
<br />
* You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. You can, however, still be knocked back, ruining the taunt attempt.<br />
<br />
* This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon {{botignore|execution}}. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Home Run tauntkill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature |icon-size=40x40px}} <br /><br />
'''[[Scattergun]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
'''[[Pistol]]''' or '''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br />
'''[[Bat]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This is a balanced, offensive Scout set that focuses on the central role of Scout: flanking and picking.<br />
<br />
The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol, while the Force-A-Nature allows you to finish off any injured opponents or push away other defenders that may stand in your way. <br />
<br />
Bonk! Atomic Punch is most useful when you need to get by enemy Sentry Guns in order to run past unharmed with relative ease, but isn't much to fully stop a Sentry for good, or for mid-ranged self defense, unlike the Pistol.<br />
<br />
If you need to augment your survivability, swap the Sandman for the Bat. The Sandman's ability to hit a slowing baseball, however, can serve as a last minute attack when either Scattergun needs to be reloaded, or as an offensive mechanism to get in a couple of easy hits. <br />
<br />
Use caution while using the Sandman, however; the Sandman's -15 health attribute drops your health down to only 110, allowing Soldiers to kill you with one attack at close range. Should you not land a Scattergun kill, either close in again with the Pistol or use your slowing ball as you retreat to prevent the enemy from following you.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Flying Guillotine|icon-size=100x100px}}<br />
'''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
<br />
|<br />
This loadout focuses on damage over time, with your bleed damage projectiles doing most of your work. As such, this combination of weapons works best at medium range, and is generally only effective against a single target.<br />
<br />
By constantly flinging both the Flying Guillotine and the Wrap Assassin's baubles into groups of enemies, you can help your team by softening up to two enemies each time. However, this combination shines against a single target, as bleed damage stacks if they are caused by separate weapons. If you find a key target, landing both projectiles will double the bleed damage and inflict both weapon's base damage as well, which is enough to kill any 125-health class over time and severely weaken tougher classes. For anyone who survives, simply blast them with your primary weapon.<br />
<br />
Your primary weapons generally help you make up for your close-range weakness, or to get behind enemy lines to ambush them with this combo. The Force-A-Nature allows you to knock back enemies that get too close for you to throw your projectiles safely, gives you a very powerful retaliation option, and can help with getting behind enemies with its force jump so you can catch them offguard. If you want to take ambushing one step further, the Soda Popper's multiple jumps will make it even easier to get behind enemy lines, where you can constantly pester your opponents.<br />
<br />
As effective as this combo may be, remember that you will lack a reliable weapon for at least 6 seconds if you throw both projectiles at once. Fending off more than one opponent will be more difficult for you, so land your bleed weapons, retreat, and return once you are recharged.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br /><br />
'''[[Boston Basher]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This combination turns the Shortstop into a viable way to deal large amounts of burst damage at higher ranges than you usually can, and increases the power of your bleed damage.<br />
<br />
As mini-crits do not suffer from [[damage]] fall-off, you are lethal from all ranges (for short periods of time). Because of this, the Shortstop will deliver strong and accurate damage with mini-crits even at range, and paired with 4 rounds per magazine and a fast reload, it is potentially lethal even to Heavies if you get close. <br />
<br />
As bleeding damage is also affected by your mini-crit boost, pairing it with a bleeding melee weapon can be very powerful as well. If you prefer to stay back at a distance, the Wrap Assassin will maximize your damage potential at from afar if you land a bauble while you are mini-crit boosted. The Boston Basher works better for those who want to get in to do damage. However, given that Crit-a-Cola also makes your self-inflicted hits hurt even more as well, it's important to have a nearby healing source or Medic in case you miss with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Scattergun|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This is a great combo when you want to help your team survive longer and aid them with pushes.<br />
<br />
The Shortstop and Scattergun are excellent weapons when you don't have your Pistol equipped. The Scattergun has its reliable six shots and high damage at close range that lets you take down targets easily, while the Shortstop lets you do more damage at a distance if safety is imperative. When a Medic is not around, the Mad Milk's ability will provide your teammates with a well-appreciated opportunity to heal when they hit a soaked enemy, and if you do have a Medic, it will make his job infinitely easier and improves the effectiveness of your team's pushes, as they will survive longer on the battlefield. Mad Milk will also reveal cloaked Spies, aiding your team with Spy checking, and will also extinguish any teammates on [[fire]]. The Sandman's ball can slow key targets and make aiming much easier for you and your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} <br />
'''[[Candy Cane]]'''<br />
| <br />
<br />
This is an ideal loadout for Medieval mode.<br />
<br />
Since the only explosive attack is from the Demoman’s [[Ullapool Caber]], the Candy Cane coupled with the Mad Milk, can help you and your teammates survive long enough to capture a point. <br />
<br />
In normal gameplay, however, you need to be careful to not engage in front line combat unless required because of the likelihood of stray explosives. The Shortstop will help you with this vulnerability, as it increases the amount of knockback you experience and can send you flying into safety if you are hit by an explosion. Because of the additional health this loadout provides to your team, it is also very useful in Arena mode.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}<br />
'''[[Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
<br />
This combo uses the Fan O'War to enhance the capabilities of your Stock weapons, which have the the most ammunition and the overall best power output. <br />
<br />
Your standard fare of Scattergun and Pistol bullets will help you in general situations, as they are dependable overall with few situational weaknesses. Using the Fan O'War will make the best out of a bad situation, since it will increase your weapon's already high damage. Mark your target for death before going up to them, such as a Heavy with the [[Natascha]], or a Soldier or Demoman in a tight corridor. Consider using this loadout when you know you will be facing high HP enemies.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sun-on-a-Stick|icon-size=100x100px}} <br />
'''[[Sun-on-a-Stick]]'''<br />
|<br />
<br />
This combination is recommended if you are working with a Pyro on your team, or are trying to counter an enemy Pyro.<br />
<br />
The Sun-on-a-Stick's guaranteed Critical hits on burning players allows for easy kills when working in conjunction with a Pyro. Mad Milk will provide more health for Pyros against a group of enemies, and allows them guaranteed critical hits if they are using the [[Neon Annihilator]]. The Scattergun can damage burning enemies from a distance, hastening their death due to afterburn, or weaken high HP classes such as the Heavy or Soldier before your Pyro buddy runs in. This loadout also works well in Medieval Mode if you have a Pyro coordinating with you on your team.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
This setup is for an entirely support-based Scout. Because you will lack a true weapon other than your primary weapon, play carefully and stay with your team, supporting them with your utility and providing covering fire.<br />
<br />
Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Combine both on a single target to grant even higher healing while increasing damage done. Both of these weapons can also be used to reveal cloaked or disguised Spies; Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit. Both of them are also unaffected by the Dead Ringer, making them more effective. The Shortstop's fast firing rate, accuracy at medium range, and short reload time makes up for a lack of a Pistol (or melee weapon), whereas the Force-A-Nature makes up for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow you to reach more advantageous positions to throw Mad Milk or flank from.<br />
<br />
With the Force-A-Nature, this is also a great loadout for Mann VS Machine. As the Scout's main roles are money collection and team support, there's little need to invest points in anything but upgrades for Mad Milk and resistances. As such, the MVM Scout tends rely on the effects of his primary and melee weapons, rather than on any damage they can deal.<br />
<br />
For instance, the knockback from Force-A-Nature can either temporarily stop giant robots in their tracks, or send bomb-carrying Robots flying backward, thus causing them to lose ground. Mad Milk, of course, is the staple for the Scout not only due to the slowing upgrade, but also due to the healing bonus given to the entire team. The Fan O'War, while dealing little damage on hit, marks its target for death. This is primarily used against giant Robots, as the mark causes the giant robot to take mini-crit damage from nearly all sources, allowing your team to destroy it faster.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This combination allows you to reach tremendous heights at the cost of firepower.<br />
<br />
By using the Atomizer's triple jump ability in combination with the Force-A-Nature's knockback jumps to pull off a quadruple jump, you will be able to reach places that only a Soldier or Demoman could reach with explosive jumping. However, as the Atomizer does little damage, the best way to protect yourself is with Force-A-Nature blasts, followed by a retreat with the Pistol if you don't have enough time to reload the Force-A-Nature. If you have the Pretty Boy's Pocket Pistol in your disposal, you will be immune to fall damage, so you don't have to worry if you fall from a great height. Remember that the Pretty Boy's Pocket Pistol fires 25% slower than your stock Pistol and you will take 20% more damage when it is out, so keep it holstered till you need a heal when you're at a height.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}<br />
'''[[Boston Basher]]'''<br />
|<br />
<br />
This loadout is good for survivability and is best when combining the Mad Milk's self healing with the the [[Bleeding]] by the Boston Basher, causing self healing over time. <br />
The Scattergun can quickly dispatch enemies at close range for burst healing when enemies are covered in Mad Milk. Milked enemies will also help you negate self-inflicted damage if you happen to accidentally hit yourself with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=100x100px}}<br />
'''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x400px}} <br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br /><br />
'''[[Bat]]''' or '''[[Candy Cane]]'''<br />
| '''The Public Enemy Setup'''<br />
<br />
The Public Enemy Setup works well together, as it prevents wasting Boost by jumping, and helps you regain lost health from damage so you can move in to gain even more Boost.<br />
<br />
The Baby Face's Blaster's discourages jumping, which the fall damage negation presented by the Pocket Pistol complements. The boost provided by the Baby Face's Blaster presents more opportunities for ambushes, and the healing granted by the Pocket Pistol lets you steal any lost health that would have depleted when you escape from enemies, which would have also depleted your Boost. Heal up with Pocket Pistol shots from afar if you lack Boost, then run in again. However, you take increased damage when you have the Pocket Pistol out, so be in a safe location before doing so. If you like, the Candy Cane will help you keep gaining your Boost if you get damaged on the battlefield, as you will stay healthier and be able to fire more shots off. However, remember it makes you very vulnerable to explosives, so you might prefer to bring the standard Bat instead.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Winger]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br /><br />
'''[[Wrap Assassin]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This set is centered on building Boost quickly with the Scout's secondary and melee weapons at a distance.<br />
<br />
The Pistol's high rate of fire and quick reload can make it easier to quickly build Boost quicker. Its clip size makes it easy to spam, and is recommended if you are not as accurate when in motion. The Winger trades magazine size for power, but less accurate players may have trouble landing hits with it. The Flying Guillotine trades spammability for instant benefits; although its cooldown and travel time makes it harder to land hits with, a single hit will fill your Boost bar almost all of the way. <br />
<br />
Depending on your melee, you can pick either the Wrap Assassin or Sandman. The Wrap Assassin is effective if you are not using the Flying Guillotine for ranged combat, as it can inflict Bleed at long ranges to safely fill up your Boost meter. The Sandman reduces your survivability, but deals reliable melee damage, and its slowing ball pairs well with the Pistol or Flying Guillotine, making it easier to score Pistol shots or hits with the Guillotine.<br />
<br />
Regardless of your choice, it is essential to keep getting hits to keep your Boost high, as you lose a lot of charge when you are damaged. Once you get full Boost, run in to do some damage, then retreat to a distance to regain your Boost. Rinse and repeat.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}<br />
'''[[Sandman]]'''<br />
|<br />
<br />
This set monopolizes on your ability to make quick getaways and use hit-and-run tactics. While using this set initially leaves Scout vulnerable with a slower starting speed and 110 HP, the reward is often worth the risk.<br />
<br />
The Baby Face's Blaster lets the Scout fly in and out of battle at blazing speeds once he has full Boost. As damage reduces the Boost bar, pairing this with the Bonk! Atomic Punch's effects gives you the absolute maximum infiltration and retreating potential without fear of losing Boost. Capture the Flag maps become fairly easy for grabbing the intelligence if the opposing team doesn't have many Sentry Guns. Arena and King of the Hill modes are also less intimidating as you can retreat to heal with minimal chance of being injured while running away. The Sandman is used to slow enemies, further opening your window of opportunity to close in quickly for a kill or to escape on a whim.<br />
<br />
However, because you lack a reliable ranged weapon to build Boost, you are fully dependent on the Blaster. Make sure to drink Bonk! as soon as possible to ensure you don't lose your hard-earned Boost before you move in.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Crit-a-Cola]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This setup mainly focuses on the Scout using alternative routes to sneak up on opponents and deal a lot of damage in a short period of time using quick-firing Scatterguns or Flying Guillotine.<br />
<br />
The Force-A-Nature and Soda Popper work best as a flanking weapon thanks to their faster firing rate. If using the Force-A-Nature, the Crit-a-Cola pairs well with it, as it can kill most classes in a single clip before they can react. If not, the Flying Guillotine can be used as a long ranged backup weapon. The Soda Popper's hype charge can be enhanced with the Crit-a-Cola's damage boost, and when full, the multiple jumps can let you reach massive heights, while also ambushing from behind the enemy's defenses. The Sandman's ability to fire slowing balls can be used to ambush or escape combat more effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=100x100px}}<br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}} <br/ ><br />
{{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
'''[[Bat]]''' or '''[[Sandman]]''' or '''[[Fan O'War]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This set focuses on maximizing the Scout's movement speed to its fullest potential, making you a very hard target to hit, at the cost of survivability and being close to enemies.<br />
<br />
The Baby Face Blaster is weaker than the Scattergun at combat due to its lower magazine size. However, coupled with the Crit-a-Cola, hitting multiple targets at close to mid range can build Boost almost instantly. Once you have full Boost, Crit-a-Cola will not boost your speed even further, but you will be fast and strong enough to take down most enemies in a single hit if you get close. As you take increased damage if Crit-a-Cola is in use, you will be very vulnerable especially since damage easily reduces your Boost, but you will often be fast enough to dodge most projectiles. Just be wary of Sentry Guns, which have perfect aim.<br />
<br />
Bring a melee weapon of your choice. The Bat does have any downsides and improves your survivability. The Sandman will let you slow your target before you move in with your speed, but makes you even more fragile. The Fan O' War will be easier to use since you'll often be moving faster than usual, and the Wrap Assassin's bleed effect will help you gain Boost easily when boosted by your mini-crits.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}<br />
<br /><br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
| '''The #1 Fan'''<br />
<br />
This setup rewards good aiming and ambushing tactics with high burst damage and incredible mobility.<br />
<br />
The faster reload speed of the Soda Popper gives your enemies less time to catch you unarmed, while its faster firing speed helps you to kill unaware foes before they can even react. Once your hype meter is full, the additional air jumps when activating hype mode allows you to rain bullets from the air or flank your enemies and set up ambushes.<br />
<br />
The jump boost of the Winger lets you easily jump over obstacles or enemies, before landing beside them to fire strong Winger shots at them. Keep in mind that you should focus on hit-and-run tactics because of the reduced clip size of both the Soda Popper and the Winger. The Atomizer's third jump provides a good fallback to help you escape when you do not have hype mode activated.<br />
<br />
The best way to use this set is to weave in and out of combat to build your hype meter. When it is full, activate hype and then switch back to Winger to boost your air-jumps. This allows you to jump over enemies' heads to shoot them from behind, or simply to get into enemy territory.<br />
<br />
<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Holy Mackerel|icon-size=40x40px}}<br/ ><br />
'''[[Fan O'War]]''' or '''[[Wrap Assassin]]''' or '''[[Holy Mackerel]]'''<br />
|<br />
<br />
This combination of weapons is specifically designed to hunt down enemy Spies. As a Scout, you are the fastest class in the game and the second most effective Spy hunting class after the Pyro. While you can simply run into a suspicious teammate to check them, this loadout enables you to check for Spies with less risk to yourself as well as notify your team of any Spies you may discover.<br />
<br />
The Back Scatter's wider spread becomes a benefit here, as even a single pellet will reveal an invisible Spy by their flicker--simply fire from a medium distance at suspicious spots, since you have Back Scatter ammo to spare. It can also be useful if you see a disguised Spy about to backstab a teammate; simply blast him at the back to rid of him with your mini-crits.<br />
<br />
Once you find a Spy, bring out your melee weapon or your Mad Milk to highlight them as a target. If the enemy Spy is not using a [[Dead Ringer]], the Wrap Assassin or Fan O'War can make it easy to find them using the telltale blood spatter or Marked For Death symbol above their heads. If you suspect there are Dead Ringer Spies on the field, the Holy Mackerel and its variants can ensure that you don't let them get away with faking their death. If the kill feed indicates that the Spy has not actually died, use your Mad Milk to douse the area; done quickly, the Spy will not be able to avoid being covered in Mad Milk, which will give away his position. <br />
<br />
Even when not hunting Spies, this loadout can still contribute to the Scout's usefulness by extending his team's effectiveness due to the Mad Milk and Fan O'War, and rewards powerful sneak attacks from behind on targets splashed with Mad Milk.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This set trades the #1 Fan set's Soda Popper for the Force-A-Nature, allowing you to get out of confrontations you cannot win and traverse large areas in good time.<br />
<br />
This loadout enables three Winger-boosted jumps and a Force-A-Nature force jump, allowing you to be extremely unpredictable and agile. This is strictly a hit-and-run playstyle, due to the Force-A-Nature's small clip. Surprise your enemy by dropping from the sky after a triple jump, then fire at them to push them back. This is useful for when a key target decides to push into your team's territory (such as a Heavy), as you can deny his entry and simply jump away to safety. The Force-A-Nature knockback also lets you escape if you can't win a confrontation, as well as push enemies into environmental hazards or into the hands of your teammates. This set can also aid your team if you play as a decoy, as you can distract your opponents by firing from above while jumping, hence keeping attention away from your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
|<br />
<br />
This load-out turns the Scout into a major distraction. Although you won't be able to do high damage as with the Scattergun, the Force-A-Nature can be used to push opponents away from their objective or target, while still dealing high burst damage to take out anyone unaware. The Wrap Assassin's bat and bleed damage is not spectacular, but its main benefits include shaking the screens of Snipers to hinder their aim, and causing damage over time that can lead panicky opponents to hunting you down and wasting time. Bonk! Atomic Punch will be a fallback option for escape if you are low on health, and you can use the invulnerability to distract opponents or block their line of sight. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br/ ><br />
'''[[Bonk! Atomic Punch]]''' or '''[[Pretty Boy's Pocket Pistol]]''' or '''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br/ ><br />
'''[[Atomizer]]''' or '''[[Candy Cane]]'''<br />
|<br />
<br />
This loadout focuses on using the Back Scatter as a flanking weapon.<br />
<br />
The Bonk! Atomic Punch and Atomizer can help a Scout to get behind enemy lines. Invincibility can allow a Scout to go unscathed, and even undetected, through enemy territory. The Bonk! Atomic Punch is also useful as an escape option. The Atomizer can assist in finding alternate routes or evading damage. Together with the Back Scatter, these weapons can easily allow a Scout to flank and attack people from behind with his Back Scatter. Alternatively, the Winger can be used instead of the Bonk! Atomic Punch, in order to gain greater access to flank routes.<br />
<br />
Another loadout for a flanking Scout is the Back Scatter, Pretty Boy's Pocket Pistol and Candy Cane. The healing power of the other two weapons comes at the cost of some vulnerability to damage, so it should be your goal to avoid taking explosive damage, and the Pretty Boy's Pocket Pistol should only be deployed when desperate or from safety (such as from behind). This set is particularly deadly against [[Heavy|Heavies]], [[Engineer]]s, [[Sniper]]s, [[Medic]]s, [[Pyro]]s, [[Spy|Spies]], and other Scouts. However, this loadout is less effective against [[Demoman|Demomen]], [[Soldier]]s, and [[Sentry Gun]]s.<br />
<br />
As a general rule, the Back Scatter should be used with [[Pistol]] variants (in order to make up for lesser accuracy) or the Bonk! Atomic Punch. The [[Crit-a-Cola]] is one of the worst weapons to equip alongside the Back Scatter as [[Critical hits|Mini-Crits]] do not stack.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}<br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}} <br />
'''Any Melee'''<br />
|<br />
This is a combo loadout that revolves around using the Crit-a-Cola to build Hype faster, and then using your Hype to play aggressively. This loadout requires you to switch between flanking sneakily and playing aggressively. Be careful when building up Hype, because of the Crit-a-Cola's bigger downside.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
An experienced Scout alone is powerful, but two or more, or even a squadron can cause massive havoc for the enemy team. A coordinated ambush can easily take down any enemy.<br />
* Because a Scout's main duties are to provide a distraction and rush to the objective, one Scout has the ability to distract a whole team at once by shooting from one route, while another Scout can go through an alternate route to the objective without any hassle.<br />
* If a team is experienced enough and is willing to cooperate, they can utilize a [[Scout Rush]] to swarm over enemy objectives before the enemy team has time to prepare a defense.<br />
** In [[Capture the Flag]], a team of Scouts can get to the enemy base before the other team has time to set up defenses. Once the Scouts are situated in the flag room, it is only a matter of time before they capture the flag.<br />
** In [[Attack/Defend]], a team of BLU Scouts can overwhelm the RED defense before they are fully prepared to counter-attack. Coupled with the outrageous capture speed of a Scout rush and the RED team's long [[respawn]] time, this strategy is very hard to combat.<br />
** In [[Payload Race]], the cart only requires two Scouts to reach maximum speed, while the rest of the team can rush to the other cart and prevent them from advancing farther. With the majority of teammates focused on the enemy while the enemy is focused on their cart, the attacking team will make easy work of the opposition.<br />
* When teaming up with another Scout, make sure your loadout complements their loadout's weaknesses.<br />
** A team of Scouts can fulfill many roles; distracting [[Sentry Gun]]s with [[Bonk! Atomic Punch|Bonk!]], [[Slowdown|slowing]] enemies for easier aiming, healing teammates and [[Spy-checking]] via [[Mad Milk]], and even taking down a Heavy-Medic combo.<br />
*** Even without the effects of Bonk!, a pair of Scouts can quickly rush a Sentry Gun and destroy it with their Scatterguns, with the Sentry having no one target to lock on.<br />
* Regardless of the tactics mentioned above, Scout teams suffer when the enemy has set up defenses; it will be difficult to overwhelm an objective quickly if a fully constructed [[Sentry Gun]] is built there, or if a Heavy-Medic pair constantly hunts you down. Additionally, cramped maps such as [[Junction]] will make it more difficult for Scout teams to avoid damage.<br />
**As such, the earlier in a round you attempt a Scout team, the better.<br />
<br />
==={{class link|Soldier}}===<br />
While it may seem unlikely, a Soldier-Scout duo can easily decimate any obstacle that happens to move into their sights; with the combined effect of the Scattergun and [[Rocket Launcher]]'s close to medium range power, it is unlikely that any target will survive long enough to fight back.<br />
* Although the Scout very powerful on the ground, the Soldier is the master of the air. While the Scout engages an enemy from below, the Soldier can rocket jump and blast rockets on the ground to overwhelm his enemies. While both teammates are focused on the same enemy, they can easily take down any foe together.<br />
* As the Soldier's rockets have a longer travel time than bullets, the Scout can run in and clean up any injured enemies should the Soldier miss rockets at medium range.<br />
** Thses two teammates can work together as a tag-team. The Scout can protect the Soldier while he reloads by firing his Scattergun to draw attention away from the Soldier. The Soldier should have reloaded by the time the Scout runs out of bullets, and the Soldier can then protect the Scout as he reloads.<br />
* The Soldier, with his rocket jumps, can be just as mobile as the Scout, at the cost of some health. This pairing can be used to their advantage.<br />
** In [[Control Point (game mode)|Control Points]], this means that they can both capture the same point together with the efficiency of three players. If the Soldier is using the [[Pain Train]], this pair-up is especially effective.<br />
** In [[Capture the Flag]], this combo allows the Scout and Soldier to capture the flag in double-time. While the Scout goes into the base to steal the intelligence, the Soldier waits outside for the Scout. The Scout passes the intelligence to the Soldier, where he rocket jumps back to his home base. The Scout goes back to the enemy base as he captures, and the cycle starts anew.<br />
** In [[Payload]], a Scout can hide behind the cart while a Soldier stands on top of the cart to shoot at enemies. This pairing defends the Scout's invaluable double-capture bonus while still clearing a straight path to the next capture zone.<br />
** On [[Steel]], the Soldier and Scout can both rush to Point E while the enemy team is distracted at other control points. The Scout can deny enemy troops a clear path by firing at approaching enemies, and the Soldier can target specific enemies so that they don't interfere.<br />
* This team can make a great Anti-[[Sentry Gun]] setup; the Scout can use [[Bonk! Atomic Punch]] to distract Sentry Guns, while the Soldier can destroy them and any [[Engineer]]s with a few Rockets.<br />
* [[Mad Milk]] thrown by the Scout into a group of enemies will allow the Soldier to heal significant amounts of health and keep in combat longer, especially with the [[Black Box]].<br />
* A Soldier with the [[Buff Banner]] can improve the Scout's Scattergun effectiveness, as mini-crits are not affected by damage falloff. This will make both the Scout and Soldier deal good damage at range.<br />
* This team is weakest in small buildings. The more open areas the map has, the more effective this combination will be, as both players will be able to move quickly.<br />
<br />
==={{class link|Pyro}}===<br />
The Pyro and Scout are both excellent and efficient ambushing classes. Due to their strengths at close range, a coordinated ambush can result in killing practically any enemy without too much effort.<br />
* As the Scout's speed makes him a wonderful distraction, a Scout can run in and make an opponent focus on him as the Pyro takes an alternate route to ambush them while they are turned away.<br />
** The same can be done in reverse, where the Pyro burns and confuses an opponent as the Scout runs in to finish the job.<br />
* A Pyro can "mark" an opponent by setting them on fire before the Scout runs in to take them down, as they will either be injured or running to a healthpack.<br />
* A Pyro can be a lifesaver for a burning Scout, as afterburn can take drain about half of his health. [[Airblast]]ing can potentially save the Scout from a lengthy respawn time.<br />
* A Pyro who sets an enemy on fire can be finished off quickly by a Scout with the [[Sun-on-a-Stick]], and combined with Mad Milk, the Pyro can [[Critical hits|crit]] using the [[Neon Annihilator]]. In addition to the extra damage, the Mad Milk will heal the Pyro for 94 health on a successful hit. This is a potent combination in Medieval mode.<br />
** Even without this combination, Mad Milk can improve a Pyro's endurance while he burns enemies.<br />
* A Scout equipped with a [[Candy Cane]] can potentially give a steady stream of health to a Pyro carrying the [[Back Scratcher]]: the Pyro can light enemies on fire while the Scout provides the finishing blow. Likewise, the Scout's 25% damage vulnerability to explosives can be neutralized by simply airblasting away any explosives.<br />
* The Pyro can use the [[Detonator]] or [[Scorch Shot]] to take routes where the Scout can.<br />
* The Mad Milk pairs especially well with the [[Phlogistinator]]. The Mad Milk's healing rate will partially negate the Pyro's vulnerability while he burns opponents for "Mmph", and when the weapon is charged, the Pyro can not only fill up his whole health capacity in under a second using milked targets, but also destroy any opponents in range. <br />
** The Backburner operates on the same principles as the Phlogistinator, but with more emphasis on ambushing.<br />
* The Pyro's afterburn combined with the Scout's [[Bleeding]] (when equipped with either the [[Flying Guillotine]], [[Wrap Assassin]], [[Boston Basher]], or [[Three-Rune Blade]]) turns the team into a damage-over-time powerhouse. Constant hits from the [[Flare Gun]] and the Scout's bleed weapons will do significant damage, even at range, where the Scout and Pyro are weak at.<br />
* As mentioned above, this team combination is exceptionally weak at range. [[Sniper]]s and [[Heavy|Heavies]] can often ruin any attempts for the Scout or Pyro to move in. This team combo works best when both parties find alternate routes to ambush enemies, or when one provides a distraction for the other.<br />
<br />
==={{class link|Demoman}}===<br />
Another unlikely team up, the Demoman and Scout are complete opposites of each other; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense and keeping the enemy at bay from mid-range. However, when combined, they can fill a number of roles together.<br />
* Because the Scout specializes in distractions and weapon heckling, a lone Scout is able to lead an enemy right into a Sticky trap even from far away.<br />
** This also allows a Demoman with a sword and shield to charge up to a distracted enemy.<br />
* As the Demoman excels at medium range and Grenades are hard to land, he can help the Scout deal good damage where his Scattergun would not, while the Scout can run in to clean up any missed Grenade shots with his more accurate Scattergun.<br />
* Similarly to a Scout and Soldier team, a Demoman can equip the [[Sticky Jumper]] and [[Pain Train]] to gain the capture rate and speed of a Scout. Combined, they can swiftly capture points together.<br />
* [[Mad Milk]] can offset the -25 health penalty incurred by the [[Eyelander]], giving the Demoman more survivability.<br />
* Because the [[Sandman]] ball can slow enemies for a period of time, a Demoman can place multiple Stickybombs around a slowed enemy before they can get away and detonate them all at once to guarantee an instant kill. Eyelander-wielding Demomen can also get an easy head with this combo, not needing to have to chase down the enemy anymore.<br />
** The Scout can also use the [[Force-A-Nature]] to launch slowed enemies into Stickybomb traps for an easy kill.<br />
* This team combo works well if both parties make up for each class's range weakness.<br />
<br />
==={{class link|Heavy}}===<br />
The Heavy and Scout are complete opposites when it comes to movement speed; the combined force of their weapons, however, is not much of a laughing matter.<br />
* Because the Scout is good for distracting enemies, leading them into the path of a Heavy will force them to retreat, allowing you to finish them off after the Heavy has inflicted his share of damage.<br />
* Conversely, the Heavy is a good shock trooper at the front lines, and is enough of a threat that enemies will usually focus on him. The Scout can take advantage by having free reign of the area the Heavy is covering, and can fire easily at distracted enemies.<br />
* If a Heavy stands in a narrow doorway expecting enemies to come by, the Scout can use his [[Bonk! Atomic Punch]] and walk in front of him to act as a human shield. Since enemies can't shoot through you and the friendly Heavy can, the Heavy's chances of survival greatly increases.<br />
* The pair can complement each other's healing capabilities through combining the Heavy's [[Sandvich]] and the Scout's [[Mad Milk]]; the Heavy benefits from the massive healing granted from hitting milked targets with his [[Minigun]], and the Scout will uniquely gain 75 health from the Sandvich instead of 50 health.<br />
** Mad Milk is especially useful with the [[Dalokohs Bar]] or [[Warrior's Spirit]], where the former's +50 health increase will give the Heavy even further augmented survivability, and the latter's max health reduction will be offset by the constant healing.<br />
* The Heavy's [[Natascha]]'s slowdown effect combined with the slow effect of a Sandman ball will make enemies practically immobile, giving either of you an easy kill.<br />
** Even without the Sandman, this will make the Scout's job much easier.<br />
* Because the Heavy carries huge firepower and very slow speed, this makes him a prime target for Spies to [[backstab]] him. A Scout can Spy-check the area by throwing his Mad Milk or attacking teammates.<br />
* As the Heavy is slow whilst you are fast, it is essential to protect the Heavy or wait for him to move before you approach enemies, especially if both of you are working closely together. Ensure that he survives instant deaths from backstabs or [[headshot]]s by providing a distraction, while he protects you from being overwhelmed by opponents.<br />
<br />
==={{class link|Engineer}}===<br />
Scouts, at first, don't seem to be a potential Engineer buddy. However, the Scout's abilities not only make up for what the Engineer lacks, but can also be a vital part of a base.<br />
* One of the Scout's purposes is to see what's ahead of the team and alert them to it. If a Scout sees an incoming threat, such as a Heavy, Demoman, or Soldier, alert the Engineer as soon as you can so he can prepare better.<br />
** If it's a weaker class, such as another Scout, it may be best to kill him yourself or let the Sentry Gun kill him.<br />
* If the Engineer is trying to get to the enemy base to build a [[Teleporter]], the Scout should go in front of him to check for danger. Additionally, if enemies come out of one route while the Engineer wants to build in another route (such as the vents on [[Turbine]]), the Scout should distract the enemies so that the Engineer can slip by unnoticed.<br />
* One of the Sentry Gun's primary counters is a Heavy and Medic pair. Luckily, the Scout can take action to keep the Sentry active.<br />
** If a Scout has Bonk! equipped, use it to body-block the Heavy's bullets. The Sentry Gun should kill the Heavy before your invincibility wears off.<br />
** Even if the Heavy is Übered, you can use the [[Force-A-Nature]] to knock either him or the Medic off-course, messing up his aim. However, this strategy won't work on a Quick-Fix Übercharge, as it prevents all [[knockback]].<br />
** If you can hit the Heavy with the [[Fan of War]], all damage he takes will be increased by 35%, including ramp-up damage. This will cause the Heavy to take much more damage than a Medic can heal, dramatically decreasing his survivability.<br />
* A Scout has much better [[Spy-checking]] abilities than the Engineer does. Use this to your advantage.<br />
** A Scout's Pistol is useful for surveying the area for [[Cloak]]ed Spies. If you stand near a Dispenser while spamming bullets, you gain as much ammunition as the Engineer normally would.<br />
** A Scout's speed allows him to run into teammates to check for Spies; if you can't go through a teammate, he's an enemy Spy. Furthermore, if the Spy attacks you on a reflex, he will reveal himself and be gunned down by the Sentry Gun.<br />
** The Mad Milk will reveal [[Cloak]]ed and [[Disguise]]d enemy Spies. If you think you see a Disguised Spy or if he tries to Cloak in order to escape, use your Mad Milk in order to track him down.<br />
** The Scout's Bleed mechanic works in the same way as the Mad Milk, while dealing damage over time. Don't be afraid to hit teammates with the Boston Basher if you aren't sure he's a Spy; your Engineer's Dispenser will heal you up if you miss.<br />
** The [[Holy Mackerel]] or [[Unarmed Combat]] will reveal Cloaked Spies in the kill feed when hit. However, they will not reveal Disguised Spies or those using the [[Dead Ringer]].<br />
* Using the [[Crit-a-Cola]] while standing next to a [[Dispenser]] will offset the self-mark-for-death penalty, allowing you to roast your enemies from afar when coupled with the [[Shortstop]].<br />
* If you see a fully charged Medic looking to use his Ubercharge with his patient to destroy your Engineer's Sentry Gun, shoot at the Medic to try and force an early Ubercharge from him, or if he has slow reaction times, kill him outright.<br />
* Overall, you will be a fragile, yet useful Engineer buddy with lots of utility. While you will often be at the front lines preventing enemies from coming close, helping out your Engineer will make his job, and your team's defense, more effective.<br />
<br />
==={{class link|Medic}}===<br />
A Scout and Medic can make a great team. The Scout's main job is to protect the Medic at all costs and escort him to other teammates so he can heal them as quickly as possible.<br />
* Always be sure to [[Spy-checking|Spy-check]], as Medics are usually the main killing priority for Spies; alert teammates immediately if you find a possible Spy that is trying to target your Medic.<br />
* Due to the Scout's low health pool, it is a good idea for a Medic to stay nearby in order to top him off as necessary.<br />
** Keep in mind that in the order of classes to heal, Scouts are a relatively low priority. If more important teammates (ex. [[Heavy|Heavies]], [[Soldier]]s, [[Demoman|Demomen]], or another [[Medic]]) are injured, heal them first.<br />
* Do not ask for an [[Übercharge]] to be deployed, unless it's an emergency or if the Medic is using the [[Kritzkrieg]] or [[Quick-Fix]]; if you do, you can easily waste an [[Übercharge]] that would have been more beneficial with another teammate.<br />
** However, do not underestimate a crit-boosted Scout. A full Pistol clip, aimed correctly, deals enough damage to take down any class. Additionally, the Scattergun's [[crits]] can take down any [[overheal]]ed target in just 3 hits at close range, even a [[Heavy]]. As [[critical hits]] do not suffer from damage falloff, this can make you exceptionally powerful even at range.<br />
* Although it's generally a bad idea to [[pocket]] a Scout, it can be viable. Since all Mediguns mirror the patient's speed for the Medic himself, he will be able to keep up with you, while its healing lets you tank damage much more than usual.<br />
** This works especially well with the Mad Milk, as the health on hit can make the duo very hard to kill.<br />
* The [[Vaccinator]]'s resistances can potentially save the Scout and his low health pool from death. The Medic can give a resistance bubble to the Scout before he moves in, such as bullet resistance to tank a Sentry Gun's shots.<br />
* The Quick-Fix pairs perfectly for the Scout, due to the increased healing working well with the Scout's low health pool.<br />
** In Control Points, the Scout's speed and evasiveness can allow a Medic and Scout pair to get behind enemy lines in order to [[back-cap]] the point. The Scout's firepower and the Medic's rapid healing allows the duo to hold the point until it becomes available to capture.<br />
** In [[Capture the Flag]], the Medic can ride with the Scout until he reaches the Intelligence room. When the Medic is situated in the enemy base, the Scout can run off without him to capture the flag. The Medic can then wait for teammates to arrive and give them assistance with the next cap.<br />
** The Crit-a-Cola can be used in a pinch if the Medic needs an extra burst of speed, especially on large maps such as [[Gravel Pit]].<br />
* Using the [[Boston Basher]]'s self-inflicted damage is extremely useful for building an [[ÜberCharge]]. If the Scout keeps hurting himself, the Medic will be able to fill his meter in half the time he could if the Scout was at full health.<br />
* If the Scout uses the [[Baby Face's Blaster]], the Medic will receive speed directly proportional to the Scout's boost bar. When the Scout is at full speed, the Medic will go ludicrously fast, allowing them to get to the front lines much faster. The healing will also allow the Scout to gain boost back safely whenever he gets hurt.<br />
* This team combination does not work well when you encounter multiple bulkier enemies like the Soldier or Heavy, as the Scout is only strong in one-on-one confrontations. As the Medic will be more beneficial if he heals his entire team instead of just you, ensure that your team can handle themselves before attempting any of these solo tactics.<br />
<br />
==={{class link|Sniper}}===<br />
The Scout and Sniper make up for each other's range weakness. The Scout focuses on close-range combat while the Sniper focuses on long-range combat, allowing the both of you to guard one another.<br />
* The Scout is a perfect distraction for a Sniper. If he has a line of sight, the Sniper can constantly get free shots with minimal danger at a distance while enemies are distracted by the Scout's close-range shenanigans.<br />
** The Sniper can also take down distant [[Sentry Gun]]s so you can run in safely.<br />
* A Sniper can protect you from other Scouts and Snipers. If trying to capture the Intelligence, a point, or escort the Payload, he can pick off enemies from a distance to keep you safe. You can do the same for the Sniper as well, protecting him from his close-range weakness as he snipes.<br />
* Snipers who decide to follow you to the front lines with the [[Huntsman]] will be vulnerable after each shot. The Scout can distract enemies as the Sniper keeps back, or outright kill enemies who want to come closer to capitalize on the Huntman's slow reload.<br />
* [[Jarate]] will make the Scout's job easier, as he can take down enemies with less shots. [[Mad Milk]] can also be a surprisingly good utility for a Sniper, as a fully-charged headshot on a milked target will instantly refill all his health.<br />
* The Sandman's slow will keep opponents moving minimally, making it much easier for the Sniper to get a [[headshot]] or two.<br />
* The Sniper and Scout can form an adequate Spy checking-team. With the combined force of the [[Wrap Assassin]], Mad Milk or Flying Guillotine, [[Bushwacka]] or [[Tribalman's Shiv]], and [[Jarate]], a Spy usually cannot escape.<br />
* While you may excel at keeping one another safe, you will often not be able to protect both members due to the different ranges your classes work at. This team combination might have to sacrifice one's safety for the benefit of the other, as a Sniper will be easily killed at close range, while a Scout's weapons are helpless at long range.<br />
<br />
==={{class link|Spy}}===<br />
It's very rare for a Scout to ever team up with a Spy, but it's possible and has potential, due to each classes' tendencies to ambush on command.<br />
* As usual, the Scout is a perfect distraction for his teammate. Enemies focusing on the Scout will not realize if a Spy sneaks up behind them for a backstab.<br />
** The Spy can also hang back at a distance as a Scout fights in the front lines. He can then use his health-observing ability to pick off weakened targets with the [[Revolver]], or simply keep firing for headshots with the [[Ambassador]].<br />
* The Scout can make it look like he's being chased by an "enemy" for a quick distraction. Let the Spy disguise as an enemy and chase the Scout, as he shoots back and retreats. Enemies might move forward to help their "teammate", and the Spy can hang back to get backstabs. It makes it more convincing if the Scout uses the "Help!" command using C+1.<br />
** The Spy can also disguise as a friendly teammate beside the Scout, and feign death using the [[Dead Ringer]] as they approach opponents. The Scout can distract the enemy long enough for the Spy to switch to an enemy disguise, recharge his Dead Ringer, and blend into the opposing team.<br />
* A [[Bonk! Atomic Punch]] distraction combined with the Spy's ability to sap buildings can quickly eliminate an entire sentry nest before reinforcements arrive.<br />
** The Scout can also use Bonk! to clear a pathway of Stickybombs so the Spy can move in. However, take note that this will result in the Scout absorbing a high amount of damage that will lead to a considerable slowdown after the invulnerability wears off.<br />
* As Spies are constantly Spy-checked, he will frequently be on fire. Equipping [[Mad Milk]] to extinguish him will help immensely.<br />
* Take note of this team combination, as you can be the one that ruins your friendly Spy's espionage. Refrain from running towards him if you meet behind enemy lines, as you may accidentally get him blown up by an unwary opponent.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Jumping#Double Jump|Double jump]]<br />
<br />
{{Class strategy}}<br />
{{Scout Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Scout]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Sniper_strategy&diff=2775357Basic Sniper strategy2020-05-26T21:39:03Z<p>MK38993: /* Melee weapons */</p>
<hr />
<div>{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}<br />
[[File:Snipertaunt2.PNG|350px|right]]<br />
The [[Sniper]] excels in picking off enemies from great distances. His ability to [[headshot]] lets him deal severe damage to foes before they can even get close. Important targets for a Sniper include enemy Snipers, [[Medic]]s, [[heavy | Heavies]], and [[Engineer]]s, enemies that tend to withstand or avoid direct assaults. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as [[Scouts]] and [[Spies]]. If cornered and alone, he is likely to be killed. A good Sniper supports his team's combat classes from behind, frequently changes sniping spots, and stays aware of his surroundings.<br />
<br />
== Primary weapons ==<br />
All of your primary weapons can charge to deal significant damage but rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty tracking enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. <br />
<br />
===[[Sniper Rifle]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px|link=Festive weapons}} {{icon item|AWPer Hand|100px}} {{icon item|Silver Botkiller Sniper Rifle Mk.I|100px|link=Botkiller weapons}} {{icon item|Australium Sniper Rifle|100px|link=Australium weapons}}<br />
<br />
The Sniper Rifle is completely accurate and can zoom in on distant enemies. While zoomed in, the Sniper Rifle gradually charges to deal extra damage. Additionally, headshots while zoomed are always critical hits. Take your shots depending on the target: <br />
<br />
* An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.<br />
* Charged bodyshots deal up to 150 damage. If you're having trouble hitting a dodging [[Scout]]'s head, charge up a shot and aim for his body to kill him instantly.<br />
* Uncharged headshots, which deal 150 damage, can quickly eliminate an enemy Sniper or a target moving predictably.<br />
* A charged headshot is effective for a slow-moving [[Heavy]] or other targets that a charged bodyshot will not kill.<br />
<br />
Even if you stay hidden, the Sniper Rifle projects an obvious laser dot that experienced players know to avoid; hide the dot around a corner or take cover as your shot charges. Know that the [[deathcam]] reveals your location to your victim. Switch positions often and keep an eye out for any enemies that try to flank you, especially [[Spies]]. <br />
<br />
===[[Huntsman]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Huntsman|100px}} {{icon item|Festive Huntsman|100px|link=Festive weapons}} {{icon item|Fortified Compound|100px}}<br />
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The Huntsman fires relatively slow [[projectiles|arrows]], which travel in a slight arc and can still headshot. The Huntsman cannot zoom in at all, giving you a broader battlefield view but making it difficult to target faraway enemies. Fight closer to the front lines, but stay behind teammates and take cover when possible - arrows take extra time to reload. Keeping an arrow drawn for longer than five seconds causes the Sniper's arm to begin to shake, causing the arrow to become very inaccurate; the "alternate fire" button (default: Mouse 2) uncharges the arrow to regain accuracy. Certain allies, such as friendly [[Pyro]]s, can light your arrows on fire, allowing you to ignite enemies from far away.<br />
<br />
===[[Sydney Sleeper]]===<br />
{{icon item|Sydney Sleeper|100px}}<br />
<br />
The Sydney Sleeper gains team support capabilities at the cost of headshot damage. It charges 25% faster and applies the [[Jarate]] debuff when you land a scoped shot, but its headshots only deal mini-crits (+35% damage) instead of critical hits (+200% damage). Apply Jarate on important targets, like an enemy Heavy and Medic combo, to weaken them for your team. Because the Sleeper deals less headshot damage, you are weaker when dueling an enemy Sniper with the default Sniper Rifle and may only damage enemies that the stock [[Sniper Rifle]] would kill outright. If you end up fighting alone against a Jarate-d enemy, follow up with uncharged shots or your [[SMG]]. At close range, consider using the [[Bushwacka]] to deal critical damage.<br />
<br />
===[[Bazaar Bargain]]===<br />
{{icon item|Bazaar Bargain|100px}}<br />
<br />
The Bazaar Bargain rewards experienced Snipers that can stay alive and land consistent headshots; it is not recommended for beginners. The weapon initially charges at 50% of the normal rate. Headshot kills increase the charge rate back to normal at 2 headshot kills and up to double speed at 6 headshot kills. After you acquire a few headshot kills, the increased charge rate can be used to take more bodyshots against evasive enemies or more quickly take out bulky foes in a single headshot. This bonus is lost upon death and can be hard to maintain against experienced players who may target you.<br />
<br />
===[[Machina]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Machina|100px}} {{icon item|Shooting Star|100px}}<br />
<br />
A fully charged Machina shot deals 15% extra damage and can pierce through multiple enemies. Give yourself enough time to charge shots - pick proper vantage points, guess which paths enemies will take, and stay scoped as you creep out of cover. When shooting at a group of enemies, the piercing shot is great for targeting enemy Medics or other classes who hide behind their allies. However, the Machina cannot fire when unscoped and its tracer rounds reveal your location after every shot. Carry a secondary weapon like the [[Submachine Gun]] for close range fights, or stay near teammates who can defend you. Keep switching locations to keep your foes from ambushing you.<br />
<br />
===[[Hitman's Heatmaker]]===<br />
{{icon item|Hitman's Heatmaker|100px}}<br />
<br />
When using the Hitman's Heatmaker, you build a Focus meter as you acquire kills and assists. Pressing the reload key will give you the "Focused" buff, drain any Focus acquired to activate a meditative state where you charge shots 25% faster and don't unscope after each shot. However, while Focused, the Heatmaker fires tracer rounds similar to those of the [[Machina]], revealing your location. The buff lets you rapidly fire strong shots that can take out enemies before they see your tracer and take cover. Bodyshots from this weapon suffer a 20% damage penalty and are unable to instantly kill any of the weaker classes, even if fully charged. If you can land headshots reliably, this weapon will often be more useful to you than the stock [[Sniper Rifle]].<br />
<br />
===[[Classic]]===<br />
{{icon item|Classic|100px}}<br />
<br />
The Classic is a callback to the old Sniper Rifle of Team Fortress Classic. It allows you to charge your shot while unscoped, though you still move slowly while charging. However, it can only [[headshot]] once fully charged and deals 10% less damage on bodyshots. Because of this, the Classic cannot be used for quick-scoped headshots, leaving you at a disadvantage against enemy Snipers. The Classic's charge mechanics allow you to view your entire, unzoomed screen at any time, useful when tracking a target or watching for flanking enemies. Overall, you gain improved vision at the cost of damage and firing speed. Expert snipers rarely use this weapon because of its inability to quickly land headshots.<br />
<br />
== Secondary weapons ==<br />
<br />
===[[Submachine Gun]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Submachine Gun|100px}} {{icon item|Australium SMG|100px|link=Australium weapons}} {{icon item|Festive SMG|100px|link=Festive weapons}}<br />
<br />
The Submachine Gun has better range and damage than your melee weapon and fairly accurate, but still not great for direct combat. Nonetheless, it is one of your best close-to-mid range weapons. Use it to finish off weakened foes or fight enemies that are difficult to hit, such as [[Scout]]s. It is easier to defend yourself with the Submachine Gun rather then the [[Jarate]] when you're operating alone or away from teammates. It pairs well with the [[Sydney Sleeper]], to finish off enemies affected by Jarate, and the [[Machina]], which is difficult to use at close range.<br />
<br />
===[[Razorback]]===<br />
{{icon item|Razorback|100px}}<br />
<br />
The Razorback will protect you from one enemy [[backstab]] before breaking, emitting an electronic sound and stunning the Spy for two seconds. However, it deprives you of a secondary weapon and prevents you from being overhealed, making it much harder to defend yourself against combat classes. However, any semi-competent Spy will notice the Razorback on your back, and may use his Revolver to kill you in three hits. Thus, the Razorback works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he were to attack you. If you're having problems fighting a Spy, consider equipping the [[Jarate]] or [[SMG]] instead.<br />
<br />
<br />
===[[Jarate]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Jarate|100px}} {{icon item|Festive Jarate|100px|link=Festive weapons}} {{icon item|Self-Aware Beauty Mark|100px}}<br />
<br />
Jarate is thrown like a grenade and inflicts a debuff on enemies, causing all soaked enemies to take increased damage in the form of mini-crits. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish yourself and burning teammates, and easily nullify a Spy's [[Cloak]] and [[disguise]]. However, Jarate replaces your Submachine Gun, making it harder to fend off combat classes alone.<br />
<br />
===[[Darwin's Danger Shield]]===<br />
{{icon item|Darwin's Danger Shield|100px}}<br />
<br />
The Darwin's Danger Shield gives you full afterburn immunity and 50% resistance to fire damage, but replaces your SMG. This gives you some protection when facing enemy Pyros who shoot flares at you, but also makes you unable to fight back effectively if they get too close; a competent Pyro will chase you down if you try to flee and airblast you away if you charge him with your melee weapon. Stay close to teammates, who can protect you from enemy combat classes.<br />
<br />
===[[Cozy Camper]]===<br />
{{icon item|Cozy Camper|100px}}<br />
<br />
The Cozy Camper is a secondary weapon that enhances long-ranged sniping. It prevents flinching when your shot is fully charged, which prevents enemies from throwing your aim off by shooting you. To make use of this effect without drawing attention, you will likely need to fully charge your shot before leaving cover. The Cozy Camper also lessens all [[knockback]] experienced, further aiding precision when aiming. Its innate health regeneration can lessen damage from [[afterburn]] or [[bleeding]] inflicted by various long range weapons. The lack of a secondary weapon encourages you to camp away from the front lines (hence the name).<br />
<br />
===[[Cleaner's Carbine]]===<br />
{{icon item|Cleaner's Carbine|100px}}<br />
<br />
The Cleaner's Carbine is a weaker backup weapon than the Submachine Gun, but brings potential for more offense. The Carbine builds up a "CRIKEY" meter as it deals damage. Alt-fire when the CRIKEY meter is filled grants guaranteed mini-crits for eight seconds. Find opportunities between sniping, such as killing weakened enemies or dealing chip damage, to build up CRIKEY. Once the mini-crit boost is acquired, pick a weapon to rampage with. If you switch weapons, the Huntsman or Bushwacka work well with mini-crits. If you stick with the Carbine, focus on accuracy instead of firing rapidly, as reloading will consume a little over a second of your mini-crits.<br />
<br />
== Melee weapons ==<br />
<br />
===[[Kukri]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Kukri|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}} <br />
<br />
If you are forced to enter melee combat with the Kukri, avoid blindly charging in and try to dodge enemy attacks - your low base health and short melee range leaves you vulnerable to ranged weapons. Instead, strike once the enemy has depleted their ammo and is reloading. If you do not need to approach an enemy, use your ranged weapons until aiming becomes difficult. In Casual Mode, you will deal random critical hits extremely often if you have landed a fully-charged headshot recently.<br />
<br />
===[[Tribalman's Shiv]]===<br />
{{icon item|Tribalman's Shiv|100px}}<br />
<br />
The Tribalman's Shiv deals reduced damage but inflicts [[bleed]]. When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the Kukri, but over a longer period of time. Despite dealing higher total damage, hitting a healthy enemy with this weapon will usually not dissuade them from continuing to attack you. Land one hit, then back away to supplement the bleed with ranged attacks. The Submachine Gun or Jarate can be used alongside this weapon for consistent, moderate damage. The bleed effect can also be used to track down [[Cloak]]ed Spies, as they will flicker each time they take damage.<br />
<br />
===[[Bushwacka]]===<br />
{{icon item|Bushwacka|100px}}<br />
<br />
The Bushwacka deals critical hits whenever you would normally mini-crit. It can be combined with mini-crit boosts from your various weapons, including the [[Sydney Sleeper]], [[Jarate]], and [[Cleaner's Carbine]]. Out of all of these, using the Bushwacka in combination with Jarate to quickly dispatch nearby foes is most consistent. It is least effective alongside the Sydney Sleeper, as enemies will rarely charge directly at you while afflicted by Jarate. Be wary when approaching your target, however, as the Bushwacka's small melee range and increased damage vulnerability will allow enemies to kill you faster - most notably the Scout or Soldier, who may kill you instantly with a point-blank Scattergun or Rocket Launcher attack.<br />
<br />
===[[Shahanshah]]===<br />
{{icon item|Shahanshah|100px}}<br />
<br />
The Shahanshah deals 25% less damage (49 damage) when you're above half of your maximum health and 25% more damage (81 damage) when you're below half of your maximum health. Use other weapons, such as the Huntsman or Submachine Gun, for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.<br />
<br />
== See also ==<br />
*[[Community Sniper strategy]]<br />
*[[Sniper match-ups]]<br />
*[[Team strategy]]<br />
<br />
<br/><br />
<br />
{{Class strategy}}<br />
{{Sniper Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Sniper]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Sniper_strategy&diff=2775356Basic Sniper strategy2020-05-26T21:37:42Z<p>MK38993: /* Secondary weapons */</p>
<hr />
<div>{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}<br />
[[File:Snipertaunt2.PNG|350px|right]]<br />
The [[Sniper]] excels in picking off enemies from great distances. His ability to [[headshot]] lets him deal severe damage to foes before they can even get close. Important targets for a Sniper include enemy Snipers, [[Medic]]s, [[heavy | Heavies]], and [[Engineer]]s, enemies that tend to withstand or avoid direct assaults. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as [[Scouts]] and [[Spies]]. If cornered and alone, he is likely to be killed. A good Sniper supports his team's combat classes from behind, frequently changes sniping spots, and stays aware of his surroundings.<br />
<br />
== Primary weapons ==<br />
All of your primary weapons can charge to deal significant damage but rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty tracking enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. <br />
<br />
===[[Sniper Rifle]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px|link=Festive weapons}} {{icon item|AWPer Hand|100px}} {{icon item|Silver Botkiller Sniper Rifle Mk.I|100px|link=Botkiller weapons}} {{icon item|Australium Sniper Rifle|100px|link=Australium weapons}}<br />
<br />
The Sniper Rifle is completely accurate and can zoom in on distant enemies. While zoomed in, the Sniper Rifle gradually charges to deal extra damage. Additionally, headshots while zoomed are always critical hits. Take your shots depending on the target: <br />
<br />
* An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.<br />
* Charged bodyshots deal up to 150 damage. If you're having trouble hitting a dodging [[Scout]]'s head, charge up a shot and aim for his body to kill him instantly.<br />
* Uncharged headshots, which deal 150 damage, can quickly eliminate an enemy Sniper or a target moving predictably.<br />
* A charged headshot is effective for a slow-moving [[Heavy]] or other targets that a charged bodyshot will not kill.<br />
<br />
Even if you stay hidden, the Sniper Rifle projects an obvious laser dot that experienced players know to avoid; hide the dot around a corner or take cover as your shot charges. Know that the [[deathcam]] reveals your location to your victim. Switch positions often and keep an eye out for any enemies that try to flank you, especially [[Spies]]. <br />
<br />
===[[Huntsman]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Huntsman|100px}} {{icon item|Festive Huntsman|100px|link=Festive weapons}} {{icon item|Fortified Compound|100px}}<br />
<br />
The Huntsman fires relatively slow [[projectiles|arrows]], which travel in a slight arc and can still headshot. The Huntsman cannot zoom in at all, giving you a broader battlefield view but making it difficult to target faraway enemies. Fight closer to the front lines, but stay behind teammates and take cover when possible - arrows take extra time to reload. Keeping an arrow drawn for longer than five seconds causes the Sniper's arm to begin to shake, causing the arrow to become very inaccurate; the "alternate fire" button (default: Mouse 2) uncharges the arrow to regain accuracy. Certain allies, such as friendly [[Pyro]]s, can light your arrows on fire, allowing you to ignite enemies from far away.<br />
<br />
===[[Sydney Sleeper]]===<br />
{{icon item|Sydney Sleeper|100px}}<br />
<br />
The Sydney Sleeper gains team support capabilities at the cost of headshot damage. It charges 25% faster and applies the [[Jarate]] debuff when you land a scoped shot, but its headshots only deal mini-crits (+35% damage) instead of critical hits (+200% damage). Apply Jarate on important targets, like an enemy Heavy and Medic combo, to weaken them for your team. Because the Sleeper deals less headshot damage, you are weaker when dueling an enemy Sniper with the default Sniper Rifle and may only damage enemies that the stock [[Sniper Rifle]] would kill outright. If you end up fighting alone against a Jarate-d enemy, follow up with uncharged shots or your [[SMG]]. At close range, consider using the [[Bushwacka]] to deal critical damage.<br />
<br />
===[[Bazaar Bargain]]===<br />
{{icon item|Bazaar Bargain|100px}}<br />
<br />
The Bazaar Bargain rewards experienced Snipers that can stay alive and land consistent headshots; it is not recommended for beginners. The weapon initially charges at 50% of the normal rate. Headshot kills increase the charge rate back to normal at 2 headshot kills and up to double speed at 6 headshot kills. After you acquire a few headshot kills, the increased charge rate can be used to take more bodyshots against evasive enemies or more quickly take out bulky foes in a single headshot. This bonus is lost upon death and can be hard to maintain against experienced players who may target you.<br />
<br />
===[[Machina]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Machina|100px}} {{icon item|Shooting Star|100px}}<br />
<br />
A fully charged Machina shot deals 15% extra damage and can pierce through multiple enemies. Give yourself enough time to charge shots - pick proper vantage points, guess which paths enemies will take, and stay scoped as you creep out of cover. When shooting at a group of enemies, the piercing shot is great for targeting enemy Medics or other classes who hide behind their allies. However, the Machina cannot fire when unscoped and its tracer rounds reveal your location after every shot. Carry a secondary weapon like the [[Submachine Gun]] for close range fights, or stay near teammates who can defend you. Keep switching locations to keep your foes from ambushing you.<br />
<br />
===[[Hitman's Heatmaker]]===<br />
{{icon item|Hitman's Heatmaker|100px}}<br />
<br />
When using the Hitman's Heatmaker, you build a Focus meter as you acquire kills and assists. Pressing the reload key will give you the "Focused" buff, drain any Focus acquired to activate a meditative state where you charge shots 25% faster and don't unscope after each shot. However, while Focused, the Heatmaker fires tracer rounds similar to those of the [[Machina]], revealing your location. The buff lets you rapidly fire strong shots that can take out enemies before they see your tracer and take cover. Bodyshots from this weapon suffer a 20% damage penalty and are unable to instantly kill any of the weaker classes, even if fully charged. If you can land headshots reliably, this weapon will often be more useful to you than the stock [[Sniper Rifle]].<br />
<br />
===[[Classic]]===<br />
{{icon item|Classic|100px}}<br />
<br />
The Classic is a callback to the old Sniper Rifle of Team Fortress Classic. It allows you to charge your shot while unscoped, though you still move slowly while charging. However, it can only [[headshot]] once fully charged and deals 10% less damage on bodyshots. Because of this, the Classic cannot be used for quick-scoped headshots, leaving you at a disadvantage against enemy Snipers. The Classic's charge mechanics allow you to view your entire, unzoomed screen at any time, useful when tracking a target or watching for flanking enemies. Overall, you gain improved vision at the cost of damage and firing speed. Expert snipers rarely use this weapon because of its inability to quickly land headshots.<br />
<br />
== Secondary weapons ==<br />
<br />
===[[Submachine Gun]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Submachine Gun|100px}} {{icon item|Australium SMG|100px|link=Australium weapons}} {{icon item|Festive SMG|100px|link=Festive weapons}}<br />
<br />
The Submachine Gun has better range and damage than your melee weapon and fairly accurate, but still not great for direct combat. Nonetheless, it is one of your best close-to-mid range weapons. Use it to finish off weakened foes or fight enemies that are difficult to hit, such as [[Scout]]s. It is easier to defend yourself with the Submachine Gun rather then the [[Jarate]] when you're operating alone or away from teammates. It pairs well with the [[Sydney Sleeper]], to finish off enemies affected by Jarate, and the [[Machina]], which is difficult to use at close range.<br />
<br />
===[[Razorback]]===<br />
{{icon item|Razorback|100px}}<br />
<br />
The Razorback will protect you from one enemy [[backstab]] before breaking, emitting an electronic sound and stunning the Spy for two seconds. However, it deprives you of a secondary weapon and prevents you from being overhealed, making it much harder to defend yourself against combat classes. However, any semi-competent Spy will notice the Razorback on your back, and may use his Revolver to kill you in three hits. Thus, the Razorback works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he were to attack you. If you're having problems fighting a Spy, consider equipping the [[Jarate]] or [[SMG]] instead.<br />
<br />
<br />
===[[Jarate]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Jarate|100px}} {{icon item|Festive Jarate|100px|link=Festive weapons}} {{icon item|Self-Aware Beauty Mark|100px}}<br />
<br />
Jarate is thrown like a grenade and inflicts a debuff on enemies, causing all soaked enemies to take increased damage in the form of mini-crits. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish yourself and burning teammates, and easily nullify a Spy's [[Cloak]] and [[disguise]]. However, Jarate replaces your Submachine Gun, making it harder to fend off combat classes alone.<br />
<br />
===[[Darwin's Danger Shield]]===<br />
{{icon item|Darwin's Danger Shield|100px}}<br />
<br />
The Darwin's Danger Shield gives you full afterburn immunity and 50% resistance to fire damage, but replaces your SMG. This gives you some protection when facing enemy Pyros who shoot flares at you, but also makes you unable to fight back effectively if they get too close; a competent Pyro will chase you down if you try to flee and airblast you away if you charge him with your melee weapon. Stay close to teammates, who can protect you from enemy combat classes.<br />
<br />
===[[Cozy Camper]]===<br />
{{icon item|Cozy Camper|100px}}<br />
<br />
The Cozy Camper is a secondary weapon that enhances long-ranged sniping. It prevents flinching when your shot is fully charged, which prevents enemies from throwing your aim off by shooting you. To make use of this effect without drawing attention, you will likely need to fully charge your shot before leaving cover. The Cozy Camper also lessens all [[knockback]] experienced, further aiding precision when aiming. Its innate health regeneration can lessen damage from [[afterburn]] or [[bleeding]] inflicted by various long range weapons. The lack of a secondary weapon encourages you to camp away from the front lines (hence the name).<br />
<br />
===[[Cleaner's Carbine]]===<br />
{{icon item|Cleaner's Carbine|100px}}<br />
<br />
The Cleaner's Carbine is a weaker backup weapon than the Submachine Gun, but brings potential for more offense. The Carbine builds up a "CRIKEY" meter as it deals damage. Alt-fire when the CRIKEY meter is filled grants guaranteed mini-crits for eight seconds. Find opportunities between sniping, such as killing weakened enemies or dealing chip damage, to build up CRIKEY. Once the mini-crit boost is acquired, pick a weapon to rampage with. If you switch weapons, the Huntsman or Bushwacka work well with mini-crits. If you stick with the Carbine, focus on accuracy instead of firing rapidly, as reloading will consume a little over a second of your mini-crits.<br />
<br />
== Melee weapons ==<br />
<br />
===[[Kukri]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Kukri|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}} <br />
<br />
If you are forced to enter melee combat with the Kukri, avoid blindly charging in and try to dodge enemy attacks - your low base health and short melee range leaves you vulnerable to ranged weapons. Instead, strike once the enemy has depleted their ammo and is reloading. If you do not need to approach an enemy, use your ranged weapons until aiming becomes difficult.<br />
<br />
===[[Tribalman's Shiv]]===<br />
{{icon item|Tribalman's Shiv|100px}}<br />
<br />
The Tribalman's Shiv deals reduced damage but inflicts [[bleed]]. When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the Kukri, but over a longer period of time. Despite dealing higher total damage, hitting a healthy enemy with this weapon will usually not dissuade them from continuing to attack you. Land one hit, then back away to supplement the bleed with ranged attacks. The Submachine Gun or Jarate can be used alongside this weapon for consistent, moderate damage. The bleed effect can also be used to track down [[Cloak]]ed Spies, as they will flicker each time they take damage.<br />
<br />
===[[Bushwacka]]===<br />
{{icon item|Bushwacka|100px}}<br />
<br />
The Bushwacka deals critical hits whenever you would normally mini-crit. It can be combined with mini-crit boosts from your various weapons, including the [[Sydney Sleeper]], [[Jarate]], and [[Cleaner's Carbine]]. Out of all of these, using the Bushwacka in combination with Jarate to quickly dispatch nearby foes is most consistent. It is least effective alongside the Sydney Sleeper, as enemies will rarely charge directly at you while afflicted by Jarate. Be wary when approaching your target, however, as the Bushwacka's low melee range and increased damage vulnerability will allow enemies to kill you faster - most notably the Scout or Soldier, who may kill you instantly with a point-blank Scattergun or Rocket Launcher attack.<br />
<br />
===[[Shahanshah]]===<br />
{{icon item|Shahanshah|100px}}<br />
<br />
The Shahanshah deals 25% less damage (49 damage) when you're above half of your maximum health and 25% more damage (81 damage) when you're below half of your maximum health. Use other weapons, such as the Huntsman or Submachine Gun, for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.<br />
<br />
== See also ==<br />
*[[Community Sniper strategy]]<br />
*[[Sniper match-ups]]<br />
*[[Team strategy]]<br />
<br />
<br/><br />
<br />
{{Class strategy}}<br />
{{Sniper Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Sniper]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Sniper_strategy&diff=2775348Basic Sniper strategy2020-05-26T21:25:35Z<p>MK38993: /* Primary weapons */</p>
<hr />
<div>{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}<br />
[[File:Snipertaunt2.PNG|350px|right]]<br />
The [[Sniper]] excels in picking off enemies from great distances. His ability to [[headshot]] lets him deal severe damage to foes before they can even get close. Important targets for a Sniper include enemy Snipers, [[Medic]]s, [[heavy | Heavies]], and [[Engineer]]s, enemies that tend to withstand or avoid direct assaults. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as [[Scouts]] and [[Spies]]. If cornered and alone, he is likely to be killed. A good Sniper supports his team's combat classes from behind, frequently changes sniping spots, and stays aware of his surroundings.<br />
<br />
== Primary weapons ==<br />
All of your primary weapons can charge to deal significant damage but rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty tracking enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. <br />
<br />
===[[Sniper Rifle]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px|link=Festive weapons}} {{icon item|AWPer Hand|100px}} {{icon item|Silver Botkiller Sniper Rifle Mk.I|100px|link=Botkiller weapons}} {{icon item|Australium Sniper Rifle|100px|link=Australium weapons}}<br />
<br />
The Sniper Rifle is completely accurate and can zoom in on distant enemies. While zoomed in, the Sniper Rifle gradually charges to deal extra damage. Additionally, headshots while zoomed are always critical hits. Take your shots depending on the target: <br />
<br />
* An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.<br />
* Charged bodyshots deal up to 150 damage. If you're having trouble hitting a dodging [[Scout]]'s head, charge up a shot and aim for his body to kill him instantly.<br />
* Uncharged headshots, which deal 150 damage, can quickly eliminate an enemy Sniper or a target moving predictably.<br />
* A charged headshot is effective for a slow-moving [[Heavy]] or other targets that a charged bodyshot will not kill.<br />
<br />
Even if you stay hidden, the Sniper Rifle projects an obvious laser dot that experienced players know to avoid; hide the dot around a corner or take cover as your shot charges. Know that the [[deathcam]] reveals your location to your victim. Switch positions often and keep an eye out for any enemies that try to flank you, especially [[Spies]]. <br />
<br />
===[[Huntsman]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Huntsman|100px}} {{icon item|Festive Huntsman|100px|link=Festive weapons}} {{icon item|Fortified Compound|100px}}<br />
<br />
The Huntsman fires relatively slow [[projectiles|arrows]], which travel in a slight arc and can still headshot. The Huntsman cannot zoom in at all, giving you a broader battlefield view but making it difficult to target faraway enemies. Fight closer to the front lines, but stay behind teammates and take cover when possible - arrows take extra time to reload. Keeping an arrow drawn for longer than five seconds causes the Sniper's arm to begin to shake, causing the arrow to become very inaccurate; the "alternate fire" button (default: Mouse 2) uncharges the arrow to regain accuracy. Certain allies, such as friendly [[Pyro]]s, can light your arrows on fire, allowing you to ignite enemies from far away.<br />
<br />
===[[Sydney Sleeper]]===<br />
{{icon item|Sydney Sleeper|100px}}<br />
<br />
The Sydney Sleeper gains team support capabilities at the cost of headshot damage. It charges 25% faster and applies the [[Jarate]] debuff when you land a scoped shot, but its headshots only deal mini-crits (+35% damage) instead of critical hits (+200% damage). Apply Jarate on important targets, like an enemy Heavy and Medic combo, to weaken them for your team. Because the Sleeper deals less headshot damage, you are weaker when dueling an enemy Sniper with the default Sniper Rifle and may only damage enemies that the stock [[Sniper Rifle]] would kill outright. If you end up fighting alone against a Jarate-d enemy, follow up with uncharged shots or your [[SMG]]. At close range, consider using the [[Bushwacka]] to deal critical damage.<br />
<br />
===[[Bazaar Bargain]]===<br />
{{icon item|Bazaar Bargain|100px}}<br />
<br />
The Bazaar Bargain rewards experienced Snipers that can stay alive and land consistent headshots; it is not recommended for beginners. The weapon initially charges at 50% of the normal rate. Headshot kills increase the charge rate back to normal at 2 headshot kills and up to double speed at 6 headshot kills. After you acquire a few headshot kills, the increased charge rate can be used to take more bodyshots against evasive enemies or more quickly take out bulky foes in a single headshot. This bonus is lost upon death and can be hard to maintain against experienced players who may target you.<br />
<br />
===[[Machina]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Machina|100px}} {{icon item|Shooting Star|100px}}<br />
<br />
A fully charged Machina shot deals 15% extra damage and can pierce through multiple enemies. Give yourself enough time to charge shots - pick proper vantage points, guess which paths enemies will take, and stay scoped as you creep out of cover. When shooting at a group of enemies, the piercing shot is great for targeting enemy Medics or other classes who hide behind their allies. However, the Machina cannot fire when unscoped and its tracer rounds reveal your location after every shot. Carry a secondary weapon like the [[Submachine Gun]] for close range fights, or stay near teammates who can defend you. Keep switching locations to keep your foes from ambushing you.<br />
<br />
===[[Hitman's Heatmaker]]===<br />
{{icon item|Hitman's Heatmaker|100px}}<br />
<br />
When using the Hitman's Heatmaker, you build a Focus meter as you acquire kills and assists. Pressing the reload key will give you the "Focused" buff, drain any Focus acquired to activate a meditative state where you charge shots 25% faster and don't unscope after each shot. However, while Focused, the Heatmaker fires tracer rounds similar to those of the [[Machina]], revealing your location. The buff lets you rapidly fire strong shots that can take out enemies before they see your tracer and take cover. Bodyshots from this weapon suffer a 20% damage penalty and are unable to instantly kill any of the weaker classes, even if fully charged. If you can land headshots reliably, this weapon will often be more useful to you than the stock [[Sniper Rifle]].<br />
<br />
===[[Classic]]===<br />
{{icon item|Classic|100px}}<br />
<br />
The Classic is a callback to the old Sniper Rifle of Team Fortress Classic. It allows you to charge your shot while unscoped, though you still move slowly while charging. However, it can only [[headshot]] once fully charged and deals 10% less damage on bodyshots. Because of this, the Classic cannot be used for quick-scoped headshots, leaving you at a disadvantage against enemy Snipers. The Classic's charge mechanics allow you to view your entire, unzoomed screen at any time, useful when tracking a target or watching for flanking enemies. Overall, you gain improved vision at the cost of damage and firing speed. Expert snipers rarely use this weapon because of its inability to quickly land headshots.<br />
<br />
== Secondary weapons ==<br />
<br />
===[[Submachine Gun]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Submachine Gun|100px}} {{icon item|Australium SMG|100px|link=Australium weapons}} {{icon item|Festive SMG|100px|link=Festive weapons}}<br />
<br />
The Submachine Gun is stronger than your melee weapon and fairly accurate, but still not great for direct combat. Nonetheless, it is one of your best close range options. Use it to finish off weakened foes or fight enemies that are difficult to hit, such as [[Scout]]s. It is easier to defend yourself with the Submachine Gun rather then the [[Jarate]] when you're operating alone or away from teammates. It pairs well with the [[Sydney Sleeper]], to finish off enemies affected by Jarate, and the [[Machina]], which is difficult to use at close range.<br />
<br />
===[[Razorback]]===<br />
{{icon item|Razorback|100px}}<br />
<br />
The Razorback will protect you from one enemy [[backstab]] before breaking, emitting an electronic sound and disabling the Spy's equipment temporarily. However, it deprives you of a secondary weapon and renders you unable to be overhealed, making it much harder to defend against close foes. A Spy will typically switch to his Revolver upon seeing the Razorback, which can still kill you before you react. Thus, the Razorback works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he were to attack you. The Submachine Gun or Jarate might be better anti-Spy choices if you're operating alone.<br />
<br />
<br />
===[[Jarate]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Jarate|100px}} {{icon item|Festive Jarate|100px|link=Festive weapons}} {{icon item|Self-Aware Beauty Mark|100px}}<br />
<br />
Jarate is thrown like a grenade and inflicts a debuff upon its victims, causing all soaked enemies to take increased damage in the form of mini-crits. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish burning allies, including yourself, and easily nullify a Spy's [[Cloak]] and [[disguise]]. Jarate does replace your Submachine Gun, making it harder to fend off enemies alone.<br />
<br />
===[[Darwin's Danger Shield]]===<br />
{{icon item|Darwin's Danger Shield|100px}}<br />
<br />
The Darwin's Danger Shield gives you full afterburn immunity and 50% resistance to fire damage, but removes access to a damaging secondary weapon. This gives you some protection when facing enemy Pyros that manage to maneuver to your sniping position, but also makes you unable to effectively fight back. Stay closer to the main battle, where you can escape to your team if an enemy Pyro finds you.<br />
<br />
===[[Cozy Camper]]===<br />
{{icon item|Cozy Camper|100px}}<br />
<br />
The Cozy Camper is a secondary weapon that enhances long-ranged sniping. It prevents flinching when your shot is fully charged, great when your enemies are harassing you with minor attacks that would otherwise affect your aim. To make use of this effect without drawing attention, you will probably need to fully charge your shot before leaving cover. The Cozy Camper also lessens all [[knockback]] experienced, further aiding precision when aiming. Its innate health regeneration can help negate damage from [[afterburn]] or [[bleeding]] inflicted by various long range weapons. The lack of a secondary weapon encourages you to camp away from the front lines (hence the name!).<br />
<br />
===[[Cleaner's Carbine]]===<br />
{{icon item|Cleaner's Carbine|100px}}<br />
<br />
The Cleaner's Carbine is a weaker backup weapon than the Submachine Gun, but brings potential for more offense. The Carbine builds up a "CRIKEY" meter as it deals damage. Alt-fire when the CRIKEY meter is filled grants guaranteed mini-crits for eight seconds. Find opportunities between sniping, such as killing weakened enemies or dealing chip damage, to build up CRIKEY. Once the mini-crit boost is acquired, pick a weapon to rampage with. If you switch weapons, the Huntsman or Bushwacka work well with mini-crits. If you stick with the Carbine, focus on accuracy instead of firing rapidly, as reloading will consume a little over a second of your mini-crits.<br />
<br />
== Melee weapons ==<br />
<br />
===[[Kukri]] + [[Reskin#List of reskins#Sniper | reskins]]===<br />
{{icon item|Kukri|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}} <br />
<br />
If you are forced to enter melee combat with the Kukri, avoid blindly charging in and try to dodge enemy attacks - your low base health and short melee range leaves you vulnerable to ranged weapons. Instead, strike once the enemy has depleted their ammo and is reloading. If you do not need to approach an enemy, use your ranged weapons until aiming becomes difficult.<br />
<br />
===[[Tribalman's Shiv]]===<br />
{{icon item|Tribalman's Shiv|100px}}<br />
<br />
The Tribalman's Shiv deals reduced damage but inflicts [[bleed]]. When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the Kukri, but over a longer period of time. Despite dealing higher total damage, hitting a healthy enemy with this weapon will usually not dissuade them from continuing to attack you. Land one hit, then back away to supplement the bleed with ranged attacks. The Submachine Gun or Jarate can be used alongside this weapon for consistent, moderate damage. The bleed effect can also be used to track down [[Cloak]]ed Spies, as they will flicker each time they take damage.<br />
<br />
===[[Bushwacka]]===<br />
{{icon item|Bushwacka|100px}}<br />
<br />
The Bushwacka deals critical hits whenever you would normally mini-crit. It can be combined with mini-crit boosts from your various weapons, including the [[Sydney Sleeper]], [[Jarate]], and [[Cleaner's Carbine]]. Out of all of these, using the Bushwacka in combination with Jarate to quickly dispatch nearby foes is most consistent. It is least effective alongside the Sydney Sleeper, as enemies will rarely charge directly at you while afflicted by Jarate. Be wary when approaching your target, however, as the Bushwacka's low melee range and increased damage vulnerability will allow enemies to kill you faster - most notably the Scout or Soldier, who may kill you instantly with a point-blank Scattergun or Rocket Launcher attack.<br />
<br />
===[[Shahanshah]]===<br />
{{icon item|Shahanshah|100px}}<br />
<br />
The Shahanshah deals 25% less damage (49 damage) when you're above half of your maximum health and 25% more damage (81 damage) when you're below half of your maximum health. Use other weapons, such as the Huntsman or Submachine Gun, for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.<br />
<br />
== See also ==<br />
*[[Community Sniper strategy]]<br />
*[[Sniper match-ups]]<br />
*[[Team strategy]]<br />
<br />
<br/><br />
<br />
{{Class strategy}}<br />
{{Sniper Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Sniper]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Waste&diff=2494402Waste2019-12-14T10:11:24Z<p>MK38993: </p>
<hr />
<div>{{custom map}}<br />
<br />
{{Quotation|'''The Scout'''|Let's waste 'em!|sound=Scout_battlecry05.wav}}<br />
<br />
{{Map infobox<br />
|game-type=Payload<br />
|developer=Eric "[[User:Icarus|Icarus]]" Wong<br />
|map-image=Waste.jpg<br />
|file-name=pl_waste_v2<br />
|current-version=2<br />
|link=[http://www.gamebanana.com/maps/78364 GameBanana]}}<br />
[[Image:pl waste finalb.jpg|thumb|top|Waste's payload.]]<br />
<br />
'''Waste''' is a [[Community maps|Community-made map]] consisting of a new [[Game modes|game mode]] in the form of a [[Payload]] that is capable of being pushed by either team. It plays similarly to other [[Control Point (game mode)| 5-Point Control Point]] maps, such as [[Well (Control Point)]], except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide [[Health]] and [[Ammo]] pickups not normally present on the main Payload track.<br />
<br />
In Waste, unlike other Payload maps, both teams must attempt to escort the single [[Payload]] to the enemy base in a "tug of war," and can only win if they push it all the way to the enemy's final terminus.<br />
<br />
There are also [[Arena]] and [[King of the Hill]] versions of Waste.<br />
<br />
== Introduction Video ==<br />
{{youtube|TecwHduBFZg}}<br />
<br />
==Locations==<br />
=== Terminals 1 & 5 (Headquarters) ===<br />
Eventually the track winds down into the heart of the enemy operation and the final terminus. Attackers assault the enemy headquarters from multiple levels.<br />
<br />
=== Checkpoints 2 & 4 (Factory) ===<br />
As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending [[Engineer]]s that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.<br />
<br />
=== Checkpoint 3 (Courtyard) ===<br />
After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and [[Sniper]] cover, or the sparsely traveled sewers for stealthy players.<br />
<br />
==Strategy==<br />
=== Checkpoint 3 (Courtyard) ===<br />
*Spies can sneak behind the enemy by using the bottom sewer path, allowing them to attack Engineer nests and Sniping positions overlooking the central checkpoint.<br />
<br />
== Screenshots ==<br />
<gallery><br />
File:Waste 01.png<br />
File:Waste 02.png<br />
File:Waste 03.png<br />
File:Waste 04.png<br />
File:Waste 05.png<br />
File:Waste 06.png<br />
File:Waste 07.png<br />
File:Waste 08.png<br />
File:Waste 09.png<br />
File:Waste 10.png<br />
File:Waste 11.png<br />
File:Waste 12.png<br />
File:Waste 13.png<br />
File:Waste 14.png<br />
File:Waste 15.png<br />
File:Waste 16.png<br />
File:Waste 17.png<br />
File:Waste 18.png<br />
File:Waste 19.png<br />
File:Waste 20.png<br />
File:Waste 21.png<br />
File:Waste 22.png<br />
File:Waste 23.png<br />
File:Waste 24.png<br />
File:Waste 25.png<br />
</gallery><br />
<br />
<br />
{{CustomMapNav}}</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Medic_strategy&diff=2461367Community Medic strategy2019-09-16T02:01:56Z<p>MK38993: /* Combat strategy */</p>
<hr />
<div>[[File:Community_Medic_Strategy_Header.png|300px|right|link=Medic|I healed zhe man who will kill you!]]<br />
{{Quotation|'''The Medic''' on "accidental" malpractice|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}<br />
<br />
As a [[Medic]], your primary role is to [[Healing|keep your teammates alive]] using the [[Medi Gun]]. Depending on the particular type of Medi Gun equipped, the Medic is able to provide his patient and himself with [[invulnerability]], guaranteed [[critical hits]], [[knockback]] immunity, [[Quick-Fix|boosted healing]], or [[Vaccinator|resistance]] from a selected [[Damage#Damage types|damage type]] by deploying an [[ÜberCharge]], which can often change the tide of a battle.<br />
{{TOC limit|3}}<br />
<br />
==Quick tips==<br />
* Heal anyone who needs it, but focus on [[Heavy|Heavies]], [[Soldier]]s, [[Pyro]]s, and [[Demoman|Demomen]]. These classes are the least likely to be killed by a single [[Projectiles#Explosions|explosion]], [[Critical hits|Critical hit]], or other random events, and deal heavy damage, enabling them to protect you from enemies more effectively.<br />
<br />
* Regularly [[healing#Overheal|overhealing]] nearby teammates will ensure that your team has the upper hand against the enemy.<br />
<br />
* Try to stay with your team at all times. You are not suited to fight any class alone; even a single [[Spy]] can easily kill you with his Revolver before you can fight back.<br />
<br />
* Try to stay behind your teammates. Keep an eye out for escape routes in case the enemy team confronts you.<br />
<br />
* [[ÜberCharge]] is still built when your healing target is fully overhealed, but it charges [[healing#Healing and ÜberCharge rates|more slowly]], and even slower if the heal target is also being healed by a [[Dispenser]], Payload cart, or friendly Medic.<br />
<br />
* Keep moving unpredictably and always be aware of your surroundings. Medics are often a high-priority target for enemies, especially Spies, Snipers, and Scouts.<br />
<br />
* Don't be afraid to use an ÜberCharge to save yourself, even if no allies are nearby. It is better to use it too early than to lose it by being killed, and this will allow you to regroup with your team more quickly.<br />
<br />
* If you become separated from your teammates, use voice commands to alert your team to your location.<br />
<br />
* Always remember your heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.<br />
<br />
* A team without any Medics is likely going to lose against a team that does have Medics. If your team doesn't have any, switch class to Medic to ensure your team has a reliable source of healing and allow them to push with ÜberCharges.<br />
<br />
==General strategy==<br />
* You are the only class that can passively regenerate health, but do not rely on this to keep you alive; any combat class can kill you in a few hits. Ask your teammates to leave [[Health#Health kits|health kits]] for you if you need them, and be sure to keep them alive in return.<br />
<br />
* Keep other Medics on your team alive and overhealed. This allows you to be more effective at keeping your team alive.<br />
<br />
* Much more than any other class, being an effective Medic requires good communication with teammates. You should communicate with your target(s) about upcoming dangers, Sentry Guns, and enemy Snipers and Spies, as your teammates can use the information to deal with the threats. A microphone can be immensely valuable to achieving this end, as it can be used to quickly and precisely transmit such information without needing to render yourself vulnerable by shifting to text chat - you cannot move while typing. <br />
<br />
* The [[Medi Gun]] beam can heal targets from a considerable distance, allowing you to remain behind cover while healing your patient. If there is no cover readily available, get behind your allies.<br />
<br />
* Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for [[Spy|Spies]] and ambushes in general.<br />
** This is quite important, because a Medic can be under threat from every other class in the game (even other Medics). Standing still and remaining tunnel-visioned may work sometimes as a Heavy, but as a Medic, it will get you killed by enemies on the flank. Be mentally aware of your surroundings; weave and jump around to avoid explosives and Snipers.<br />
<br />
* Medics should be the first to pick up health kits - the team depends on them for survival. There is an exception to this rule: A Heavy with the [[Sandvich]] equipped can drop his Sandvich for you, then pick up a small health pack to recharge his Sandvich. This exception is only relevant with small health packs, because a medium health pack will give the same amount of health a dropped Sandvich gives and a large health pack will fully heal you.<br />
<br />
===Combat strategy===<br />
* When in combat, your top priority is to keep as many teammates alive as possible while also protecting your own life. Always focus on healing teammates that are under attack, on [[Afterburn|fire]], and/or [[bleeding]].<br />
<br />
* If possible, do not compromise a good position in order to heal a player on the other side of a battlefield. Ask for them to come to you or to fall back for a health pack.<br />
** If you happen to have the [[Crusader's Crossbow]] equipped, you can also fire off a shot in his direction to give him a quick health boost. <br />
<br />
* Be aware of your surroundings, for your teammates might not be able to keep an eye out while fighting. Communicate with nearby teammates so they won't be caught off guard when enemies flank you.<br />
<br />
* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.<br />
** Besides these circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed and others need health, try switching targets as necessary. Generally, a mostly healthy team is more effective than one overhealed pair. <br />
<br />
* If isolated with an enemy, pepper him with syringes from far range while retreating. If the enemy gets too close, go for a Bonesaw kill.<br />
** If you are playing in [[Casual Mode]], remember that your melee weapon is far more likely to gain random [[critical hits]], which will often kill the enemy instantly.<br />
<br />
* Your Syringe Gun is a decent weapon at close range, but its projectiles are slow and are ineffective at mid-to-long range. Use it only as a last resort, and focus on healing.<br />
<br />
* If you are low on health, begin to retreat while healing your teammates. Tell your team that you are retreating if you have a microphone. It is important for you to survive so that you can build your ÜberCharge for the next attack.<br />
<br />
===Medic Ferrying=== <br />
Medic Ferrying is a term for a [[Quick-Fix]] Medic temporarily pocketing a fast or mobile class in order to reach the front lines quickly. These are usually a [[Scout]], [[Demoman]], or [[Soldier]]. Ideal weapons for this are:<br />
*Any [[Rocket Launcher]], most notably the [[Rocket Jumper]] or [[Beggar's Bazooka]]<br />
*Any [[Stickybomb Launcher]], most notably the [[Sticky Jumper]]<br />
*The [[Loose Cannon]]<br />
*The [[Eyelander]] or [[Ullapool Caber]]<br />
*The [[Chargin' Targe]] or [[Splendid Screen]] or [[Tide Turner]]<br />
*The [[Force-A-Nature]] or [[Baby Face's Blaster]]<br />
(Note that after the [[Meet Your Match Update]], all [[Weapons#medicsecondary|Medi Guns]] can now go as fast as the the heal target, but with the exception of the [[Quick-Fix]], cannot benefit from [[rocket jump]]s, [[sticky jump]]s, etc.)<br />
<br />
===Healing strategy===<br />
ÜberCharges aside, the Medic's variety of healing abilities should also influence playstyle:<br />
<br />
* The Stock [[Medi Gun]] is multi-purpose, and best for [[Overheal]]ing. Since ÜberCharge build rate slows after reaching maximum overheal, it is more suitable for healing multiple targets. <br />
<br />
* Since the [[Kritzkrieg]] carries a 25% faster ÜberCharge fill, it's ideal for pocketing with a high damage, front-lines class such as [[Heavy]], [[Soldier]] or [[Demoman]].<br />
<br />
* The [[Quick-Fix]] should be used between multiple players, And there is alot of injured teammates that healing from other Medi Gun's would be slow.<br />
<br />
* The [[Vaccinator]] gets the most use from smaller encounters; dealing with masses of enemies will often result in numerous damage types, negating the benefits. Additionally, since the ÜberCharge simply multiplies the healing bonuses, almost all classes are suitable as pocket patients.<br />
<br />
* The [[Crusader's Crossbow]] is always vital in [[Medieval Mode]], and can contribute nicely in normal gameplay as a sidearm to your Medi Gun. Keep in mind however: unless there are numerous enemies between you and your patient, it is usually a lot more efficient to close the gap; the singular shots, compensating for movement and gravity, mean it's better to move in and use the Medi Gun. Now that the Crusader's Crossbow can add a bit to your ÜberCharge upon hitting an injured ally, you can use it a bit more judiciously than before, but still keeping heed of your surroundings.<br />
<br />
* The [[Medicating Melody]] does not overheal and does not contribute heavily to ÜberCharge {{botignore|building}}, all while leaving the player vulnerable. As such, it is best saved for instances such as ambushes and pushes, which require mass healing of multiple players.<br />
<br />
===ÜberCharge strategy===<br />
* An [[ÜberCharge]] is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.<br />
<br />
* Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly kill you and halt a push.<br />
<br />
* The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s, [[Demoman|Demomen]], [[Scout]]s with the [[Boston Basher]], and [[Pyro]]s with the [[Detonator]] or the [[Scorch Shot]]) can be a tremendous help when out of combat.<br />
** During the [[Setup]] phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.<br />
<br />
* Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by [[knockback]]. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the [[Quick-Fix]]'s ÜberCharge.<br />
<br />
* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.<br />
<br />
* While deploying an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a short period of time. <br />
** Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.<br />
<br />
* If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.<br />
<br />
== Weapon Specific ==<br />
===Primary Weapons===<br />
==== [[Syringe Gun]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Syringe Gun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Syringe Gun}}<br />
| 40<br />
| 150<br />
| 10-12<br />
| 5-10<br />
| 5-6<br />
| 30<br />
|}<br />
<br />
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.<br />
<br />
* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.<br />
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.<br />
<br />
* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.<br />
<br />
* Healing an ally while also shooting can help turn the outcome of the battle. Quickly switch to the Syringe Gun, fire until the enemy your ally is fighting is weakened, then return to healing your ally to help him.<br />
<br />
==== [[Blutsauger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=4 | Health<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| On Hit<br />
|-<br />
! {{Table icon|Blutsauger|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
| rowspan=2|40<br />
| rowspan=2|150<br />
| rowspan=2|10-12<br />
| rowspan=2|5-10<br />
| rowspan=2|5-6<br />
| rowspan=2|30<br />
| rowspan=2|3<br />
|-<br />
! {{Table icon|Australium Blutsauger|Advanced+ Mann Up Reward|title={{common string|Australium item|Blutsauger}}}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
|-<br />
|}<br />
<br />
The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by up to 2 HP/sec, with a total of 2 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.<br />
<br />
* The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.<br />
<br />
* With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.<br />
** Make sure to communicate with your teammates so they can assist you in killing the enemy.<br />
<br />
* The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.<br />
<br />
* The Blutsauger is useful if you're pocketing; if your pocket dies, you're the enemy's next priority, so it allows you to survive while running for cover. Remember that the Blutsauger won't overheal, though.<br />
<br />
* The Blutsauger downside can be at least compensated with the use of the [[Amputator]].<br />
<br />
==== [[Crusader's Crossbow]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage/Healing<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Crusader's Crossbow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 38<br />
| rowspan="2" | 38/75<br />
| rowspan="2" | 56/112<br />
| rowspan="2" | 75/150<br />
| rowspan="2" | 113-225<br />
|-<br />
! {{Table icon|Festive Crusader's Crossbow|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
|}<br />
<br />
The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.<br />
<br />
* Healing from the Crusader's Crossbow cannot overheal teammates; and while the bolt can contribute to your Übercharge meter, it will not build nearly as efficiently as using the Medi Gun.<br />
<br />
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal [[headshot]]s, so aim for the enemy's center of mass.<br />
<br />
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.<br />
** If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.<br />
<br />
* The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.<br />
** This alone gives the weapon significant legs. What will tend to kill even experienced Medics most of the time is a Sniper; walking into their sight lines is asking for you to be killed, if not have your [[Übercharge]] dropped. Should a dangerous spot on the battlefield be between you and an injured ally, fire a bolt instead of risking death.<br />
<br />
* The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP and then quickly switch back to your Medi Gun and continue healing.<br />
** While healing a patient, others around you may call for healing. This weapon can save you precious seconds by not needing to switch Medi Gun targets and necessitating the 3.5 seconds it could take to heal for the same amount as the Crossbow would. Experienced players will expect you to carry this and will often stand still to help your aim.<br />
<br />
* Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.<br />
<br />
* Unlike the [[Huntsman]], the Crusader's Crossbow can be fired underwater and in midair.<br />
<br />
* If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.<br />
<br />
* If supporting a push with close-range or mid-range classes such as Heavies, Demomen, or Pyros against a strong Sniper defense, consider using the Crossbow to provide suppressive fire for your teammate as they advance. <br />
<br />
* If aimed well at longer ranges, a Critical full-range Crossbow shot is capable of killing any class outright except for an overhealed [[Soldier]] or a [[Heavy]]. It can also be used to either kill a Sniper or force him to fall back for health.<br />
<br />
* Although the Crossbow can heal your allies and damage enemies from a long distance, do not rely on it too much and stick to healing with your Medi Gun unless you are too far away to do so.<br />
<br />
* If you spot a teammate engaged in a 1v1, fire into the crowd. Whether you heal your teammate or hit the enemy, you are doing your teammate a favor.<br />
<br />
==== [[Overdose]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=1 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| Speed with 100% ÜberCharge<br />
<br />
|-<br />
! {{Table icon|Overdose|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Overdose}}<br />
| 40<br />
| 150<br />
| 9-11<br />
| 5-9<br />
| 5-6<br />
| 27<br />
| 117.33%<br />
|}<br />
<br />
The Overdose is a craftable primary for the Medic. It does 15% less damage than the standard Syringe Gun but will increase the Medic's speed as his ÜberCharge meter increases. The speed boost caps at 20% faster than standard Medic [[speed]]. However, the speed boost only applies while you have the Overdose active.<br />
<br />
* If you are building an ÜberCharge, but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.<br />
<br />
* If you need to make an urgent kill, you can chase an enemy down with your increased speed.<br />
** The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of normal 96%), meaning that you can backpedal while firing and still outrun classes with standard speed, particularly the [[Pyro]].<br />
<br />
* The speed bonus is less effective when using Medi Guns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.<br />
<br />
* Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilizing the Overdose's speed boost, and instead rely on your teammate's protection.<br />
<br />
* The Overdose's damage penalty is not too significant. As syringes already do low damage, the 10% damage penalty is actually about 1-2 less damage per syringe, which still makes it powerful at close range.<br />
<br />
===Secondary Weapons===<br />
==== [[Medi Gun]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Medi Gun|Stock}}<br />
| rowspan="4"|24 health/sec<br />
| rowspan="4"|72 health/sec<br />
| rowspan="4"|Invulnerability<br />
| rowspan="4"|8 seconds<br />
| rowspan="4"|2.5%/sec <br />
| rowspan="4"|40 seconds ({{tooltip|80|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festive Medi Gun|Uncrate}}<br />
|-<br />
!{{Icon weapon|weapon=Rust Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Medi Gun|icon-size=40x40px}}<br>{{Icon weapon|weapon=Gold Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Medi Gun|icon-size=40x40px}}<br><br />
'''[[Botkiller Medi Gun]]'''<br />
|-<br />
! {{Table icon|Australium Medi Gun|Advanced+ Mann Up Reward|title={{common string|Australium item|Medi Gun}}}}<br />
|-<br />
|}<br />
<br />
* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.<br />
<br />
* The Medi Gun lets you move as fast as the person you are healing. With the stock load-out, this only applies to [[Scout]]s when you heal them. However, this also applies to all speed-boosting weapons, such as the [[Scout]]'s [[Baby Face's Blaster]], the [[Demoman]]'s [[Eyelander]], the [[Pyro]]'s [[Powerjack]], and the Medic's [[Overdose]]. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot [[Jumping#Double jump|double jump]] like a Scout, so there are some obstacles you will not be able to get over.<br />
<br />
* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.<br />
** It's useful to turn on "Medi Gun continues healing without holding down fire button" in the [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]] so you won't have to hold down the primary fire button while healing someone.<br />
<br />
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.<br />
<br />
* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.<br />
<br />
* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player [[Death|dying]], [[respawn]]ing, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.<br />
** Focus on all of your teammates — there's often a temptation to stick with stronger classes such as [[Heavy|Heavies]] and neglect other teammates. Heal all your teammates actively.<br />
<br />
* Remember to continually 'top-up' your teammates' health with your Medi Gun's overheal.<br />
** This is especially crucial with friendly Scouts, and to a lesser extent friendly [[Spy|Spies]]. If you can wait a bit to reach the 72 hp/sec threshold on them, their low base health will make healing them barely a distraction at all for you and they can do their work much more efficiently at 185 HP, an amount more sturdy than the Demoman or Pyro.<br />
*** An overhealed [[Sniper]] can survive an uncharged headshot. Buff Snipers at the start of the game, and they might just win a Sniper duel they would otherwise lose.<br />
<br />
==== [[Kritzkrieg]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Kritzkrieg|Unlock}}<br />
| rowspan= 2|24 health/sec<br />
| rowspan= 2|72 health/sec<br />
| rowspan= 2|Critical hits<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|3.125%/sec <br />
| rowspan= 2|32 seconds ({{tooltip|64|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Kritzkrieg|Festivizer}}<br />
|}<br />
<br />
* The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed [[Critical hits]] to the Medic's heal target instead of invulnerability for the duration of its deployment.<br />
<br />
* The Kritzkrieg's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate, it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.<br />
<br />
* Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during a ÜberCharge, It is greatly encouraged to use the [[Vita-Saw]] with the Kritzkrieg.<br />
<br />
* The Kritzkrieg is best when on Defense, as Offense won't have a Engineer with a level 3 [[Sentry Gun]] prepared unless on certain maps like [[Dustbowl]] or [[Steel]].<br />
<br />
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed by just about anything, not requiring an ÜberCharge.<br />
<br />
* Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:<br />
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off [[Control point (objective)|Control point]]s or [[Payload]] carts.<br />
** Kritzing a Heavy is great for large, spread-out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.<br />
** Although not as effective as Kritzkrieg ÜberCharging a [[Heavy]], [[Soldier]], or [[Demoman]], a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near-instantly. Also note that critical [[afterburn]] is highly damaging. Consider Kritzing a Pyro when it's important to remove close-range threats.<br />
** If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the [[Sniper]] can be an effective Kritzkrieg ÜberCharge target — every hit while charged does the same damage as an un-charged [[headshot]], which can kill a non-overhealed enemy [[Medic]], [[Scout]], [[Sniper]], [[Engineer]], or [[Spy]] in one hit.<br />
<br />
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.<br />
<br />
=====[[Oktoberfest]]=====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Oktoberfest}}<br />
| [[Kritzkrieg]] <br />
| 11 health<br />
| 4 seconds<br />
| The Medic takes a brief whiff out of the barrel of his weapon.<br />
|}<br />
<br />
* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.<br />
<br />
* In dire situations, such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.<br />
<br />
==== [[Quick-Fix]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Quick-Fix|Craft}}<br />
| rowspan= 2|33.6 health/sec<br />
| rowspan= 2|100.8 health/sec<br />
| rowspan= 2|Megaheal<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|2.778%/sec (1.389%/sec)<br />
| rowspan= 2|36 seconds ({{tooltip|72|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Quick-Fix|Festivizer}}<br />
|}<br />
<br />
The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 10% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as [[Natascha]]'s [[slowdown]] and [[Compression Blast|compression blast]]s. However, it can only overheal by 25% as opposed to the other Medi Guns' 50%. <br />
<br />
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.<br />
<br />
* The ability to use your teammates' [[Jumping|explosive jump]] can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take [[fall damage]].<br />
<br />
* A Demoman using the [[Eyelander]] is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he can be difficult to keep up with if he sticky jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads, he will give you a noticeable speed boost; and a larger boost at four heads. This tactic also works with a shield, but is most effective with the [[Stickybomb Launcher]], as you are not boosted as much as he is when he charges.<br />
<br />
* Due to their low health and damage, [[Scout]]s are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks [[Crit-a-Cola]], as this increases his damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the [[Baby Face's Blaster]] provides a huge boost of speed. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.<br />
<br />
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid [[death]], especially because it will build back quickly.<br />
<br />
* Because this weapon cannot Overheal past 125%, this means you miss the threshold for slowing the rate at which you build ÜberCharge (142.5% Overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that this is a minor bonus and doesn't negate the advantages the other two weapons bring to the table. Keep your teammates in good shape all the while.<br />
** It is advised not to stick to one patient. Because of the Quickfix's quick healing, use it to heal your whole team.<br />
<br />
==== [[Vaccinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Duration<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Vaccinator|Craft}}<br />
| 24 health/sec<br />
| 72 health/sec<br />
| 75% resistance to a selected damage type<br />
| 2.5 seconds/resistance<br />
| 3.75%/s<br />
| {{tooltip|26.67 s|Always charges at the maximum rate}}<br />
|}<br />
<br />
The Vaccinator is a craftable secondary for the Medic. It has a 50% faster ÜberCharge rate while healing non-overhealed players, and a 66% slower ÜberCharge rate when healing overhealed teammates compared to the Medi Gun. Using the Special Attack key allows the Medic to cycle through damage resist types, which switch in order to Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type. The Vaccinator's ÜberCharge provides 75% resistance to a selected damage type for 2.5 seconds, and does not require that the Medic continue healing the patient for the resistance to last. ÜberCharge rate is boosted temporarily when you or your patient are damaged with the resisted damage type. However, it Overheals at a 66% slower rate compared to the Medi Gun.<br />
<br />
* The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the [[Overdose]], you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.<br />
<br />
* The Vaccinator discourages overhealing teammates, and in place encourages healing hurt players. With a fast charge during this, try ÜberCharging healthy teammates to 'keep a tab' on them while you focus on healing injured and needy people.<br />
<br />
* Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons [[Hitscan|strike instantly]], meaning that it’s too late to switch once the enemy starts firing. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.<br />
** By the bullet resistance mechanic, almost every type of damage except for fire, explosive, and melee is resisted, making bullet resistance the broadest category.<br />
** Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.<br />
<br />
* Keep in mind that when healing a fully overhealed [[Heavy]] with bullet resistance, he can survive a fully-charged headshot from any Sniper, excluding the [[Machina]]. You as a Medic can also survive any fully charged bodyshot or uncharged headshot.<br />
**Note, however, that having the [[Vita-Saw]] equipped still leaves you vulnerable to a fully charged Machina bodyshot and uncharged headshots.<br />
<br />
* If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper can do almost nothing against you, but keep in mind that you will have a slower ÜberCharge rate when Overhealing, so make the action quick! <br />
** Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!<br />
<br />
* The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from enemy Scouts and Demoknights, who can kill you in the same number of hits as if you were not resisted. Communicate with your healing targets to prevent dying to a melee attack.<br />
<br />
* The Vaccinator generates ÜberCharge at an extremely fast rate while blocking damage, and can continue to generate ÜberCharge even when using its own ÜberCharge. Furthermore, damage blocked by an ÜberCharged patient counts towards the boost, even if the Medic is healing another patient at the time. With clever use, these factors can be used to almost perpetually have an ÜberCharge at the ready for when it;s needed, even while guaranteeing small skirmishes go in your teams favour.<br />
<br />
* The Vaccinator can be considered 'end-game Medic' due to its complexity, knowledge and focus required to run it. In the [[Gun Mettle Update]], the skill ceiling has been arguably multiplied. A notable change being that you can switch resistances while ÜberCharging, and keep your resistance no matter what during those 2.5 seconds.<br />
** Use the Vaccinator to prevent incoming damage, similar to a normal ÜberCharge. Judge what is the biggest threat to your patient and act accordingly (i.e. you face 2 Soldiers and 1 Scout, Übering a Blast Resistance and switching to passive Bullet Resistance is key to survival).<br />
** If your patient is near death, it probably is not worth using all your ÜberCharges to defend from multiple sources. However, follow the above tip and judge how much damage your patient can withstand (i.e. facing a Pyro, Scout, and 2 Soldiers will end badly; ÜberCharge Blast or Fire Resistance and escape).<br />
** If you plan to keep healing a teammate with others around, it may not be worth ÜberCharging them. Instead, ÜberCharge nearby teammates to protect them, and return to your pocket. You can protect other friends while still remaining on your main patient (with the option to ÜberCharge if need be).<br />
<br />
* In the rare possibility that you encounter someone cheating, the Vaccinator is potentially your greatest weapon against them. Typically, those who cheat use an aimbot on hitscan classes such as the Sniper, Heavy, or the Spy with an [[Ambassador]]. The bullet resistance the Vaccinator provides can give your patient the edge needed to outperform the cheater and secure victory for your team.<br />
<br />
===Melee Weapons===<br />
====[[Bonesaw]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bonesaw|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
| rowspan="11" |0.8 seconds<br />
| rowspan="11" |65<br />
| rowspan="11" |195<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=conscientious objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Festive Bonesaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
|}<br />
<br />
* The [[Bonesaw]] has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.<br />
<br />
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.<br />
<br />
* As it is with most other classes, your other melee weapons provide utility benefits that the straight damage and speed of the stock Bonesaw just cannot match. Use another weapon if you can.<br />
<br />
* You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.<br />
<br />
==== [[Ubersaw]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Übersaw|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|-<br />
! {{Table icon|Festive Ubersaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.<br />
<br />
* The Ubersaw is especially useful for taking out Spies that may be attempting to [[backstab]] teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to [[Backstab#Trickstab|trickstab]] you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.<br />
** Your ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy is really dead.<br />
** Hitting [[disguise]]d Spies will not give you ÜberCharge; however, the melee damage will still hurt them.<br />
<br />
* The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].<br />
<br />
* Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.<br />
<br />
* If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.<br />
<br />
* Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See [[ÜberCharge strategy#Chain ÜberCharge (Medi Gun)|Chain Über]].) The first Medic can Übercharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the Übercharge, the second Medic should aim to get in enough hits to fill his ubercharge, allowing himself to grant the first Medic an Übercharge so he can do the same thing. While this strategy can be effective for the first time in a match, players will often quickly wisen up, and counter the synergy with airblasts.<br />
<br />
====[[Vita-Saw]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Vita-Saw|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Vita-Saw}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
* The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 60% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.<br />
<br />
* Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.<br />
** This will also allow you to move 6% faster with the [[Overdose]], allowing you to reach your team more quickly, compounding the above advantage.<br />
<br />
* Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.<br />
<br />
* Avoid using Vita-Saw in game modes that you can't respawn in, like [[Arena]] or [[Sudden Death]] mode.<br />
<br />
* Try using it when teammates are having a big push to save time. It saves about 12 seconds of Kritzkrieg and 60 seconds of stock Medi Gun. Remember not to be in direct fire after equipping this.<br />
<br />
* It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you during a Übercharge.<br />
<br />
====[[Amputator]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=2 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | On Taunt<br />
|-<br />
! {{Table icon|Amputator|Craft}}<br />
| align="center" rowspan= 2| {{Icon killicon|weapon=Amputator}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|52<br />
| rowspan= 2|156<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Amputator|Festivizer}}<br />
|}<br />
<br />
* The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the [[Medicating Melody]] taunt.<br />
<br />
* When active, it adds 3 health to regeneration (for a total of 5 health regen) and comes with a 20% damage penalty.<br />
** This weapon negates the [[Blutsauger]]'s regeneration reduction, allowing for more offense gameplay.<br />
<br />
* Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the [[Bonesaw]], so use it if it is available to you.<br />
<br />
====[[Medicating Melody]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Medicating Melody}}<br />
| [[Amputator]] <br />
| 25-75 health<br />
| 4.2 seconds<br />
| The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet.<br />
|}<br />
<br />
* Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing by the Medi Gun or Kritzkrieg, including [[Glossary of player terms#Crit Heal|Crit Heal]].<br />
** The purpose of this taunt is to ''multiply'' your healing power when several teammates are injured and are in range.<br />
** Since you cannot overheal with the taunt, do not use it when nearby teammates are not injured.<br />
** An ideal situation for the taunt is when several teammates are close together, are receiving heavy fire or melee, ''and'' you have a safe place to taunt that can reach them all.<br />
<br />
* Always use the taunt when behind cover rather than out in the open or in an easily ambushed place, <br />
** But, remember that it cannot heal "around corners"<br />
** Also, the deeper you hide, the less of an area you can cover with your healing.<br />
<br />
* Only use the taunt when teammates are not moving out of range; if they are moving away, it's better to keep using the Medi Gun.<br />
<br />
* Unlike the Crossbow and the Medi Gun, you cannot miss your teammates; connection is automatic to all teammates in range, including any that enter the range during the taunt.<br />
** Since you do not need to be facing your teammates at the beginning of the taunt, you can be looking behind you for Spies and other flankers.<br />
<br />
* During your taunt, you have 4 seconds to rotate your view and monitor the tactical situation and judge whether you should repeat the taunt, move, and/or switch weapon.<br />
<br />
* The healing from this taunt does build ÜberCharge, but at a slow rate (approximately 1% per 50 health recovered). Do not rely on this for a source of Charge; a Scout on the brink of death only contributes 2-3% Charge over the duration of the taunt.<br />
<br />
==== [[Solemn Vow]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Solemn Vow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Solemn Vow}}<br />
| 0.88 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.<br />
<br />
* The Solemn Vow offers the ability to see enemy health, as a Spy can. You can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.<br />
** If an enemy Medic is spotted, it may be worth communicating what amount of Übercharge he has at the time. This ability can also help prioritize killing him first, or his patient.<br />
<br />
* The Solemn Vow is, therefore, most useful when actively using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.<br />
<br />
* The Solemn Vow can also be useful for judging whether to flee or fight. It might be worth finishing off an enemy with a few quick needles or a melee strike, if their health appears low enough, rather than let them live.<br />
** The 10% reduced attack interval makes the Solemn Vow slightly less ideal for melee attacks than the [[Bonesaw]]. Use the ability to see enemy health to determine if melee-fighting is worth this slight disadvantage or not.<br />
** Otherwise, Try using this weapon as a training tool to practice predicting enemy behavior based on their health. Most of the classes will retreat when they have low health, however some of them may act differently. Doing this will improve your gamesense, and increase your overall survival capabilities.<br />
<br />
* An alternative to using this weapon is having a friendly Spy relay enemy health.<br />
<br />
* In Mann vs. Machine, all classes can see the health of giants through a health icon. It is therefore advised not to use the Solemn Vow over other choices such as an Ubersaw or Amputator.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
===[[Spinal Tap]]===<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Spinal Tap}}<br />
| align="center" | {{Icon killicon|weapon=Spinaltap}}<br />
| [[Ubersaw]]<br />
| 500<br />
| 4 seconds<br />
| The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.<br />
|}<br />
<br />
* Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.<br />
<br />
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.<br />
<br />
* Remember that like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.<br />
** Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts, or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.<br />
<br />
* This is best used when teaming up with a Heavy with the [[Holiday Punch]], as any hits from that weapon that hit an enemy in the back or are critical hits will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.<br />
<br />
* If you find an unguarded, active [[Teleporter]] exit then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself or you could be [[telefrag]]ed instead.<br />
<br />
* Note that this taunt has a very long range.<br />
** Using this taunt in a small entrance can almost guarantee a successful taunt kill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=40x40px}}<br /><br />
'''[[Syringe Gun]]''' or '''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
One of the most commonly used setups, and generally the best for most situations. A Medic with this setup should focus on healing teammates and keeping them in combat, rather than fighting the enemy directly. The stock Medi Gun is the most versatile of the 4 Medi Guns, as it gives the team access to default [[ÜberCharges]]. Because you won't be focusing on direct combat, the stock Syringe Gun and Crusader's Crossbow are good choices, as they give the user a good health regeneration rate, and the latter provides utility in the form of long range healing. Finally, the Ubersaw can be used to build ÜberCharge off of unaware players, vulnerable Spies, or flanking classes that get too close.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Vita-Saw|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, Vita-Saw does not share the Ubersaw's drawback of a slower attack rate. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible. 10 HP can also make quite a difference, as minuscule as it may seem, so if you want the best possible chance for survivability, stick with the stock Bonesaw. The Overdose ensures that you'll be able to move faster when having a greater ÜberCharge, enabling you to move faster to heal your team. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br /><br />
'''[[Solemn Vow]]''' or '''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge 25% faster. The Blutsauger provides health benefits for engaging in combat and is thus more useful to a more offensive Medic. Because the excelled Kritzkrieg charge, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Ubersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster.<br />
<br />
In Mann VS Machine, most of the Mediguns are considered superfluous, as the stock Medi Gun's Uber can be purchased in a canteen (and shared with your teammates via the Canteen Specialist upgrade), and the Quick-Fix's healing rate can be easily matched with Healing Mastery, without the detriment of having 50% max overheal. One of the few ÜberCharges that can't be easily duplicated via upgrades is that of the Kritzkrieg, due to its increased recharge rate and ability to give a decent duration of critical hits, with no real negative downsides.<br />
<br />
Since the primary and melee weapons are often left without upgrades, their use is more based on versatility. As such, the Blutsauger can be used in a pinch to quickly regain lost health, with the downsides of the Blutsauger being negated by the Healing Mastery upgrade for the Medi Gun. For the Melee slot, the Ubersaw is by far the most preferred, since striking an enemy returns 25% ubercharge rate, thus allowing the Medic to give his team critical hits more often. However, this weapon is best used against stragglers, as the Medic's not a good class for close-quarters combat, especially in MVM.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Ubersaw while attacking. The use of Ubersaw can help build up ÜberCharges, and if used skillfully, allows players to extend their ÜberCharge durations significantly.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}} <br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}<br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is suited to a Medic who wants to go to direct combat with lone enemies like Pyros. The Ubersaw, on hit, can give you a Vaccinator Übercharge, which can be used as a shield. The Blutsauger can be used when retreating. The downsides are that the Vaccinator can't give you resistance to a specific damage type (unless you're healing another friendly player), and that you can't cope with more than one enemy.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} <br />
'''[[Syringe Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}} <br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}} <br />
'''[[Solemn Vow]]'''<br />
|'''The Clinical Trial'''<br />
<br />
This is the [[Clinical Trial]] setup, good for a support Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to the damage penalty. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for quickly healing multiple patients because of its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}} <br />
'''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}} <br />
'''[[Amputator]]'''<br />
| '''The Medieval Medic - with Quick-Fix'''<br />
<br />
This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. A Syringe Gun is not necessary, as you will not need to defend yourself at close range if you are keeping with your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates and then resume healing your nearby patient. [[Taunt]]ing with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build. The Quick-Fix gives you a significantly increased healing rate and the ability to speed up to or explosive-jump with your patient, so you can support even your fastest teammates.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your Übercharge is built, this is the preferred setup for a [[Chain ÜberCharge]]. One Medic can ÜberCharge another, which attacks enemies with his Ubersaw to build up his ÜberCharge, and then the medics switch roles. The [[Overdose]] is helpful, as during a Chain ÜberCharge you are likely to have some charge built, so you can switch to it to chase down fleeing enemies.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
| <br />
<br />
This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains ÜberCharge, incidentally healing allies much faster than other Medi Guns, as well as pulling you alongside with Scouts, or launching you with jumping Demomen and Soldiers. The Overdose allows you a higher degree of mobility, complimented by the rapid gain of ÜberCharge and thus speed that the Quick-Fix gives. Should you perish, the Vita-Saw will allow you to roll out faster by retaining 20% of your unused ÜberCharge to power your Overdose. This can make you a good companion for a Scout, as the Overdose and Quick-Fix allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning. With the addition of the Quick-Fix being able to overheal, and this applying to the deploying Medic, the health reduction of the Vita-Saw can be temporarily overcome.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}<br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Solemn Vow]]'''<br />
|<br />
<br />
This set up focuses on defense from a specific damage type. The Vaccinator provides the Medic and its teammate a 10% resistance from a select damage type, a 75% resistance when ÜberCharged, and a 25% heal from the matched damage taken. Having the ability to build an ÜberCharge at a 50% faster rate then normally, paring this weapon with the Overdose enables you to efficiently use the speed boost provided to quickly get to teammates. Having 4 separate ÜberCharge times, a Medic is able to quickly deploy an ÜberCharge at any time if the meter is filled over 25 percent. This provides an immediate defense from any enemies that may be lurking. The Solemn Vow allows you to see enemies health, thereby enabling you to make a decision whether a short or long ÜberCharge is necessary. However, if the ability to see enemy health is not your priority, simply stick with the Bonesaw, as it benefits without the 10% slower firing speed the Solemn Vow is stuck with.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[ÜberCharge strategy]]<br />
*[[Team strategy]]<br />
*[[Medic buddy]]<br />
<br />
{{CommunityStrategyNav}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Medic_strategy&diff=2461366Community Medic strategy2019-09-16T01:59:42Z<p>MK38993: </p>
<hr />
<div>[[File:Community_Medic_Strategy_Header.png|300px|right|link=Medic|I healed zhe man who will kill you!]]<br />
{{Quotation|'''The Medic''' on "accidental" malpractice|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}<br />
<br />
As a [[Medic]], your primary role is to [[Healing|keep your teammates alive]] using the [[Medi Gun]]. Depending on the particular type of Medi Gun equipped, the Medic is able to provide his patient and himself with [[invulnerability]], guaranteed [[critical hits]], [[knockback]] immunity, [[Quick-Fix|boosted healing]], or [[Vaccinator|resistance]] from a selected [[Damage#Damage types|damage type]] by deploying an [[ÜberCharge]], which can often change the tide of a battle.<br />
{{TOC limit|3}}<br />
<br />
==Quick tips==<br />
* Heal anyone who needs it, but focus on [[Heavy|Heavies]], [[Soldier]]s, [[Pyro]]s, and [[Demoman|Demomen]]. These classes are the least likely to be killed by a single [[Projectiles#Explosions|explosion]], [[Critical hits|Critical hit]], or other random events, and deal heavy damage, enabling them to protect you from enemies more effectively.<br />
<br />
* Regularly [[healing#Overheal|overhealing]] nearby teammates will ensure that your team has the upper hand against the enemy.<br />
<br />
* Try to stay with your team at all times. You are not suited to fight any class alone; even a single [[Spy]] can easily kill you with his Revolver before you can fight back.<br />
<br />
* Try to stay behind your teammates. Keep an eye out for escape routes in case the enemy team confronts you.<br />
<br />
* [[ÜberCharge]] is still built when your healing target is fully overhealed, but it charges [[healing#Healing and ÜberCharge rates|more slowly]], and even slower if the heal target is also being healed by a [[Dispenser]], Payload cart, or friendly Medic.<br />
<br />
* Keep moving unpredictably and always be aware of your surroundings. Medics are often a high-priority target for enemies, especially Spies, Snipers, and Scouts.<br />
<br />
* Don't be afraid to use an ÜberCharge to save yourself, even if no allies are nearby. It is better to use it too early than to lose it by being killed, and this will allow you to regroup with your team more quickly.<br />
<br />
* If you become separated from your teammates, use voice commands to alert your team to your location.<br />
<br />
* Always remember your heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.<br />
<br />
* A team without any Medics is likely going to lose against a team that does have Medics. If your team doesn't have any, switch class to Medic to ensure your team has a reliable source of healing and allow them to push with ÜberCharges.<br />
<br />
==General strategy==<br />
* You are the only class that can passively regenerate health, but do not rely on this to keep you alive; any combat class can kill you in a few hits. Ask your teammates to leave [[Health#Health kits|health kits]] for you if you need them, and be sure to keep them alive in return.<br />
<br />
* Keep other Medics on your team alive and overhealed. This allows you to be more effective at keeping your team alive.<br />
<br />
* Much more than any other class, being an effective Medic requires good communication with teammates. You should communicate with your target(s) about upcoming dangers, Sentry Guns, and enemy Snipers and Spies, as your teammates can use the information to deal with the threats. A microphone can be immensely valuable to achieving this end, as it can be used to quickly and precisely transmit such information without needing to render yourself vulnerable by shifting to text chat - you cannot move while typing. <br />
<br />
* The [[Medi Gun]] beam can heal targets from a considerable distance, allowing you to remain behind cover while healing your patient. If there is no cover readily available, get behind your allies.<br />
<br />
* Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for [[Spy|Spies]] and ambushes in general.<br />
** This is quite important, because a Medic can be under threat from every other class in the game (even other Medics). Standing still and remaining tunnel-visioned may work sometimes as a Heavy, but as a Medic, it will get you killed by enemies on the flank. Be mentally aware of your surroundings; weave and jump around to avoid explosives and Snipers.<br />
<br />
* Medics should be the first to pick up health kits - the team depends on them for survival. There is an exception to this rule: A Heavy with the [[Sandvich]] equipped can drop his Sandvich for you, then pick up a small health pack to recharge his Sandvich. This exception is only relevant with small health packs, because a medium health pack will give the same amount of health a dropped Sandvich gives and a large health pack will fully heal you.<br />
<br />
===Combat strategy===<br />
* When in combat, your top priority is to keep as many teammates alive as possible while also protecting your own life. Always focus on healing teammates that are under attack, on [[Afterburn|fire]], and/or [[bleeding]].<br />
<br />
* If possible, do not compromise a good position in order to heal a player on the other side of a battlefield. Ask for them to come to you or to fall back for a health pack.<br />
** If you happen to have the [[Crusader's Crossbow]] equipped, you can also fire off a shot in his direction to give him a quick health boost. <br />
<br />
* Be aware of your surroundings, for your teammates might not be able to keep an eye out while fighting. Communicate with nearby teammates so they won't be caught off guard when enemies flank you.<br />
<br />
* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.<br />
** Besides these circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed and others need health, try switching targets as necessary. Generally, a mostly healthy team is more effective than one overhealed pair. <br />
<br />
* If isolated with an enemy, pepper him with syringes from far range while retreating. If the enemy gets too close, go for a Bonesaw kill.<br />
<br />
<br />
<br />
* Your Syringe Gun is a decent weapon at close range, but its projectiles are slow and are ineffective at mid-to-long range. Use it only as a last resort, and focus on healing.<br />
<br />
* If the battle turns against your favor, begin to retreat while healing your teammates. Tell your team that you are retreating if you have a microphone. It is important for you to survive so that you can build your ÜberCharge for the next attack.<br />
<br />
===Medic Ferrying=== <br />
Medic Ferrying is a term for a [[Quick-Fix]] Medic temporarily pocketing a fast or mobile class in order to reach the front lines quickly. These are usually a [[Scout]], [[Demoman]], or [[Soldier]]. Ideal weapons for this are:<br />
*Any [[Rocket Launcher]], most notably the [[Rocket Jumper]] or [[Beggar's Bazooka]]<br />
*Any [[Stickybomb Launcher]], most notably the [[Sticky Jumper]]<br />
*The [[Loose Cannon]]<br />
*The [[Eyelander]] or [[Ullapool Caber]]<br />
*The [[Chargin' Targe]] or [[Splendid Screen]] or [[Tide Turner]]<br />
*The [[Force-A-Nature]] or [[Baby Face's Blaster]]<br />
(Note that after the [[Meet Your Match Update]], all [[Weapons#medicsecondary|Medi Guns]] can now go as fast as the the heal target, but with the exception of the [[Quick-Fix]], cannot benefit from [[rocket jump]]s, [[sticky jump]]s, etc.)<br />
<br />
===Healing strategy===<br />
ÜberCharges aside, the Medic's variety of healing abilities should also influence playstyle:<br />
<br />
* The Stock [[Medi Gun]] is multi-purpose, and best for [[Overheal]]ing. Since ÜberCharge build rate slows after reaching maximum overheal, it is more suitable for healing multiple targets. <br />
<br />
* Since the [[Kritzkrieg]] carries a 25% faster ÜberCharge fill, it's ideal for pocketing with a high damage, front-lines class such as [[Heavy]], [[Soldier]] or [[Demoman]].<br />
<br />
* The [[Quick-Fix]] should be used between multiple players, And there is alot of injured teammates that healing from other Medi Gun's would be slow.<br />
<br />
* The [[Vaccinator]] gets the most use from smaller encounters; dealing with masses of enemies will often result in numerous damage types, negating the benefits. Additionally, since the ÜberCharge simply multiplies the healing bonuses, almost all classes are suitable as pocket patients.<br />
<br />
* The [[Crusader's Crossbow]] is always vital in [[Medieval Mode]], and can contribute nicely in normal gameplay as a sidearm to your Medi Gun. Keep in mind however: unless there are numerous enemies between you and your patient, it is usually a lot more efficient to close the gap; the singular shots, compensating for movement and gravity, mean it's better to move in and use the Medi Gun. Now that the Crusader's Crossbow can add a bit to your ÜberCharge upon hitting an injured ally, you can use it a bit more judiciously than before, but still keeping heed of your surroundings.<br />
<br />
* The [[Medicating Melody]] does not overheal and does not contribute heavily to ÜberCharge {{botignore|building}}, all while leaving the player vulnerable. As such, it is best saved for instances such as ambushes and pushes, which require mass healing of multiple players.<br />
<br />
===ÜberCharge strategy===<br />
* An [[ÜberCharge]] is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.<br />
<br />
* Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly kill you and halt a push.<br />
<br />
* The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s, [[Demoman|Demomen]], [[Scout]]s with the [[Boston Basher]], and [[Pyro]]s with the [[Detonator]] or the [[Scorch Shot]]) can be a tremendous help when out of combat.<br />
** During the [[Setup]] phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.<br />
<br />
* Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by [[knockback]]. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the [[Quick-Fix]]'s ÜberCharge.<br />
<br />
* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.<br />
<br />
* While deploying an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a short period of time. <br />
** Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.<br />
<br />
* If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.<br />
<br />
== Weapon Specific ==<br />
===Primary Weapons===<br />
==== [[Syringe Gun]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Syringe Gun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Syringe Gun}}<br />
| 40<br />
| 150<br />
| 10-12<br />
| 5-10<br />
| 5-6<br />
| 30<br />
|}<br />
<br />
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.<br />
<br />
* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.<br />
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.<br />
<br />
* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.<br />
<br />
* Healing an ally while also shooting can help turn the outcome of the battle. Quickly switch to the Syringe Gun, fire until the enemy your ally is fighting is weakened, then return to healing your ally to help him.<br />
<br />
==== [[Blutsauger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=4 | Health<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| On Hit<br />
|-<br />
! {{Table icon|Blutsauger|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
| rowspan=2|40<br />
| rowspan=2|150<br />
| rowspan=2|10-12<br />
| rowspan=2|5-10<br />
| rowspan=2|5-6<br />
| rowspan=2|30<br />
| rowspan=2|3<br />
|-<br />
! {{Table icon|Australium Blutsauger|Advanced+ Mann Up Reward|title={{common string|Australium item|Blutsauger}}}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
|-<br />
|}<br />
<br />
The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by up to 2 HP/sec, with a total of 2 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.<br />
<br />
* The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.<br />
<br />
* With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.<br />
** Make sure to communicate with your teammates so they can assist you in killing the enemy.<br />
<br />
* The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.<br />
<br />
* The Blutsauger is useful if you're pocketing; if your pocket dies, you're the enemy's next priority, so it allows you to survive while running for cover. Remember that the Blutsauger won't overheal, though.<br />
<br />
* The Blutsauger downside can be at least compensated with the use of the [[Amputator]].<br />
<br />
==== [[Crusader's Crossbow]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage/Healing<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Crusader's Crossbow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 38<br />
| rowspan="2" | 38/75<br />
| rowspan="2" | 56/112<br />
| rowspan="2" | 75/150<br />
| rowspan="2" | 113-225<br />
|-<br />
! {{Table icon|Festive Crusader's Crossbow|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
|}<br />
<br />
The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.<br />
<br />
* Healing from the Crusader's Crossbow cannot overheal teammates; and while the bolt can contribute to your Übercharge meter, it will not build nearly as efficiently as using the Medi Gun.<br />
<br />
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal [[headshot]]s, so aim for the enemy's center of mass.<br />
<br />
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.<br />
** If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.<br />
<br />
* The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.<br />
** This alone gives the weapon significant legs. What will tend to kill even experienced Medics most of the time is a Sniper; walking into their sight lines is asking for you to be killed, if not have your [[Übercharge]] dropped. Should a dangerous spot on the battlefield be between you and an injured ally, fire a bolt instead of risking death.<br />
<br />
* The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP and then quickly switch back to your Medi Gun and continue healing.<br />
** While healing a patient, others around you may call for healing. This weapon can save you precious seconds by not needing to switch Medi Gun targets and necessitating the 3.5 seconds it could take to heal for the same amount as the Crossbow would. Experienced players will expect you to carry this and will often stand still to help your aim.<br />
<br />
* Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.<br />
<br />
* Unlike the [[Huntsman]], the Crusader's Crossbow can be fired underwater and in midair.<br />
<br />
* If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.<br />
<br />
* If supporting a push with close-range or mid-range classes such as Heavies, Demomen, or Pyros against a strong Sniper defense, consider using the Crossbow to provide suppressive fire for your teammate as they advance. <br />
<br />
* If aimed well at longer ranges, a Critical full-range Crossbow shot is capable of killing any class outright except for an overhealed [[Soldier]] or a [[Heavy]]. It can also be used to either kill a Sniper or force him to fall back for health.<br />
<br />
* Although the Crossbow can heal your allies and damage enemies from a long distance, do not rely on it too much and stick to healing with your Medi Gun unless you are too far away to do so.<br />
<br />
* If you spot a teammate engaged in a 1v1, fire into the crowd. Whether you heal your teammate or hit the enemy, you are doing your teammate a favor.<br />
<br />
==== [[Overdose]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=1 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| Speed with 100% ÜberCharge<br />
<br />
|-<br />
! {{Table icon|Overdose|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Overdose}}<br />
| 40<br />
| 150<br />
| 9-11<br />
| 5-9<br />
| 5-6<br />
| 27<br />
| 117.33%<br />
|}<br />
<br />
The Overdose is a craftable primary for the Medic. It does 15% less damage than the standard Syringe Gun but will increase the Medic's speed as his ÜberCharge meter increases. The speed boost caps at 20% faster than standard Medic [[speed]]. However, the speed boost only applies while you have the Overdose active.<br />
<br />
* If you are building an ÜberCharge, but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.<br />
<br />
* If you need to make an urgent kill, you can chase an enemy down with your increased speed.<br />
** The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of normal 96%), meaning that you can backpedal while firing and still outrun classes with standard speed, particularly the [[Pyro]].<br />
<br />
* The speed bonus is less effective when using Medi Guns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.<br />
<br />
* Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilizing the Overdose's speed boost, and instead rely on your teammate's protection.<br />
<br />
* The Overdose's damage penalty is not too significant. As syringes already do low damage, the 10% damage penalty is actually about 1-2 less damage per syringe, which still makes it powerful at close range.<br />
<br />
===Secondary Weapons===<br />
==== [[Medi Gun]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Medi Gun|Stock}}<br />
| rowspan="4"|24 health/sec<br />
| rowspan="4"|72 health/sec<br />
| rowspan="4"|Invulnerability<br />
| rowspan="4"|8 seconds<br />
| rowspan="4"|2.5%/sec <br />
| rowspan="4"|40 seconds ({{tooltip|80|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festive Medi Gun|Uncrate}}<br />
|-<br />
!{{Icon weapon|weapon=Rust Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Medi Gun|icon-size=40x40px}}<br>{{Icon weapon|weapon=Gold Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Medi Gun|icon-size=40x40px}}<br><br />
'''[[Botkiller Medi Gun]]'''<br />
|-<br />
! {{Table icon|Australium Medi Gun|Advanced+ Mann Up Reward|title={{common string|Australium item|Medi Gun}}}}<br />
|-<br />
|}<br />
<br />
* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.<br />
<br />
* The Medi Gun lets you move as fast as the person you are healing. With the stock load-out, this only applies to [[Scout]]s when you heal them. However, this also applies to all speed-boosting weapons, such as the [[Scout]]'s [[Baby Face's Blaster]], the [[Demoman]]'s [[Eyelander]], the [[Pyro]]'s [[Powerjack]], and the Medic's [[Overdose]]. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot [[Jumping#Double jump|double jump]] like a Scout, so there are some obstacles you will not be able to get over.<br />
<br />
* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.<br />
** It's useful to turn on "Medi Gun continues healing without holding down fire button" in the [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]] so you won't have to hold down the primary fire button while healing someone.<br />
<br />
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.<br />
<br />
* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.<br />
<br />
* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player [[Death|dying]], [[respawn]]ing, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.<br />
** Focus on all of your teammates — there's often a temptation to stick with stronger classes such as [[Heavy|Heavies]] and neglect other teammates. Heal all your teammates actively.<br />
<br />
* Remember to continually 'top-up' your teammates' health with your Medi Gun's overheal.<br />
** This is especially crucial with friendly Scouts, and to a lesser extent friendly [[Spy|Spies]]. If you can wait a bit to reach the 72 hp/sec threshold on them, their low base health will make healing them barely a distraction at all for you and they can do their work much more efficiently at 185 HP, an amount more sturdy than the Demoman or Pyro.<br />
*** An overhealed [[Sniper]] can survive an uncharged headshot. Buff Snipers at the start of the game, and they might just win a Sniper duel they would otherwise lose.<br />
<br />
==== [[Kritzkrieg]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Kritzkrieg|Unlock}}<br />
| rowspan= 2|24 health/sec<br />
| rowspan= 2|72 health/sec<br />
| rowspan= 2|Critical hits<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|3.125%/sec <br />
| rowspan= 2|32 seconds ({{tooltip|64|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Kritzkrieg|Festivizer}}<br />
|}<br />
<br />
* The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed [[Critical hits]] to the Medic's heal target instead of invulnerability for the duration of its deployment.<br />
<br />
* The Kritzkrieg's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate, it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.<br />
<br />
* Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during a ÜberCharge, It is greatly encouraged to use the [[Vita-Saw]] with the Kritzkrieg.<br />
<br />
* The Kritzkrieg is best when on Defense, as Offense won't have a Engineer with a level 3 [[Sentry Gun]] prepared unless on certain maps like [[Dustbowl]] or [[Steel]].<br />
<br />
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed by just about anything, not requiring an ÜberCharge.<br />
<br />
* Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:<br />
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off [[Control point (objective)|Control point]]s or [[Payload]] carts.<br />
** Kritzing a Heavy is great for large, spread-out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.<br />
** Although not as effective as Kritzkrieg ÜberCharging a [[Heavy]], [[Soldier]], or [[Demoman]], a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near-instantly. Also note that critical [[afterburn]] is highly damaging. Consider Kritzing a Pyro when it's important to remove close-range threats.<br />
** If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the [[Sniper]] can be an effective Kritzkrieg ÜberCharge target — every hit while charged does the same damage as an un-charged [[headshot]], which can kill a non-overhealed enemy [[Medic]], [[Scout]], [[Sniper]], [[Engineer]], or [[Spy]] in one hit.<br />
<br />
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.<br />
<br />
=====[[Oktoberfest]]=====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Oktoberfest}}<br />
| [[Kritzkrieg]] <br />
| 11 health<br />
| 4 seconds<br />
| The Medic takes a brief whiff out of the barrel of his weapon.<br />
|}<br />
<br />
* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.<br />
<br />
* In dire situations, such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.<br />
<br />
==== [[Quick-Fix]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Quick-Fix|Craft}}<br />
| rowspan= 2|33.6 health/sec<br />
| rowspan= 2|100.8 health/sec<br />
| rowspan= 2|Megaheal<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|2.778%/sec (1.389%/sec)<br />
| rowspan= 2|36 seconds ({{tooltip|72|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Quick-Fix|Festivizer}}<br />
|}<br />
<br />
The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 10% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as [[Natascha]]'s [[slowdown]] and [[Compression Blast|compression blast]]s. However, it can only overheal by 25% as opposed to the other Medi Guns' 50%. <br />
<br />
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.<br />
<br />
* The ability to use your teammates' [[Jumping|explosive jump]] can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take [[fall damage]].<br />
<br />
* A Demoman using the [[Eyelander]] is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he can be difficult to keep up with if he sticky jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads, he will give you a noticeable speed boost; and a larger boost at four heads. This tactic also works with a shield, but is most effective with the [[Stickybomb Launcher]], as you are not boosted as much as he is when he charges.<br />
<br />
* Due to their low health and damage, [[Scout]]s are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks [[Crit-a-Cola]], as this increases his damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the [[Baby Face's Blaster]] provides a huge boost of speed. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.<br />
<br />
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid [[death]], especially because it will build back quickly.<br />
<br />
* Because this weapon cannot Overheal past 125%, this means you miss the threshold for slowing the rate at which you build ÜberCharge (142.5% Overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that this is a minor bonus and doesn't negate the advantages the other two weapons bring to the table. Keep your teammates in good shape all the while.<br />
** It is advised not to stick to one patient. Because of the Quickfix's quick healing, use it to heal your whole team.<br />
<br />
==== [[Vaccinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Duration<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Vaccinator|Craft}}<br />
| 24 health/sec<br />
| 72 health/sec<br />
| 75% resistance to a selected damage type<br />
| 2.5 seconds/resistance<br />
| 3.75%/s<br />
| {{tooltip|26.67 s|Always charges at the maximum rate}}<br />
|}<br />
<br />
The Vaccinator is a craftable secondary for the Medic. It has a 50% faster ÜberCharge rate while healing non-overhealed players, and a 66% slower ÜberCharge rate when healing overhealed teammates compared to the Medi Gun. Using the Special Attack key allows the Medic to cycle through damage resist types, which switch in order to Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type. The Vaccinator's ÜberCharge provides 75% resistance to a selected damage type for 2.5 seconds, and does not require that the Medic continue healing the patient for the resistance to last. ÜberCharge rate is boosted temporarily when you or your patient are damaged with the resisted damage type. However, it Overheals at a 66% slower rate compared to the Medi Gun.<br />
<br />
* The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the [[Overdose]], you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.<br />
<br />
* The Vaccinator discourages overhealing teammates, and in place encourages healing hurt players. With a fast charge during this, try ÜberCharging healthy teammates to 'keep a tab' on them while you focus on healing injured and needy people.<br />
<br />
* Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons [[Hitscan|strike instantly]], meaning that it’s too late to switch once the enemy starts firing. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.<br />
** By the bullet resistance mechanic, almost every type of damage except for fire, explosive, and melee is resisted, making bullet resistance the broadest category.<br />
** Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.<br />
<br />
* Keep in mind that when healing a fully overhealed [[Heavy]] with bullet resistance, he can survive a fully-charged headshot from any Sniper, excluding the [[Machina]]. You as a Medic can also survive any fully charged bodyshot or uncharged headshot.<br />
**Note, however, that having the [[Vita-Saw]] equipped still leaves you vulnerable to a fully charged Machina bodyshot and uncharged headshots.<br />
<br />
* If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper can do almost nothing against you, but keep in mind that you will have a slower ÜberCharge rate when Overhealing, so make the action quick! <br />
** Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!<br />
<br />
* The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from enemy Scouts and Demoknights, who can kill you in the same number of hits as if you were not resisted. Communicate with your healing targets to prevent dying to a melee attack.<br />
<br />
* The Vaccinator generates ÜberCharge at an extremely fast rate while blocking damage, and can continue to generate ÜberCharge even when using its own ÜberCharge. Furthermore, damage blocked by an ÜberCharged patient counts towards the boost, even if the Medic is healing another patient at the time. With clever use, these factors can be used to almost perpetually have an ÜberCharge at the ready for when it;s needed, even while guaranteeing small skirmishes go in your teams favour.<br />
<br />
* The Vaccinator can be considered 'end-game Medic' due to its complexity, knowledge and focus required to run it. In the [[Gun Mettle Update]], the skill ceiling has been arguably multiplied. A notable change being that you can switch resistances while ÜberCharging, and keep your resistance no matter what during those 2.5 seconds.<br />
** Use the Vaccinator to prevent incoming damage, similar to a normal ÜberCharge. Judge what is the biggest threat to your patient and act accordingly (i.e. you face 2 Soldiers and 1 Scout, Übering a Blast Resistance and switching to passive Bullet Resistance is key to survival).<br />
** If your patient is near death, it probably is not worth using all your ÜberCharges to defend from multiple sources. However, follow the above tip and judge how much damage your patient can withstand (i.e. facing a Pyro, Scout, and 2 Soldiers will end badly; ÜberCharge Blast or Fire Resistance and escape).<br />
** If you plan to keep healing a teammate with others around, it may not be worth ÜberCharging them. Instead, ÜberCharge nearby teammates to protect them, and return to your pocket. You can protect other friends while still remaining on your main patient (with the option to ÜberCharge if need be).<br />
<br />
* In the rare possibility that you encounter someone cheating, the Vaccinator is potentially your greatest weapon against them. Typically, those who cheat use an aimbot on hitscan classes such as the Sniper, Heavy, or the Spy with an [[Ambassador]]. The bullet resistance the Vaccinator provides can give your patient the edge needed to outperform the cheater and secure victory for your team.<br />
<br />
===Melee Weapons===<br />
====[[Bonesaw]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bonesaw|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
| rowspan="11" |0.8 seconds<br />
| rowspan="11" |65<br />
| rowspan="11" |195<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=conscientious objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Festive Bonesaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
|}<br />
<br />
* The [[Bonesaw]] has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.<br />
<br />
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.<br />
<br />
* As it is with most other classes, your other melee weapons provide utility benefits that the straight damage and speed of the stock Bonesaw just cannot match. Use another weapon if you can.<br />
<br />
* You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.<br />
<br />
==== [[Ubersaw]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Übersaw|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|-<br />
! {{Table icon|Festive Ubersaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.<br />
<br />
* The Ubersaw is especially useful for taking out Spies that may be attempting to [[backstab]] teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to [[Backstab#Trickstab|trickstab]] you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.<br />
** Your ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy is really dead.<br />
** Hitting [[disguise]]d Spies will not give you ÜberCharge; however, the melee damage will still hurt them.<br />
<br />
* The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].<br />
<br />
* Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.<br />
<br />
* If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.<br />
<br />
* Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See [[ÜberCharge strategy#Chain ÜberCharge (Medi Gun)|Chain Über]].) The first Medic can Übercharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the Übercharge, the second Medic should aim to get in enough hits to fill his ubercharge, allowing himself to grant the first Medic an Übercharge so he can do the same thing. While this strategy can be effective for the first time in a match, players will often quickly wisen up, and counter the synergy with airblasts.<br />
<br />
====[[Vita-Saw]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Vita-Saw|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Vita-Saw}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
* The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 60% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.<br />
<br />
* Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.<br />
** This will also allow you to move 6% faster with the [[Overdose]], allowing you to reach your team more quickly, compounding the above advantage.<br />
<br />
* Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.<br />
<br />
* Avoid using Vita-Saw in game modes that you can't respawn in, like [[Arena]] or [[Sudden Death]] mode.<br />
<br />
* Try using it when teammates are having a big push to save time. It saves about 12 seconds of Kritzkrieg and 60 seconds of stock Medi Gun. Remember not to be in direct fire after equipping this.<br />
<br />
* It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you during a Übercharge.<br />
<br />
====[[Amputator]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=2 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | On Taunt<br />
|-<br />
! {{Table icon|Amputator|Craft}}<br />
| align="center" rowspan= 2| {{Icon killicon|weapon=Amputator}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|52<br />
| rowspan= 2|156<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Amputator|Festivizer}}<br />
|}<br />
<br />
* The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the [[Medicating Melody]] taunt.<br />
<br />
* When active, it adds 3 health to regeneration (for a total of 5 health regen) and comes with a 20% damage penalty.<br />
** This weapon negates the [[Blutsauger]]'s regeneration reduction, allowing for more offense gameplay.<br />
<br />
* Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the [[Bonesaw]], so use it if it is available to you.<br />
<br />
====[[Medicating Melody]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Medicating Melody}}<br />
| [[Amputator]] <br />
| 25-75 health<br />
| 4.2 seconds<br />
| The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet.<br />
|}<br />
<br />
* Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing by the Medi Gun or Kritzkrieg, including [[Glossary of player terms#Crit Heal|Crit Heal]].<br />
** The purpose of this taunt is to ''multiply'' your healing power when several teammates are injured and are in range.<br />
** Since you cannot overheal with the taunt, do not use it when nearby teammates are not injured.<br />
** An ideal situation for the taunt is when several teammates are close together, are receiving heavy fire or melee, ''and'' you have a safe place to taunt that can reach them all.<br />
<br />
* Always use the taunt when behind cover rather than out in the open or in an easily ambushed place, <br />
** But, remember that it cannot heal "around corners"<br />
** Also, the deeper you hide, the less of an area you can cover with your healing.<br />
<br />
* Only use the taunt when teammates are not moving out of range; if they are moving away, it's better to keep using the Medi Gun.<br />
<br />
* Unlike the Crossbow and the Medi Gun, you cannot miss your teammates; connection is automatic to all teammates in range, including any that enter the range during the taunt.<br />
** Since you do not need to be facing your teammates at the beginning of the taunt, you can be looking behind you for Spies and other flankers.<br />
<br />
* During your taunt, you have 4 seconds to rotate your view and monitor the tactical situation and judge whether you should repeat the taunt, move, and/or switch weapon.<br />
<br />
* The healing from this taunt does build ÜberCharge, but at a slow rate (approximately 1% per 50 health recovered). Do not rely on this for a source of Charge; a Scout on the brink of death only contributes 2-3% Charge over the duration of the taunt.<br />
<br />
==== [[Solemn Vow]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Solemn Vow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Solemn Vow}}<br />
| 0.88 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.<br />
<br />
* The Solemn Vow offers the ability to see enemy health, as a Spy can. You can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.<br />
** If an enemy Medic is spotted, it may be worth communicating what amount of Übercharge he has at the time. This ability can also help prioritize killing him first, or his patient.<br />
<br />
* The Solemn Vow is, therefore, most useful when actively using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.<br />
<br />
* The Solemn Vow can also be useful for judging whether to flee or fight. It might be worth finishing off an enemy with a few quick needles or a melee strike, if their health appears low enough, rather than let them live.<br />
** The 10% reduced attack interval makes the Solemn Vow slightly less ideal for melee attacks than the [[Bonesaw]]. Use the ability to see enemy health to determine if melee-fighting is worth this slight disadvantage or not.<br />
** Otherwise, Try using this weapon as a training tool to practice predicting enemy behavior based on their health. Most of the classes will retreat when they have low health, however some of them may act differently. Doing this will improve your gamesense, and increase your overall survival capabilities.<br />
<br />
* An alternative to using this weapon is having a friendly Spy relay enemy health.<br />
<br />
* In Mann vs. Machine, all classes can see the health of giants through a health icon. It is therefore advised not to use the Solemn Vow over other choices such as an Ubersaw or Amputator.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
===[[Spinal Tap]]===<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Spinal Tap}}<br />
| align="center" | {{Icon killicon|weapon=Spinaltap}}<br />
| [[Ubersaw]]<br />
| 500<br />
| 4 seconds<br />
| The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.<br />
|}<br />
<br />
* Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.<br />
<br />
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.<br />
<br />
* Remember that like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.<br />
** Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts, or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.<br />
<br />
* This is best used when teaming up with a Heavy with the [[Holiday Punch]], as any hits from that weapon that hit an enemy in the back or are critical hits will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.<br />
<br />
* If you find an unguarded, active [[Teleporter]] exit then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself or you could be [[telefrag]]ed instead.<br />
<br />
* Note that this taunt has a very long range.<br />
** Using this taunt in a small entrance can almost guarantee a successful taunt kill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=40x40px}}<br /><br />
'''[[Syringe Gun]]''' or '''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
One of the most commonly used setups, and generally the best for most situations. A Medic with this setup should focus on healing teammates and keeping them in combat, rather than fighting the enemy directly. The stock Medi Gun is the most versatile of the 4 Medi Guns, as it gives the team access to default [[ÜberCharges]]. Because you won't be focusing on direct combat, the stock Syringe Gun and Crusader's Crossbow are good choices, as they give the user a good health regeneration rate, and the latter provides utility in the form of long range healing. Finally, the Ubersaw can be used to build ÜberCharge off of unaware players, vulnerable Spies, or flanking classes that get too close.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Vita-Saw|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, Vita-Saw does not share the Ubersaw's drawback of a slower attack rate. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible. 10 HP can also make quite a difference, as minuscule as it may seem, so if you want the best possible chance for survivability, stick with the stock Bonesaw. The Overdose ensures that you'll be able to move faster when having a greater ÜberCharge, enabling you to move faster to heal your team. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br /><br />
'''[[Solemn Vow]]''' or '''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge 25% faster. The Blutsauger provides health benefits for engaging in combat and is thus more useful to a more offensive Medic. Because the excelled Kritzkrieg charge, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Ubersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster.<br />
<br />
In Mann VS Machine, most of the Mediguns are considered superfluous, as the stock Medi Gun's Uber can be purchased in a canteen (and shared with your teammates via the Canteen Specialist upgrade), and the Quick-Fix's healing rate can be easily matched with Healing Mastery, without the detriment of having 50% max overheal. One of the few ÜberCharges that can't be easily duplicated via upgrades is that of the Kritzkrieg, due to its increased recharge rate and ability to give a decent duration of critical hits, with no real negative downsides.<br />
<br />
Since the primary and melee weapons are often left without upgrades, their use is more based on versatility. As such, the Blutsauger can be used in a pinch to quickly regain lost health, with the downsides of the Blutsauger being negated by the Healing Mastery upgrade for the Medi Gun. For the Melee slot, the Ubersaw is by far the most preferred, since striking an enemy returns 25% ubercharge rate, thus allowing the Medic to give his team critical hits more often. However, this weapon is best used against stragglers, as the Medic's not a good class for close-quarters combat, especially in MVM.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Ubersaw while attacking. The use of Ubersaw can help build up ÜberCharges, and if used skillfully, allows players to extend their ÜberCharge durations significantly.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}} <br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}<br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is suited to a Medic who wants to go to direct combat with lone enemies like Pyros. The Ubersaw, on hit, can give you a Vaccinator Übercharge, which can be used as a shield. The Blutsauger can be used when retreating. The downsides are that the Vaccinator can't give you resistance to a specific damage type (unless you're healing another friendly player), and that you can't cope with more than one enemy.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} <br />
'''[[Syringe Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}} <br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}} <br />
'''[[Solemn Vow]]'''<br />
|'''The Clinical Trial'''<br />
<br />
This is the [[Clinical Trial]] setup, good for a support Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to the damage penalty. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for quickly healing multiple patients because of its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}} <br />
'''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}} <br />
'''[[Amputator]]'''<br />
| '''The Medieval Medic - with Quick-Fix'''<br />
<br />
This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. A Syringe Gun is not necessary, as you will not need to defend yourself at close range if you are keeping with your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates and then resume healing your nearby patient. [[Taunt]]ing with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build. The Quick-Fix gives you a significantly increased healing rate and the ability to speed up to or explosive-jump with your patient, so you can support even your fastest teammates.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your Übercharge is built, this is the preferred setup for a [[Chain ÜberCharge]]. One Medic can ÜberCharge another, which attacks enemies with his Ubersaw to build up his ÜberCharge, and then the medics switch roles. The [[Overdose]] is helpful, as during a Chain ÜberCharge you are likely to have some charge built, so you can switch to it to chase down fleeing enemies.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
| <br />
<br />
This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains ÜberCharge, incidentally healing allies much faster than other Medi Guns, as well as pulling you alongside with Scouts, or launching you with jumping Demomen and Soldiers. The Overdose allows you a higher degree of mobility, complimented by the rapid gain of ÜberCharge and thus speed that the Quick-Fix gives. Should you perish, the Vita-Saw will allow you to roll out faster by retaining 20% of your unused ÜberCharge to power your Overdose. This can make you a good companion for a Scout, as the Overdose and Quick-Fix allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning. With the addition of the Quick-Fix being able to overheal, and this applying to the deploying Medic, the health reduction of the Vita-Saw can be temporarily overcome.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}<br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Solemn Vow]]'''<br />
|<br />
<br />
This set up focuses on defense from a specific damage type. The Vaccinator provides the Medic and its teammate a 10% resistance from a select damage type, a 75% resistance when ÜberCharged, and a 25% heal from the matched damage taken. Having the ability to build an ÜberCharge at a 50% faster rate then normally, paring this weapon with the Overdose enables you to efficiently use the speed boost provided to quickly get to teammates. Having 4 separate ÜberCharge times, a Medic is able to quickly deploy an ÜberCharge at any time if the meter is filled over 25 percent. This provides an immediate defense from any enemies that may be lurking. The Solemn Vow allows you to see enemies health, thereby enabling you to make a decision whether a short or long ÜberCharge is necessary. However, if the ability to see enemy health is not your priority, simply stick with the Bonesaw, as it benefits without the 10% slower firing speed the Solemn Vow is stuck with.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[ÜberCharge strategy]]<br />
*[[Team strategy]]<br />
*[[Medic buddy]]<br />
<br />
{{CommunityStrategyNav}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Medic_strategy&diff=2461365Community Medic strategy2019-09-16T01:37:03Z<p>MK38993: </p>
<hr />
<div>[[File:Community_Medic_Strategy_Header.png|300px|right|link=Medic|I healed zhe man who will kill you!]]<br />
{{Quotation|'''The Medic''' on "accidental" malpractice|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}<br />
<br />
As a [[Medic]], your primary role is to [[Healing|keep your teammates alive]] using the [[Medi Gun]]. Depending on the particular type of Medi Gun equipped, the Medic is able to provide his patient and himself with [[invulnerability]], guaranteed [[critical hits]], [[knockback]] immunity, boosted healing, or resistance from a selected [[Damage#Damage types|damage type]] by deploying an [[ÜberCharge]], which can often change the tide of a battle.<br />
{{TOC limit|3}}<br />
<br />
==Quick tips==<br />
* Heal anyone who needs it, but focus on [[Heavy|Heavies]], [[Soldier]]s, [[Pyro]]s, and [[Demoman|Demomen]]. These classes are the least likely to be killed by a single [[Projectiles#Explosions|explosion]], [[Critical hits|Critical hit]], or other random events, and deal heavy damage, enabling them to protect you from enemies more effectively.<br />
<br />
* Regularly [[healing#Overheal|overhealing]] nearby teammates will ensure that your team has the upper hand against the enemy.<br />
<br />
* Try to stay with your team at all times. You are not suited to fight any class alone; even a single [[Spy]] can easily kill you with his Revolver before you can fight back.<br />
<br />
* Position yourself behind your teammates and put as much distance between yourself and enemies as possible. Keep an eye out for escape routes in case the enemy team confronts you.<br />
<br />
* [[ÜberCharge]] is still built when your healing target is fully overhealed, but it charges [[healing#Healing and ÜberCharge rates|more slowly]], and even slower if the heal target is also being healed by a [[Dispenser]], Payload cart, or friendly Medic.<br />
<br />
* Keep movements constant and unpredictable and always be aware of your surroundings. Medics are often a high priority for enemies, especially Spies, Snipers, and Scouts.<br />
<br />
* Don't be afraid to use an ÜberCharge to save yourself, even if no allies are nearby. It is better to use it too early than to lose it by being killed, and this will allow you to regroup with your team more quickly.<br />
<br />
* If you become separated from your teammates, use voice commands to alert your team to your location.<br />
<br />
* Always remember your heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.<br />
<br />
* A team without any Medics is likely going to do badly against a team that does have Medics. If your team doesn't have any, switch to Medic to ensure your team has a reliable source of healing and allow them to push with ÜberCharges.<br />
<br />
==General strategy==<br />
* You are the only class that can passively regenerate health, but do not rely on this to keep you alive; any combat class can kill you in a few hits. Ask your teammates to leave [[Health#Health kits|health kits]] for you if you need them, and be sure to keep them alive in return.<br />
<br />
* Keep other Medics on your team alive and overhealed. This allows you to be more effective at keeping your team alive.<br />
<br />
* Much more than any other class, being an effective Medic requires good communication with teammates. You should communicate with your target(s) about upcoming dangers, Sentry Guns, and enemy Snipers and Spies, as your teammates can use the information to deal with the threats. A microphone can be immensely valuable to achieving this end, as it can be used to quickly and precisely transmit such information without needing to render yourself vulnerable by shifting to text chat - you cannot move while typing. <br />
<br />
* The [[Medi Gun]] beam can heal targets from a considerable distance, allowing you to remain behind cover while healing your patient. If there is no cover readily available, get behind your allies.<br />
<br />
* Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for [[Spy|Spies]] and ambushes in general.<br />
** This is quite important, because a Medic can be under threat from every other class in the game (even other Medics). Standing still and remaining tunnel-visioned may work sometimes as a Heavy, but as a Medic, it will get you killed by enemies on the flank. Be mentally aware of your surroundings; weave and jump around to avoid explosives and Snipers.<br />
<br />
* Medics should be the first to pick up health kits - the team depends on them for survival. There is an exception to this rule: A Heavy with the [[Sandvich]] equipped can drop his Sandvich for you, then pick up a small health pack to recharge his Sandvich. This exception is only relevant with small health packs, because a medium health pack will give the same amount of health a dropped Sandvich gives and a large health pack will fully heal you.<br />
<br />
===Combat strategy===<br />
* When in combat, your top priority is to keep as many teammates alive as possible while also protecting your own life. Always focus on healing teammates that are under attack, on [[Afterburn|fire]], and/or [[bleeding]].<br />
<br />
* If possible, do not compromise a good position in order to heal a player on the other side of a battlefield. Ask for them to come to you or to fall back for a health pack.<br />
** If you happen to have the [[Crusader's Crossbow]] equipped, you can also fire off a shot in his direction to give him a quick health boost. <br />
<br />
* Be aware of your surroundings, for your teammates might not be able to keep an eye out while fighting. Communicate with nearby teammates so they won't be caught off guard when enemies flank you.<br />
<br />
* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.<br />
** Besides these circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed and others need health, try switching targets as necessary. Generally, a mostly healthy team is more effective than one overhealed pair. <br />
<br />
* If isolated with an enemy, pepper him with syringes from far range while retreating. If the enemy gets too close, go for a Bonesaw kill.<br />
<br />
* Your Syringe Gun is a decent weapon, but its projectiles are slow and have limited range. Use it for self-defense or in desperate situations, and focus on healing.<br />
<br />
* If the battle turns against your favor, begin to retreat while healing your teammates. Tell your team that you are retreating if you have a microphone. It is important for you to survive so that you can build your ÜberCharge for the next attack.<br />
<br />
===Medic Ferrying=== <br />
Medic Ferrying is a term for a [[Quick-Fix]] Medic temporarily pocketing a fast or mobile class in order to reach the front lines quickly. These are usually a [[Scout]], [[Demoman]], or [[Soldier]]. Ideal weapons for this are:<br />
*Any [[Rocket Launcher]], most notably the [[Rocket Jumper]] or [[Beggar's Bazooka]]<br />
*Any [[Stickybomb Launcher]], most notably the [[Sticky Jumper]]<br />
*The [[Loose Cannon]]<br />
*The [[Eyelander]] or [[Ullapool Caber]]<br />
*The [[Chargin' Targe]] or [[Splendid Screen]] or [[Tide Turner]]<br />
*The [[Force-A-Nature]] or [[Baby Face's Blaster]]<br />
(Note that after the [[Meet Your Match Update]], all [[Weapons#medicsecondary|Medi Guns]] can now go as fast as the the heal target, but with the exception of the [[Quick-Fix]], cannot benefit from [[rocket jump]]s, [[sticky jump]]s, etc.)<br />
<br />
===Healing strategy===<br />
ÜberCharges aside, the Medic's variety of healing abilities should also influence playstyle:<br />
<br />
* The Stock [[Medi Gun]] is multi-purpose, and best for [[Overheal]]ing. Since ÜberCharge build rate slows after reaching maximum overheal, it is more suitable for healing multiple targets. <br />
<br />
* Since the [[Kritzkrieg]] carries a 25% faster ÜberCharge fill, it's ideal for pocketing with a high damage, front-lines class such as [[Heavy]], [[Soldier]] or [[Demoman]].<br />
<br />
* The [[Quick-Fix]] should be used between multiple players, And there is alot of injured teammates that healing from other Medi Gun's would be slow.<br />
<br />
* The [[Vaccinator]] gets the most use from smaller encounters; dealing with masses of enemies will often result in numerous damage types, negating the benefits. Additionally, since the ÜberCharge simply multiplies the healing bonuses, almost all classes are suitable as pocket patients.<br />
<br />
* The [[Crusader's Crossbow]] is always vital in [[Medieval Mode]], and can contribute nicely in normal gameplay as a sidearm to your Medi Gun. Keep in mind however: unless there are numerous enemies between you and your patient, it is usually a lot more efficient to close the gap; the singular shots, compensating for movement and gravity, mean it's better to move in and use the Medi Gun. Now that the Crusader's Crossbow can add a bit to your ÜberCharge upon hitting an injured ally, you can use it a bit more judiciously than before, but still keeping heed of your surroundings.<br />
<br />
* The [[Medicating Melody]] does not overheal and does not contribute heavily to ÜberCharge {{botignore|building}}, all while leaving the player vulnerable. As such, it is best saved for instances such as ambushes and pushes, which require mass healing of multiple players.<br />
<br />
===ÜberCharge strategy===<br />
* An [[ÜberCharge]] is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.<br />
<br />
* Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly kill you and halt a push.<br />
<br />
* The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s, [[Demoman|Demomen]], [[Scout]]s with the [[Boston Basher]], and [[Pyro]]s with the [[Detonator]] or the [[Scorch Shot]]) can be a tremendous help when out of combat.<br />
** During the [[Setup]] phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.<br />
<br />
* Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by [[knockback]]. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the [[Quick-Fix]]'s ÜberCharge.<br />
<br />
* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.<br />
<br />
* While deploying an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a short period of time. <br />
** Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.<br />
<br />
* If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.<br />
<br />
== Weapon Specific ==<br />
===Primary Weapons===<br />
==== [[Syringe Gun]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Syringe Gun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Syringe Gun}}<br />
| 40<br />
| 150<br />
| 10-12<br />
| 5-10<br />
| 5-6<br />
| 30<br />
|}<br />
<br />
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.<br />
<br />
* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.<br />
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.<br />
<br />
* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.<br />
<br />
* Healing an ally while also shooting can help turn the outcome of the battle. Quickly switch to the Syringe Gun, fire until the enemy your ally is fighting is weakened, then return to healing your ally to help him.<br />
<br />
==== [[Blutsauger]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=4 | Health<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| On Hit<br />
|-<br />
! {{Table icon|Blutsauger|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
| rowspan=2|40<br />
| rowspan=2|150<br />
| rowspan=2|10-12<br />
| rowspan=2|5-10<br />
| rowspan=2|5-6<br />
| rowspan=2|30<br />
| rowspan=2|3<br />
|-<br />
! {{Table icon|Australium Blutsauger|Advanced+ Mann Up Reward|title={{common string|Australium item|Blutsauger}}}}<br />
| align="center" | {{Icon killicon|weapon=Blutsauger}}<br />
|-<br />
|}<br />
<br />
The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by up to 2 HP/sec, with a total of 2 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.<br />
<br />
* The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.<br />
<br />
* With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.<br />
** Make sure to communicate with your teammates so they can assist you in killing the enemy.<br />
<br />
* The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.<br />
<br />
* The Blutsauger is useful if you're pocketing; if your pocket dies, you're the enemy's next priority, so it allows you to survive while running for cover. Remember that the Blutsauger won't overheal, though.<br />
<br />
* The Blutsauger downside can be at least compensated with the use of the [[Amputator]].<br />
<br />
==== [[Crusader's Crossbow]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage/Healing<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Crusader's Crossbow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 38<br />
| rowspan="2" | 38/75<br />
| rowspan="2" | 56/112<br />
| rowspan="2" | 75/150<br />
| rowspan="2" | 113-225<br />
|-<br />
! {{Table icon|Festive Crusader's Crossbow|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}<br />
|}<br />
<br />
The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.<br />
<br />
* Healing from the Crusader's Crossbow cannot overheal teammates; and while the bolt can contribute to your Übercharge meter, it will not build nearly as efficiently as using the Medi Gun.<br />
<br />
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal [[headshot]]s, so aim for the enemy's center of mass.<br />
<br />
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.<br />
** If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.<br />
<br />
* The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.<br />
** This alone gives the weapon significant legs. What will tend to kill even experienced Medics most of the time is a Sniper; walking into their sight lines is asking for you to be killed, if not have your [[Übercharge]] dropped. Should a dangerous spot on the battlefield be between you and an injured ally, fire a bolt instead of risking death.<br />
<br />
* The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP and then quickly switch back to your Medi Gun and continue healing.<br />
** While healing a patient, others around you may call for healing. This weapon can save you precious seconds by not needing to switch Medi Gun targets and necessitating the 3.5 seconds it could take to heal for the same amount as the Crossbow would. Experienced players will expect you to carry this and will often stand still to help your aim.<br />
<br />
* Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.<br />
<br />
* Unlike the [[Huntsman]], the Crusader's Crossbow can be fired underwater and in midair.<br />
<br />
* If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.<br />
<br />
* If supporting a push with close-range or mid-range classes such as Heavies, Demomen, or Pyros against a strong Sniper defense, consider using the Crossbow to provide suppressive fire for your teammate as they advance. <br />
<br />
* If aimed well at longer ranges, a Critical full-range Crossbow shot is capable of killing any class outright except for an overhealed [[Soldier]] or a [[Heavy]]. It can also be used to either kill a Sniper or force him to fall back for health.<br />
<br />
* Although the Crossbow can heal your allies and damage enemies from a long distance, do not rely on it too much and stick to healing with your Medi Gun unless you are too far away to do so.<br />
<br />
* If you spot a teammate engaged in a 1v1, fire into the crowd. Whether you heal your teammate or hit the enemy, you are doing your teammate a favor.<br />
<br />
==== [[Overdose]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="40%" colspan=4 | Damage<br />
! class="header" width="10%" colspan=1 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="10%"| Point Blank<br />
! class="header" width="10%"| Medium Range<br />
! class="header" width="10%"| Long Range<br />
! class="header" width="10%"| Critical<br />
! class="header" width="10%"| Speed with 100% ÜberCharge<br />
<br />
|-<br />
! {{Table icon|Overdose|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Overdose}}<br />
| 40<br />
| 150<br />
| 9-11<br />
| 5-9<br />
| 5-6<br />
| 27<br />
| 117.33%<br />
|}<br />
<br />
The Overdose is a craftable primary for the Medic. It does 15% less damage than the standard Syringe Gun but will increase the Medic's speed as his ÜberCharge meter increases. The speed boost caps at 20% faster than standard Medic [[speed]]. However, the speed boost only applies while you have the Overdose active.<br />
<br />
* If you are building an ÜberCharge, but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.<br />
<br />
* If you need to make an urgent kill, you can chase an enemy down with your increased speed.<br />
** The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of normal 96%), meaning that you can backpedal while firing and still outrun classes with standard speed, particularly the [[Pyro]].<br />
<br />
* The speed bonus is less effective when using Medi Guns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.<br />
<br />
* Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilizing the Overdose's speed boost, and instead rely on your teammate's protection.<br />
<br />
* The Overdose's damage penalty is not too significant. As syringes already do low damage, the 10% damage penalty is actually about 1-2 less damage per syringe, which still makes it powerful at close range.<br />
<br />
===Secondary Weapons===<br />
==== [[Medi Gun]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Medi Gun|Stock}}<br />
| rowspan="4"|24 health/sec<br />
| rowspan="4"|72 health/sec<br />
| rowspan="4"|Invulnerability<br />
| rowspan="4"|8 seconds<br />
| rowspan="4"|2.5%/sec <br />
| rowspan="4"|40 seconds ({{tooltip|80|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festive Medi Gun|Uncrate}}<br />
|-<br />
!{{Icon weapon|weapon=Rust Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Medi Gun|icon-size=40x40px}}<br>{{Icon weapon|weapon=Gold Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Medi Gun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Medi Gun|icon-size=40x40px}}<br><br />
'''[[Botkiller Medi Gun]]'''<br />
|-<br />
! {{Table icon|Australium Medi Gun|Advanced+ Mann Up Reward|title={{common string|Australium item|Medi Gun}}}}<br />
|-<br />
|}<br />
<br />
* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.<br />
<br />
* The Medi Gun lets you move as fast as the person you are healing. With the stock load-out, this only applies to [[Scout]]s when you heal them. However, this also applies to all speed-boosting weapons, such as the [[Scout]]'s [[Baby Face's Blaster]], the [[Demoman]]'s [[Eyelander]], the [[Pyro]]'s [[Powerjack]], and the Medic's [[Overdose]]. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot [[Jumping#Double jump|double jump]] like a Scout, so there are some obstacles you will not be able to get over.<br />
<br />
* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.<br />
** It's useful to turn on "Medi Gun continues healing without holding down fire button" in the [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]] so you won't have to hold down the primary fire button while healing someone.<br />
<br />
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.<br />
<br />
* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.<br />
<br />
* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player [[Death|dying]], [[respawn]]ing, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.<br />
** Focus on all of your teammates — there's often a temptation to stick with stronger classes such as [[Heavy|Heavies]] and neglect other teammates. Heal all your teammates actively.<br />
<br />
* Remember to continually 'top-up' your teammates' health with your Medi Gun's overheal.<br />
** This is especially crucial with friendly Scouts, and to a lesser extent friendly [[Spy|Spies]]. If you can wait a bit to reach the 72 hp/sec threshold on them, their low base health will make healing them barely a distraction at all for you and they can do their work much more efficiently at 185 HP, an amount more sturdy than the Demoman or Pyro.<br />
*** An overhealed [[Sniper]] can survive an uncharged headshot. Buff Snipers at the start of the game, and they might just win a Sniper duel they would otherwise lose.<br />
<br />
==== [[Kritzkrieg]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Kritzkrieg|Unlock}}<br />
| rowspan= 2|24 health/sec<br />
| rowspan= 2|72 health/sec<br />
| rowspan= 2|Critical hits<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|3.125%/sec <br />
| rowspan= 2|32 seconds ({{tooltip|64|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Kritzkrieg|Festivizer}}<br />
|}<br />
<br />
* The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed [[Critical hits]] to the Medic's heal target instead of invulnerability for the duration of its deployment.<br />
<br />
* The Kritzkrieg's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate, it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.<br />
<br />
* Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during a ÜberCharge, It is greatly encouraged to use the [[Vita-Saw]] with the Kritzkrieg.<br />
<br />
* The Kritzkrieg is best when on Defense, as Offense won't have a Engineer with a level 3 [[Sentry Gun]] prepared unless on certain maps like [[Dustbowl]] or [[Steel]].<br />
<br />
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed by just about anything, not requiring an ÜberCharge.<br />
<br />
* Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:<br />
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off [[Control point (objective)|Control point]]s or [[Payload]] carts.<br />
** Kritzing a Heavy is great for large, spread-out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.<br />
** Although not as effective as Kritzkrieg ÜberCharging a [[Heavy]], [[Soldier]], or [[Demoman]], a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near-instantly. Also note that critical [[afterburn]] is highly damaging. Consider Kritzing a Pyro when it's important to remove close-range threats.<br />
** If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the [[Sniper]] can be an effective Kritzkrieg ÜberCharge target — every hit while charged does the same damage as an un-charged [[headshot]], which can kill a non-overhealed enemy [[Medic]], [[Scout]], [[Sniper]], [[Engineer]], or [[Spy]] in one hit.<br />
<br />
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.<br />
<br />
=====[[Oktoberfest]]=====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Oktoberfest}}<br />
| [[Kritzkrieg]] <br />
| 11 health<br />
| 4 seconds<br />
| The Medic takes a brief whiff out of the barrel of his weapon.<br />
|}<br />
<br />
* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.<br />
<br />
* In dire situations, such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.<br />
<br />
==== [[Quick-Fix]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Time<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Quick-Fix|Craft}}<br />
| rowspan= 2|33.6 health/sec<br />
| rowspan= 2|100.8 health/sec<br />
| rowspan= 2|Megaheal<br />
| rowspan= 2|8 seconds<br />
| rowspan= 2|2.778%/sec (1.389%/sec)<br />
| rowspan= 2|36 seconds ({{tooltip|72|Target at 142.5% health or higher}})<br />
|-<br />
! {{Table icon|Festivized Quick-Fix|Festivizer}}<br />
|}<br />
<br />
The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 10% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as [[Natascha]]'s [[slowdown]] and [[Compression Blast|compression blast]]s. However, it can only overheal by 25% as opposed to the other Medi Guns' 50%. <br />
<br />
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.<br />
<br />
* The ability to use your teammates' [[Jumping|explosive jump]] can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take [[fall damage]].<br />
<br />
* A Demoman using the [[Eyelander]] is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he can be difficult to keep up with if he sticky jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads, he will give you a noticeable speed boost; and a larger boost at four heads. This tactic also works with a shield, but is most effective with the [[Stickybomb Launcher]], as you are not boosted as much as he is when he charges.<br />
<br />
* Due to their low health and damage, [[Scout]]s are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks [[Crit-a-Cola]], as this increases his damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the [[Baby Face's Blaster]] provides a huge boost of speed. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.<br />
<br />
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid [[death]], especially because it will build back quickly.<br />
<br />
* Because this weapon cannot Overheal past 125%, this means you miss the threshold for slowing the rate at which you build ÜberCharge (142.5% Overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that this is a minor bonus and doesn't negate the advantages the other two weapons bring to the table. Keep your teammates in good shape all the while.<br />
** It is advised not to stick to one patient. Because of the Quickfix's quick healing, use it to heal your whole team.<br />
<br />
==== [[Vaccinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="25%" colspan=2 | Healing<br />
! class="header" width="25%" colspan=4 | ÜberCharge<br />
|-<br />
! class="header" width="13%"| Normal Healing Rate<br />
! class="header" width="13%"| Maximum Healing Rate<br />
! class="header" width="6%"| ÜberCharge<br />
! class="header" width="6%"| ÜberCharge Duration<br />
! class="header" width="6%"| Charge Speed<br />
! class="header" width="6%"| Maximum Charge Time<br />
|-<br />
! {{Table icon|Vaccinator|Craft}}<br />
| 24 health/sec<br />
| 72 health/sec<br />
| 75% resistance to a selected damage type<br />
| 2.5 seconds/resistance<br />
| 3.75%/s<br />
| {{tooltip|26.67 s|Always charges at the maximum rate}}<br />
|}<br />
<br />
The Vaccinator is a craftable secondary for the Medic. It has a 50% faster ÜberCharge rate while healing non-overhealed players, and a 66% slower ÜberCharge rate when healing overhealed teammates compared to the Medi Gun. Using the Special Attack key allows the Medic to cycle through damage resist types, which switch in order to Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type. The Vaccinator's ÜberCharge provides 75% resistance to a selected damage type for 2.5 seconds, and does not require that the Medic continue healing the patient for the resistance to last. ÜberCharge rate is boosted temporarily when you or your patient are damaged with the resisted damage type. However, it Overheals at a 66% slower rate compared to the Medi Gun.<br />
<br />
* The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the [[Overdose]], you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.<br />
<br />
* The Vaccinator discourages overhealing teammates, and in place encourages healing hurt players. With a fast charge during this, try ÜberCharging healthy teammates to 'keep a tab' on them while you focus on healing injured and needy people.<br />
<br />
* Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons [[Hitscan|strike instantly]], meaning that it’s too late to switch once the enemy starts firing. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.<br />
** By the bullet resistance mechanic, almost every type of damage except for fire, explosive, and melee is resisted, making bullet resistance the broadest category.<br />
** Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.<br />
<br />
* Keep in mind that when healing a fully overhealed [[Heavy]] with bullet resistance, he can survive a fully-charged headshot from any Sniper, excluding the [[Machina]]. You as a Medic can also survive any fully charged bodyshot or uncharged headshot.<br />
**Note, however, that having the [[Vita-Saw]] equipped still leaves you vulnerable to a fully charged Machina bodyshot and uncharged headshots.<br />
<br />
* If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper can do almost nothing against you, but keep in mind that you will have a slower ÜberCharge rate when Overhealing, so make the action quick! <br />
** Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!<br />
<br />
* The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from enemy Scouts and Demoknights, who can kill you in the same number of hits as if you were not resisted. Communicate with your healing targets to prevent dying to a melee attack.<br />
<br />
* The Vaccinator generates ÜberCharge at an extremely fast rate while blocking damage, and can continue to generate ÜberCharge even when using its own ÜberCharge. Furthermore, damage blocked by an ÜberCharged patient counts towards the boost, even if the Medic is healing another patient at the time. With clever use, these factors can be used to almost perpetually have an ÜberCharge at the ready for when it;s needed, even while guaranteeing small skirmishes go in your teams favour.<br />
<br />
* The Vaccinator can be considered 'end-game Medic' due to its complexity, knowledge and focus required to run it. In the [[Gun Mettle Update]], the skill ceiling has been arguably multiplied. A notable change being that you can switch resistances while ÜberCharging, and keep your resistance no matter what during those 2.5 seconds.<br />
** Use the Vaccinator to prevent incoming damage, similar to a normal ÜberCharge. Judge what is the biggest threat to your patient and act accordingly (i.e. you face 2 Soldiers and 1 Scout, Übering a Blast Resistance and switching to passive Bullet Resistance is key to survival).<br />
** If your patient is near death, it probably is not worth using all your ÜberCharges to defend from multiple sources. However, follow the above tip and judge how much damage your patient can withstand (i.e. facing a Pyro, Scout, and 2 Soldiers will end badly; ÜberCharge Blast or Fire Resistance and escape).<br />
** If you plan to keep healing a teammate with others around, it may not be worth ÜberCharging them. Instead, ÜberCharge nearby teammates to protect them, and return to your pocket. You can protect other friends while still remaining on your main patient (with the option to ÜberCharge if need be).<br />
<br />
* In the rare possibility that you encounter someone cheating, the Vaccinator is potentially your greatest weapon against them. Typically, those who cheat use an aimbot on hitscan classes such as the Sniper, Heavy, or the Spy with an [[Ambassador]]. The bullet resistance the Vaccinator provides can give your patient the edge needed to outperform the cheater and secure victory for your team.<br />
<br />
===Melee Weapons===<br />
====[[Bonesaw]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bonesaw|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
| rowspan="11" |0.8 seconds<br />
| rowspan="11" |65<br />
| rowspan="11" |195<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=conscientious objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Festive Bonesaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bonesaw}}<br />
|}<br />
<br />
* The [[Bonesaw]] has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.<br />
<br />
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.<br />
<br />
* As it is with most other classes, your other melee weapons provide utility benefits that the straight damage and speed of the stock Bonesaw just cannot match. Use another weapon if you can.<br />
<br />
* You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.<br />
<br />
==== [[Ubersaw]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Übersaw|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|-<br />
! {{Table icon|Festive Ubersaw|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Übersaw}}<br />
| 0.96 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.<br />
<br />
* The Ubersaw is especially useful for taking out Spies that may be attempting to [[backstab]] teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to [[Backstab#Trickstab|trickstab]] you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.<br />
** Your ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy is really dead.<br />
** Hitting [[disguise]]d Spies will not give you ÜberCharge; however, the melee damage will still hurt them.<br />
<br />
* The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].<br />
<br />
* Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.<br />
<br />
* If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.<br />
<br />
* Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See [[ÜberCharge strategy#Chain ÜberCharge (Medi Gun)|Chain Über]].) The first Medic can Übercharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the Übercharge, the second Medic should aim to get in enough hits to fill his ubercharge, allowing himself to grant the first Medic an Übercharge so he can do the same thing. While this strategy can be effective for the first time in a match, players will often quickly wisen up, and counter the synergy with airblasts.<br />
<br />
====[[Vita-Saw]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Vita-Saw|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Vita-Saw}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
* The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 60% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.<br />
<br />
* Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.<br />
** This will also allow you to move 6% faster with the [[Overdose]], allowing you to reach your team more quickly, compounding the above advantage.<br />
<br />
* Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.<br />
<br />
* Avoid using Vita-Saw in game modes that you can't respawn in, like [[Arena]] or [[Sudden Death]] mode.<br />
<br />
* Try using it when teammates are having a big push to save time. It saves about 12 seconds of Kritzkrieg and 60 seconds of stock Medi Gun. Remember not to be in direct fire after equipping this.<br />
<br />
* It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you during a Übercharge.<br />
<br />
====[[Amputator]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=2 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | On Taunt<br />
|-<br />
! {{Table icon|Amputator|Craft}}<br />
| align="center" rowspan= 2| {{Icon killicon|weapon=Amputator}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|52<br />
| rowspan= 2|156<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Amputator|Festivizer}}<br />
|}<br />
<br />
* The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the [[Medicating Melody]] taunt.<br />
<br />
* When active, it adds 3 health to regeneration (for a total of 5 health regen) and comes with a 20% damage penalty.<br />
** This weapon negates the [[Blutsauger]]'s regeneration reduction, allowing for more offense gameplay.<br />
<br />
* Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the [[Bonesaw]], so use it if it is available to you.<br />
<br />
====[[Medicating Melody]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Healing<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Medicating Melody}}<br />
| [[Amputator]] <br />
| 25-75 health<br />
| 4.2 seconds<br />
| The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet.<br />
|}<br />
<br />
* Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing by the Medi Gun or Kritzkrieg, including [[Glossary of player terms#Crit Heal|Crit Heal]].<br />
** The purpose of this taunt is to ''multiply'' your healing power when several teammates are injured and are in range.<br />
** Since you cannot overheal with the taunt, do not use it when nearby teammates are not injured.<br />
** An ideal situation for the taunt is when several teammates are close together, are receiving heavy fire or melee, ''and'' you have a safe place to taunt that can reach them all.<br />
<br />
* Always use the taunt when behind cover rather than out in the open or in an easily ambushed place, <br />
** But, remember that it cannot heal "around corners"<br />
** Also, the deeper you hide, the less of an area you can cover with your healing.<br />
<br />
* Only use the taunt when teammates are not moving out of range; if they are moving away, it's better to keep using the Medi Gun.<br />
<br />
* Unlike the Crossbow and the Medi Gun, you cannot miss your teammates; connection is automatic to all teammates in range, including any that enter the range during the taunt.<br />
** Since you do not need to be facing your teammates at the beginning of the taunt, you can be looking behind you for Spies and other flankers.<br />
<br />
* During your taunt, you have 4 seconds to rotate your view and monitor the tactical situation and judge whether you should repeat the taunt, move, and/or switch weapon.<br />
<br />
* The healing from this taunt does build ÜberCharge, but at a slow rate (approximately 1% per 50 health recovered). Do not rely on this for a source of Charge; a Scout on the brink of death only contributes 2-3% Charge over the duration of the taunt.<br />
<br />
==== [[Solemn Vow]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Solemn Vow|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Solemn Vow}}<br />
| 0.88 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.<br />
<br />
* The Solemn Vow offers the ability to see enemy health, as a Spy can. You can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.<br />
** If an enemy Medic is spotted, it may be worth communicating what amount of Übercharge he has at the time. This ability can also help prioritize killing him first, or his patient.<br />
<br />
* The Solemn Vow is, therefore, most useful when actively using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.<br />
<br />
* The Solemn Vow can also be useful for judging whether to flee or fight. It might be worth finishing off an enemy with a few quick needles or a melee strike, if their health appears low enough, rather than let them live.<br />
** The 10% reduced attack interval makes the Solemn Vow slightly less ideal for melee attacks than the [[Bonesaw]]. Use the ability to see enemy health to determine if melee-fighting is worth this slight disadvantage or not.<br />
** Otherwise, Try using this weapon as a training tool to practice predicting enemy behavior based on their health. Most of the classes will retreat when they have low health, however some of them may act differently. Doing this will improve your gamesense, and increase your overall survival capabilities.<br />
<br />
* An alternative to using this weapon is having a friendly Spy relay enemy health.<br />
<br />
* In Mann vs. Machine, all classes can see the health of giants through a health icon. It is therefore advised not to use the Solemn Vow over other choices such as an Ubersaw or Amputator.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
===[[Spinal Tap]]===<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" |<br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Spinal Tap}}<br />
| align="center" | {{Icon killicon|weapon=Spinaltap}}<br />
| [[Ubersaw]]<br />
| 500<br />
| 4 seconds<br />
| The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.<br />
|}<br />
<br />
* Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.<br />
<br />
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.<br />
<br />
* Remember that like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.<br />
** Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts, or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.<br />
<br />
* This is best used when teaming up with a Heavy with the [[Holiday Punch]], as any hits from that weapon that hit an enemy in the back or are critical hits will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.<br />
<br />
* If you find an unguarded, active [[Teleporter]] exit then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself or you could be [[telefrag]]ed instead.<br />
<br />
* Note that this taunt has a very long range.<br />
** Using this taunt in a small entrance can almost guarantee a successful taunt kill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=40x40px}}<br /><br />
'''[[Syringe Gun]]''' or '''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
One of the most commonly used setups, and generally the best for most situations. A Medic with this setup should focus on healing teammates and keeping them in combat, rather than fighting the enemy directly. The stock Medi Gun is the most versatile of the 4 Medi Guns, as it gives the team access to default [[ÜberCharges]]. Because you won't be focusing on direct combat, the stock Syringe Gun and Crusader's Crossbow are good choices, as they give the user a good health regeneration rate, and the latter provides utility in the form of long range healing. Finally, the Ubersaw can be used to build ÜberCharge off of unaware players, vulnerable Spies, or flanking classes that get too close.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Vita-Saw|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, Vita-Saw does not share the Ubersaw's drawback of a slower attack rate. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible. 10 HP can also make quite a difference, as minuscule as it may seem, so if you want the best possible chance for survivability, stick with the stock Bonesaw. The Overdose ensures that you'll be able to move faster when having a greater ÜberCharge, enabling you to move faster to heal your team. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br /><br />
'''[[Solemn Vow]]''' or '''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge 25% faster. The Blutsauger provides health benefits for engaging in combat and is thus more useful to a more offensive Medic. Because the excelled Kritzkrieg charge, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Ubersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster.<br />
<br />
In Mann VS Machine, most of the Mediguns are considered superfluous, as the stock Medi Gun's Uber can be purchased in a canteen (and shared with your teammates via the Canteen Specialist upgrade), and the Quick-Fix's healing rate can be easily matched with Healing Mastery, without the detriment of having 50% max overheal. One of the few ÜberCharges that can't be easily duplicated via upgrades is that of the Kritzkrieg, due to its increased recharge rate and ability to give a decent duration of critical hits, with no real negative downsides.<br />
<br />
Since the primary and melee weapons are often left without upgrades, their use is more based on versatility. As such, the Blutsauger can be used in a pinch to quickly regain lost health, with the downsides of the Blutsauger being negated by the Healing Mastery upgrade for the Medi Gun. For the Melee slot, the Ubersaw is by far the most preferred, since striking an enemy returns 25% ubercharge rate, thus allowing the Medic to give his team critical hits more often. However, this weapon is best used against stragglers, as the Medic's not a good class for close-quarters combat, especially in MVM.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Ubersaw while attacking. The use of Ubersaw can help build up ÜberCharges, and if used skillfully, allows players to extend their ÜberCharge durations significantly.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}} <br />
'''[[Blutsauger]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}} <br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}<br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This combination is suited to a Medic who wants to go to direct combat with lone enemies like Pyros. The Ubersaw, on hit, can give you a Vaccinator Übercharge, which can be used as a shield. The Blutsauger can be used when retreating. The downsides are that the Vaccinator can't give you resistance to a specific damage type (unless you're healing another friendly player), and that you can't cope with more than one enemy.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} <br />
'''[[Syringe Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} <br />
'''[[Kritzkrieg]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
|<br />
<br />
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}} <br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}} <br />
'''[[Solemn Vow]]'''<br />
|'''The Clinical Trial'''<br />
<br />
This is the [[Clinical Trial]] setup, good for a support Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to the damage penalty. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for quickly healing multiple patients because of its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}} <br />
'''[[Crusader's Crossbow]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}} <br />
'''[[Amputator]]'''<br />
| '''The Medieval Medic - with Quick-Fix'''<br />
<br />
This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. A Syringe Gun is not necessary, as you will not need to defend yourself at close range if you are keeping with your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates and then resume healing your nearby patient. [[Taunt]]ing with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build. The Quick-Fix gives you a significantly increased healing rate and the ability to speed up to or explosive-jump with your patient, so you can support even your fastest teammates.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}<br />
'''[[Medi Gun]]'''<br />
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} <br />
'''[[Ubersaw]]'''<br />
|<br />
<br />
This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your Übercharge is built, this is the preferred setup for a [[Chain ÜberCharge]]. One Medic can ÜberCharge another, which attacks enemies with his Ubersaw to build up his ÜberCharge, and then the medics switch roles. The [[Overdose]] is helpful, as during a Chain ÜberCharge you are likely to have some charge built, so you can switch to it to chase down fleeing enemies.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}<br />
'''[[Quick-Fix]]'''<br />
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} <br />
'''[[Vita-Saw]]'''<br />
| <br />
<br />
This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains ÜberCharge, incidentally healing allies much faster than other Medi Guns, as well as pulling you alongside with Scouts, or launching you with jumping Demomen and Soldiers. The Overdose allows you a higher degree of mobility, complimented by the rapid gain of ÜberCharge and thus speed that the Quick-Fix gives. Should you perish, the Vita-Saw will allow you to roll out faster by retaining 20% of your unused ÜberCharge to power your Overdose. This can make you a good companion for a Scout, as the Overdose and Quick-Fix allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning. With the addition of the Quick-Fix being able to overheal, and this applying to the deploying Medic, the health reduction of the Vita-Saw can be temporarily overcome.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}} <br />
'''[[Overdose]]'''<br />
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}<br />
'''[[Vaccinator]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br /><br />
'''[[Bonesaw]]''' or '''[[Solemn Vow]]'''<br />
|<br />
<br />
This set up focuses on defense from a specific damage type. The Vaccinator provides the Medic and its teammate a 10% resistance from a select damage type, a 75% resistance when ÜberCharged, and a 25% heal from the matched damage taken. Having the ability to build an ÜberCharge at a 50% faster rate then normally, paring this weapon with the Overdose enables you to efficiently use the speed boost provided to quickly get to teammates. Having 4 separate ÜberCharge times, a Medic is able to quickly deploy an ÜberCharge at any time if the meter is filled over 25 percent. This provides an immediate defense from any enemies that may be lurking. The Solemn Vow allows you to see enemies health, thereby enabling you to make a decision whether a short or long ÜberCharge is necessary. However, if the ability to see enemy health is not your priority, simply stick with the Bonesaw, as it benefits without the 10% slower firing speed the Solemn Vow is stuck with.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[ÜberCharge strategy]]<br />
*[[Team strategy]]<br />
*[[Medic buddy]]<br />
<br />
{{CommunityStrategyNav}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Medic_strategy&diff=2461364Basic Medic strategy2019-09-16T01:24:00Z<p>MK38993: /* Syringe Gun */</p>
<hr />
<div>{{Quotation|'''The Medic''' |Ze healing leaves little time for ze hurting.|sound=Medic_specialcompleted03.wav}}<br />
[[File:Medictaunt3.PNG|350px|right]]<br />
The [[Medic]] is arguably the most important class on a team. He is the only class with a reliable way to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]], making him invaluable. As the Medic heals others, he builds an [[ÜberCharge]] meter. Once full, he can provide invulnerability with the [[Medi Gun]], [[Crit#Crit boost|Crit]]-boost a teammate with the [[Kritzkrieg]], or perform rapid healing with the [[Quick-Fix]] to turn the tide of battle. Because dying means losing any accumulated [[ÜberCharge]], it is incredibly important that the Medic survives any fight. The Medic's weapons are designed more for self-protection than direct combat; he relies on having good teammates to protect him so that he is free to keep his team alive. More than with any other class, communication is key, both for indicating who to heal and when to activate an ÜberCharge.<br />
<br />
== Primary weapons ==<br />
Your ability to heal others will often make you the primary target of many enemy players. When in combat, be hard to hit: jump, duck, and [[strafe]] to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave [[health]] pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.<br />
<br />
===[[Syringe Gun]]===<br />
{{icon item|Syringe Gun|100px}}<br />
<br />
The Syringe Gun fires rapidly and deals fair damage at close range only. It should only be used as a last resort when directly confronted by enemies; the moderate damage can dissuade them from pursuing you. Instead of directly engaging enemies, call for your teammates to protect you as you heal them instead. If you're forced into combat, you may need to aim upwards slightly and lead targets accordingly to compensate for the slow projectile speed; the Syringe Gun's needles travel slowly in a parabolic arc. Do not attempt to attack enemies with the Syringe Gun - exposing yourself in combat will often get you killed.<br />
<br />
=== [[Blutsauger]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Blutsauger|100px}} {{icon item|Australium Blutsauger|100px|link=Australium weapons}}<br />
<br />
The Blutsauger heals you for 3 health for each shot that hits an enemy, but lowers your natural health regeneration. Take out the Blutsauger if you're injured and can afford to briefly stop healing others; landing shots consistently will heal you more than your natural regeneration can. It's best to equip this weapon only if you expect to be directly confronted by enemies, as the decreased regeneration leaves you vulnerable to damage-over-time effects such as [[fire]] or [[bleeding]]. Although the Blutsauger is your most powerful weapon in a direct fight, exposing yourself in a firefight will often get you killed. Attempt to stay behind your allies; you are still your team's main source of healing. If your team reliably protects you from enemies, equip a different weapon to retain your regeneration and gain some extra utility.<br />
<br />
===[[Crusader's Crossbow]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Crusader's Crossbow|100px}} {{icon item|Festive Crusader's Crossbow|100px|link=Festive weapons}}<br />
<br />
Depending on which team you shoot at, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the power of the shot increasing the farther it travels. The Crossbow reloads passively, so you can switch between healing normally and supporting teammates outside the range of your [[Medi Gun]]. Although the the bolts travel relatively quickly compared to other primary weapons, the Crossbow's slow fire rate makes it less effective than the Syringe Gun in close-range combat. You may need to tell your allies to stand still so you can land up long-range healing shots. The Crossbow builds ÜberCharge more slowly than the Medi Gun, so use the Medi Gun to heal nearby allies instead if possible.<br />
<br />
===[[Overdose]]===<br />
{{icon item|Overdose|100px}}<br />
<br />
Depending on how full your ÜberCharge meter is, the Overdose grants up to 20% additional movement speed. This weapon makes it easier to dodge projectiles or flee from enemies if you're under attack. In particular, the extra speed increases the odds that you won't have to waste your ÜberCharge in self-defense. The movement speed bonus only applies when the Overdose is your active weapon, so healing teammates will return you to normal speed. The Overdose deals slightly less damage in combat, encouraging you to seek help from teammates to preserve ÜberCharge instead of fighting enemies. The maximum speed bonus is still not enough to outrun an aggressive Scout, so you may still need to turn and fight regardless.<br />
<br />
== Secondary weapons ==<br />
To make use of your healing abilities, you'll need to team up with an ally. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. You cannot heal yourself, so stay behind your [[Medic buddy]] so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients, so stay behind cover and turn around frequently to watch for ambushes. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Once your ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.<br />
<br />
===[[Medi Gun]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Medi Gun|100px|link=Botkiller weapons}} {{icon item|Australium Medi Gun|100px|link=Australium weapons}}<br />
<br />
Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. Compared to your other choices, the Medi Gun charges the slowest but arguably has the most powerful effect. The 8 seconds of invincibility it provides is useful in almost any situation, but other ÜberCharges will often be ready before yours. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is especially useful on defense, especially if your team is outnumbered or needs to hold a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching your healing beam between them, at the cost of it draining significantly faster.<br />
<br />
===[[Kritzkrieg]]===<br />
{{icon item|Kritzkrieg|100px}}<br />
<br />
The Kritzkrieg functions similarly to the Medi Gun, but charges 25% faster and provides 8 seconds of guaranteed [[Crits|Critical hits]] to its target instead of invulnerability. It provides a faster, riskier and more offensive ÜberCharge, as the Kritzkrieg's ÜberCharge does not protect you. It's best for situations where you need to quickly eliminate as many targets as possible so your team can push forward. Great candidates for the Kritzkrieg are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the crit boost to the fullest. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before Medi Gun-wielding Medics are fully charged. Sentry Guns are not affected by critical hits, so using the Kritzkrieg's ÜberCharge to destroy [[Engineer]] nests is ineffective.<br />
<br />
===[[Quick-Fix]]===<br />
{{icon item|Quick-Fix|100px}}<br />
<br />
Of your available secondary weapons, the Quick-Fix heals teammates the fastest, making it most useful in the middle of combat when you must keep multiple injured teammates alive. However, it can only [[overheal]] allies to 125% of their max health rather than 150%, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing, grants immunity to knockback, and charges 10% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the [[Medi Gun]] or the crit boost offered by the [[Kritzkrieg]] can overpower your boosted healing. The Quick-Fix also grants extra mobility when healing certain classes; you'll copy the explosive jump from a friendly Soldier or Demoman.<br />
<br />
===[[Vaccinator]]===<br />
{{icon item|Vaccinator|100px}}<br />
<br />
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either [[Hitscan|bullets]], [[Projectile|explosions]], or [[fire]]. Its [[ÜberCharge]], which builds 67% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2.5 seconds. The Vaccinator's defensive capabilities, combined with the reduced overheal rate, are best used to maintain an immediate advantage at the front lines. In fights, adjust the Vaccinator to face whatever weapons your enemies carry. For example, a [[Pyro]] can always deal fire damage, but may have a [[Shotgun]], which deals bullet damage. The Vaccinator deploys its ÜberCharge as shields, which persist even if you change healing targets. Thus, you can rapidly place shields on multiple teammates or stack them on the same target to protect against multiple damage types. Note that the Vaccinator's ÜberCharge rate is significantly reduced when healing targets at full health; to build charge faster, heal injured teammates first.<br />
<br />
== Melee weapons ==<br />
==={{anchor|Bonesaw}}[[Bonesaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Bonesaw|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Festive Bonesaw|100px|link=Festive weapons}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Bonesaw is useful for striking distracted opponents but still loses to the [[Syringe Gun]] in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.<br />
<br />
===[[Ubersaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Übersaw|100px}} {{icon item|Festive Ubersaw|100px|link=Festive weapons}}<br />
<br />
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your [[ÜberCharge]] meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be risky, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.<br />
<br />
===[[Vita-Saw]]===<br />
{{icon item|Vita-Saw|100px}}<br />
<br />
The Vita-Saw grants minor [[ÜberCharge]] insurance. Hitting an enemy with it harvests an Organ; each Organ lets you retain 15% of your ÜberCharge upon dying, up to a cap of 60%. As a Medic, you will inevitably become a priority target for the enemy team. If your ÜberCharge is not fully charged and you are cornered, fight back with the Vita-Saw to ensure at least some of your hard work remains after death. Of course, the small -10 health penalty might mean you die more often against burst damage; offset this by equipping anything except the [[Blutsauger]] to maintain good health regeneration. The Vita-Saw is useless in situations where you cannot respawn, such as [[Arena]] or [[Sudden Death]].<br />
<br />
===[[Amputator]]===<br />
{{icon item|Amputator|100px}}<br />
<br />
While you're holding the Amputator, you regenerate 3 extra health per second, useful for negating damage-over-time effects such as [[afterburn]] and [[bleeding]]. Taunting will play a [[Medicating Melody|melody]] that heals all nearby allies that are not obstructed by cover. This melody doesn't build much ÜberCharge and leaves you helpless for four seconds, so play it only when you absolutely need to heal multiple teammates at once. The Amputator deals 20% less damage than the Bonesaw but is still considered an upgrade because as the Medic, you'll rarely engage in melee combat.<br />
<br />
===[[Solemn Vow]]===<br />
{{icon item|Solemn Vow|100px}}<br />
<br />
The Solemn Vow allows you to see enemy health, names, and ÜberCharge percentage. While you heal teammates, also spend time looking at the enemy - you can tell your team about weakened foes and the ÜberCharge state of enemy Medics. If you are alone, this ability helps you decide whether to fight or run from a pursuing enemy. The Solemn Vow suffers a 10% attack speed penalty, which is practically negligible for its benefits.<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[Medic buddy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Medic_strategy&diff=2461362Basic Medic strategy2019-09-16T01:20:28Z<p>MK38993: /* Overdose */</p>
<hr />
<div>{{Quotation|'''The Medic''' |Ze healing leaves little time for ze hurting.|sound=Medic_specialcompleted03.wav}}<br />
[[File:Medictaunt3.PNG|350px|right]]<br />
The [[Medic]] is arguably the most important class on a team. He is the only class with a reliable way to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]], making him invaluable. As the Medic heals others, he builds an [[ÜberCharge]] meter. Once full, he can provide invulnerability with the [[Medi Gun]], [[Crit#Crit boost|Crit]]-boost a teammate with the [[Kritzkrieg]], or perform rapid healing with the [[Quick-Fix]] to turn the tide of battle. Because dying means losing any accumulated [[ÜberCharge]], it is incredibly important that the Medic survives any fight. The Medic's weapons are designed more for self-protection than direct combat; he relies on having good teammates to protect him so that he is free to keep his team alive. More than with any other class, communication is key, both for indicating who to heal and when to activate an ÜberCharge.<br />
<br />
== Primary weapons ==<br />
Your ability to heal others will often make you the primary target of many enemy players. When in combat, be hard to hit: jump, duck, and [[strafe]] to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave [[health]] pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.<br />
<br />
===[[Syringe Gun]]===<br />
{{icon item|Syringe Gun|100px}}<br />
<br />
The Syringe Gun fires rapidly and deals fair damage at close range only. It can't damage multiple enemies at once and should be treated as a backup weapon for self-defense; call for your teammates to protect you as you heal them instead. If you're forced into combat, the Syringe Gun's needles travel slowly in a parabolic arc; at longer ranges, you'll need to aim upwards slightly and lead fast targets accordingly to compensate for the slow projectile speed.<br />
<br />
=== [[Blutsauger]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Blutsauger|100px}} {{icon item|Australium Blutsauger|100px|link=Australium weapons}}<br />
<br />
The Blutsauger heals you for 3 health for each shot that hits an enemy, but lowers your natural health regeneration. Take out the Blutsauger if you're injured and can afford to briefly stop healing others; landing shots consistently will heal you more than your natural regeneration can. It's best to equip this weapon only if you expect to be directly confronted by enemies, as the decreased regeneration leaves you vulnerable to damage-over-time effects such as [[fire]] or [[bleeding]]. Although the Blutsauger is your most powerful weapon in a direct fight, exposing yourself in a firefight will often get you killed. Attempt to stay behind your allies; you are still your team's main source of healing. If your team reliably protects you from enemies, equip a different weapon to retain your regeneration and gain some extra utility.<br />
<br />
===[[Crusader's Crossbow]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Crusader's Crossbow|100px}} {{icon item|Festive Crusader's Crossbow|100px|link=Festive weapons}}<br />
<br />
Depending on which team you shoot at, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the power of the shot increasing the farther it travels. The Crossbow reloads passively, so you can switch between healing normally and supporting teammates outside the range of your [[Medi Gun]]. Although the the bolts travel relatively quickly compared to other primary weapons, the Crossbow's slow fire rate makes it less effective than the Syringe Gun in close-range combat. You may need to tell your allies to stand still so you can land up long-range healing shots. The Crossbow builds ÜberCharge more slowly than the Medi Gun, so use the Medi Gun to heal nearby allies instead if possible.<br />
<br />
===[[Overdose]]===<br />
{{icon item|Overdose|100px}}<br />
<br />
Depending on how full your ÜberCharge meter is, the Overdose grants up to 20% additional movement speed. This weapon makes it easier to dodge projectiles or flee from enemies if you're under attack. In particular, the extra speed increases the odds that you won't have to waste your ÜberCharge in self-defense. The movement speed bonus only applies when the Overdose is your active weapon, so healing teammates will return you to normal speed. The Overdose deals slightly less damage in combat, encouraging you to seek help from teammates to preserve ÜberCharge instead of fighting enemies. The maximum speed bonus is still not enough to outrun an aggressive Scout, so you may still need to turn and fight regardless.<br />
<br />
== Secondary weapons ==<br />
To make use of your healing abilities, you'll need to team up with an ally. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. You cannot heal yourself, so stay behind your [[Medic buddy]] so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients, so stay behind cover and turn around frequently to watch for ambushes. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Once your ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.<br />
<br />
===[[Medi Gun]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Medi Gun|100px|link=Botkiller weapons}} {{icon item|Australium Medi Gun|100px|link=Australium weapons}}<br />
<br />
Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. Compared to your other choices, the Medi Gun charges the slowest but arguably has the most powerful effect. The 8 seconds of invincibility it provides is useful in almost any situation, but other ÜberCharges will often be ready before yours. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is especially useful on defense, especially if your team is outnumbered or needs to hold a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching your healing beam between them, at the cost of it draining significantly faster.<br />
<br />
===[[Kritzkrieg]]===<br />
{{icon item|Kritzkrieg|100px}}<br />
<br />
The Kritzkrieg functions similarly to the Medi Gun, but charges 25% faster and provides 8 seconds of guaranteed [[Crits|Critical hits]] to its target instead of invulnerability. It provides a faster, riskier and more offensive ÜberCharge, as the Kritzkrieg's ÜberCharge does not protect you. It's best for situations where you need to quickly eliminate as many targets as possible so your team can push forward. Great candidates for the Kritzkrieg are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the crit boost to the fullest. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before Medi Gun-wielding Medics are fully charged. Sentry Guns are not affected by critical hits, so using the Kritzkrieg's ÜberCharge to destroy [[Engineer]] nests is ineffective.<br />
<br />
===[[Quick-Fix]]===<br />
{{icon item|Quick-Fix|100px}}<br />
<br />
Of your available secondary weapons, the Quick-Fix heals teammates the fastest, making it most useful in the middle of combat when you must keep multiple injured teammates alive. However, it can only [[overheal]] allies to 125% of their max health rather than 150%, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing, grants immunity to knockback, and charges 10% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the [[Medi Gun]] or the crit boost offered by the [[Kritzkrieg]] can overpower your boosted healing. The Quick-Fix also grants extra mobility when healing certain classes; you'll copy the explosive jump from a friendly Soldier or Demoman.<br />
<br />
===[[Vaccinator]]===<br />
{{icon item|Vaccinator|100px}}<br />
<br />
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either [[Hitscan|bullets]], [[Projectile|explosions]], or [[fire]]. Its [[ÜberCharge]], which builds 67% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2.5 seconds. The Vaccinator's defensive capabilities, combined with the reduced overheal rate, are best used to maintain an immediate advantage at the front lines. In fights, adjust the Vaccinator to face whatever weapons your enemies carry. For example, a [[Pyro]] can always deal fire damage, but may have a [[Shotgun]], which deals bullet damage. The Vaccinator deploys its ÜberCharge as shields, which persist even if you change healing targets. Thus, you can rapidly place shields on multiple teammates or stack them on the same target to protect against multiple damage types. Note that the Vaccinator's ÜberCharge rate is significantly reduced when healing targets at full health; to build charge faster, heal injured teammates first.<br />
<br />
== Melee weapons ==<br />
==={{anchor|Bonesaw}}[[Bonesaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Bonesaw|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Festive Bonesaw|100px|link=Festive weapons}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Bonesaw is useful for striking distracted opponents but still loses to the [[Syringe Gun]] in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.<br />
<br />
===[[Ubersaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Übersaw|100px}} {{icon item|Festive Ubersaw|100px|link=Festive weapons}}<br />
<br />
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your [[ÜberCharge]] meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be risky, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.<br />
<br />
===[[Vita-Saw]]===<br />
{{icon item|Vita-Saw|100px}}<br />
<br />
The Vita-Saw grants minor [[ÜberCharge]] insurance. Hitting an enemy with it harvests an Organ; each Organ lets you retain 15% of your ÜberCharge upon dying, up to a cap of 60%. As a Medic, you will inevitably become a priority target for the enemy team. If your ÜberCharge is not fully charged and you are cornered, fight back with the Vita-Saw to ensure at least some of your hard work remains after death. Of course, the small -10 health penalty might mean you die more often against burst damage; offset this by equipping anything except the [[Blutsauger]] to maintain good health regeneration. The Vita-Saw is useless in situations where you cannot respawn, such as [[Arena]] or [[Sudden Death]].<br />
<br />
===[[Amputator]]===<br />
{{icon item|Amputator|100px}}<br />
<br />
While you're holding the Amputator, you regenerate 3 extra health per second, useful for negating damage-over-time effects such as [[afterburn]] and [[bleeding]]. Taunting will play a [[Medicating Melody|melody]] that heals all nearby allies that are not obstructed by cover. This melody doesn't build much ÜberCharge and leaves you helpless for four seconds, so play it only when you absolutely need to heal multiple teammates at once. The Amputator deals 20% less damage than the Bonesaw but is still considered an upgrade because as the Medic, you'll rarely engage in melee combat.<br />
<br />
===[[Solemn Vow]]===<br />
{{icon item|Solemn Vow|100px}}<br />
<br />
The Solemn Vow allows you to see enemy health, names, and ÜberCharge percentage. While you heal teammates, also spend time looking at the enemy - you can tell your team about weakened foes and the ÜberCharge state of enemy Medics. If you are alone, this ability helps you decide whether to fight or run from a pursuing enemy. The Solemn Vow suffers a 10% attack speed penalty, which is practically negligible for its benefits.<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[Medic buddy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Medic_strategy&diff=2461361Basic Medic strategy2019-09-16T01:19:01Z<p>MK38993: /* Crusader's Crossbow + reskins */</p>
<hr />
<div>{{Quotation|'''The Medic''' |Ze healing leaves little time for ze hurting.|sound=Medic_specialcompleted03.wav}}<br />
[[File:Medictaunt3.PNG|350px|right]]<br />
The [[Medic]] is arguably the most important class on a team. He is the only class with a reliable way to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]], making him invaluable. As the Medic heals others, he builds an [[ÜberCharge]] meter. Once full, he can provide invulnerability with the [[Medi Gun]], [[Crit#Crit boost|Crit]]-boost a teammate with the [[Kritzkrieg]], or perform rapid healing with the [[Quick-Fix]] to turn the tide of battle. Because dying means losing any accumulated [[ÜberCharge]], it is incredibly important that the Medic survives any fight. The Medic's weapons are designed more for self-protection than direct combat; he relies on having good teammates to protect him so that he is free to keep his team alive. More than with any other class, communication is key, both for indicating who to heal and when to activate an ÜberCharge.<br />
<br />
== Primary weapons ==<br />
Your ability to heal others will often make you the primary target of many enemy players. When in combat, be hard to hit: jump, duck, and [[strafe]] to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave [[health]] pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.<br />
<br />
===[[Syringe Gun]]===<br />
{{icon item|Syringe Gun|100px}}<br />
<br />
The Syringe Gun fires rapidly and deals fair damage at close range only. It can't damage multiple enemies at once and should be treated as a backup weapon for self-defense; call for your teammates to protect you as you heal them instead. If you're forced into combat, the Syringe Gun's needles travel slowly in a parabolic arc; at longer ranges, you'll need to aim upwards slightly and lead fast targets accordingly to compensate for the slow projectile speed.<br />
<br />
=== [[Blutsauger]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Blutsauger|100px}} {{icon item|Australium Blutsauger|100px|link=Australium weapons}}<br />
<br />
The Blutsauger heals you for 3 health for each shot that hits an enemy, but lowers your natural health regeneration. Take out the Blutsauger if you're injured and can afford to briefly stop healing others; landing shots consistently will heal you more than your natural regeneration can. It's best to equip this weapon only if you expect to be directly confronted by enemies, as the decreased regeneration leaves you vulnerable to damage-over-time effects such as [[fire]] or [[bleeding]]. Although the Blutsauger is your most powerful weapon in a direct fight, exposing yourself in a firefight will often get you killed. Attempt to stay behind your allies; you are still your team's main source of healing. If your team reliably protects you from enemies, equip a different weapon to retain your regeneration and gain some extra utility.<br />
<br />
===[[Crusader's Crossbow]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Crusader's Crossbow|100px}} {{icon item|Festive Crusader's Crossbow|100px|link=Festive weapons}}<br />
<br />
Depending on which team you shoot at, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the power of the shot increasing the farther it travels. The Crossbow reloads passively, so you can switch between healing normally and supporting teammates outside the range of your [[Medi Gun]]. Although the the bolts travel relatively quickly compared to other primary weapons, the Crossbow's slow fire rate makes it less effective than the Syringe Gun in close-range combat. You may need to tell your allies to stand still so you can land up long-range healing shots. The Crossbow builds ÜberCharge more slowly than the Medi Gun, so use the Medi Gun to heal nearby allies instead if possible.<br />
<br />
===[[Overdose]]===<br />
{{icon item|Overdose|100px}}<br />
<br />
Depending on how full your ÜberCharge meter is, the Overdose grants up to 20% additional movement speed. This weapon makes it easier to dodge projectiles or run to teammates if you're under attack. In particular, the extra speed increases the odds that you won't have to use your ÜberCharge in self-defense. The movement speed bonus only applies when the Overdose is your active weapon, so healing teammates will return you to normal speed. The Overdose deals slightly less damage in combat, encouraging you to flee to teammates to preserve ÜberCharge instead of fighting your pursuers. The maximum speed bonus is still not enough to outrun an aggressive Scout, so you may still need to turn and fight regardless.<br />
<br />
== Secondary weapons ==<br />
To make use of your healing abilities, you'll need to team up with an ally. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. You cannot heal yourself, so stay behind your [[Medic buddy]] so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients, so stay behind cover and turn around frequently to watch for ambushes. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Once your ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.<br />
<br />
===[[Medi Gun]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Medi Gun|100px|link=Botkiller weapons}} {{icon item|Australium Medi Gun|100px|link=Australium weapons}}<br />
<br />
Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. Compared to your other choices, the Medi Gun charges the slowest but arguably has the most powerful effect. The 8 seconds of invincibility it provides is useful in almost any situation, but other ÜberCharges will often be ready before yours. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is especially useful on defense, especially if your team is outnumbered or needs to hold a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching your healing beam between them, at the cost of it draining significantly faster.<br />
<br />
===[[Kritzkrieg]]===<br />
{{icon item|Kritzkrieg|100px}}<br />
<br />
The Kritzkrieg functions similarly to the Medi Gun, but charges 25% faster and provides 8 seconds of guaranteed [[Crits|Critical hits]] to its target instead of invulnerability. It provides a faster, riskier and more offensive ÜberCharge, as the Kritzkrieg's ÜberCharge does not protect you. It's best for situations where you need to quickly eliminate as many targets as possible so your team can push forward. Great candidates for the Kritzkrieg are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the crit boost to the fullest. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before Medi Gun-wielding Medics are fully charged. Sentry Guns are not affected by critical hits, so using the Kritzkrieg's ÜberCharge to destroy [[Engineer]] nests is ineffective.<br />
<br />
===[[Quick-Fix]]===<br />
{{icon item|Quick-Fix|100px}}<br />
<br />
Of your available secondary weapons, the Quick-Fix heals teammates the fastest, making it most useful in the middle of combat when you must keep multiple injured teammates alive. However, it can only [[overheal]] allies to 125% of their max health rather than 150%, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing, grants immunity to knockback, and charges 10% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the [[Medi Gun]] or the crit boost offered by the [[Kritzkrieg]] can overpower your boosted healing. The Quick-Fix also grants extra mobility when healing certain classes; you'll copy the explosive jump from a friendly Soldier or Demoman.<br />
<br />
===[[Vaccinator]]===<br />
{{icon item|Vaccinator|100px}}<br />
<br />
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either [[Hitscan|bullets]], [[Projectile|explosions]], or [[fire]]. Its [[ÜberCharge]], which builds 67% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2.5 seconds. The Vaccinator's defensive capabilities, combined with the reduced overheal rate, are best used to maintain an immediate advantage at the front lines. In fights, adjust the Vaccinator to face whatever weapons your enemies carry. For example, a [[Pyro]] can always deal fire damage, but may have a [[Shotgun]], which deals bullet damage. The Vaccinator deploys its ÜberCharge as shields, which persist even if you change healing targets. Thus, you can rapidly place shields on multiple teammates or stack them on the same target to protect against multiple damage types. Note that the Vaccinator's ÜberCharge rate is significantly reduced when healing targets at full health; to build charge faster, heal injured teammates first.<br />
<br />
== Melee weapons ==<br />
==={{anchor|Bonesaw}}[[Bonesaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Bonesaw|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Festive Bonesaw|100px|link=Festive weapons}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Bonesaw is useful for striking distracted opponents but still loses to the [[Syringe Gun]] in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.<br />
<br />
===[[Ubersaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Übersaw|100px}} {{icon item|Festive Ubersaw|100px|link=Festive weapons}}<br />
<br />
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your [[ÜberCharge]] meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be risky, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.<br />
<br />
===[[Vita-Saw]]===<br />
{{icon item|Vita-Saw|100px}}<br />
<br />
The Vita-Saw grants minor [[ÜberCharge]] insurance. Hitting an enemy with it harvests an Organ; each Organ lets you retain 15% of your ÜberCharge upon dying, up to a cap of 60%. As a Medic, you will inevitably become a priority target for the enemy team. If your ÜberCharge is not fully charged and you are cornered, fight back with the Vita-Saw to ensure at least some of your hard work remains after death. Of course, the small -10 health penalty might mean you die more often against burst damage; offset this by equipping anything except the [[Blutsauger]] to maintain good health regeneration. The Vita-Saw is useless in situations where you cannot respawn, such as [[Arena]] or [[Sudden Death]].<br />
<br />
===[[Amputator]]===<br />
{{icon item|Amputator|100px}}<br />
<br />
While you're holding the Amputator, you regenerate 3 extra health per second, useful for negating damage-over-time effects such as [[afterburn]] and [[bleeding]]. Taunting will play a [[Medicating Melody|melody]] that heals all nearby allies that are not obstructed by cover. This melody doesn't build much ÜberCharge and leaves you helpless for four seconds, so play it only when you absolutely need to heal multiple teammates at once. The Amputator deals 20% less damage than the Bonesaw but is still considered an upgrade because as the Medic, you'll rarely engage in melee combat.<br />
<br />
===[[Solemn Vow]]===<br />
{{icon item|Solemn Vow|100px}}<br />
<br />
The Solemn Vow allows you to see enemy health, names, and ÜberCharge percentage. While you heal teammates, also spend time looking at the enemy - you can tell your team about weakened foes and the ÜberCharge state of enemy Medics. If you are alone, this ability helps you decide whether to fight or run from a pursuing enemy. The Solemn Vow suffers a 10% attack speed penalty, which is practically negligible for its benefits.<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[Medic buddy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Medic_strategy&diff=2461360Basic Medic strategy2019-09-16T01:15:53Z<p>MK38993: /* Blutsauger + reskins */</p>
<hr />
<div>{{Quotation|'''The Medic''' |Ze healing leaves little time for ze hurting.|sound=Medic_specialcompleted03.wav}}<br />
[[File:Medictaunt3.PNG|350px|right]]<br />
The [[Medic]] is arguably the most important class on a team. He is the only class with a reliable way to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]], making him invaluable. As the Medic heals others, he builds an [[ÜberCharge]] meter. Once full, he can provide invulnerability with the [[Medi Gun]], [[Crit#Crit boost|Crit]]-boost a teammate with the [[Kritzkrieg]], or perform rapid healing with the [[Quick-Fix]] to turn the tide of battle. Because dying means losing any accumulated [[ÜberCharge]], it is incredibly important that the Medic survives any fight. The Medic's weapons are designed more for self-protection than direct combat; he relies on having good teammates to protect him so that he is free to keep his team alive. More than with any other class, communication is key, both for indicating who to heal and when to activate an ÜberCharge.<br />
<br />
== Primary weapons ==<br />
Your ability to heal others will often make you the primary target of many enemy players. When in combat, be hard to hit: jump, duck, and [[strafe]] to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave [[health]] pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.<br />
<br />
===[[Syringe Gun]]===<br />
{{icon item|Syringe Gun|100px}}<br />
<br />
The Syringe Gun fires rapidly and deals fair damage at close range only. It can't damage multiple enemies at once and should be treated as a backup weapon for self-defense; call for your teammates to protect you as you heal them instead. If you're forced into combat, the Syringe Gun's needles travel slowly in a parabolic arc; at longer ranges, you'll need to aim upwards slightly and lead fast targets accordingly to compensate for the slow projectile speed.<br />
<br />
=== [[Blutsauger]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Blutsauger|100px}} {{icon item|Australium Blutsauger|100px|link=Australium weapons}}<br />
<br />
The Blutsauger heals you for 3 health for each shot that hits an enemy, but lowers your natural health regeneration. Take out the Blutsauger if you're injured and can afford to briefly stop healing others; landing shots consistently will heal you more than your natural regeneration can. It's best to equip this weapon only if you expect to be directly confronted by enemies, as the decreased regeneration leaves you vulnerable to damage-over-time effects such as [[fire]] or [[bleeding]]. Although the Blutsauger is your most powerful weapon in a direct fight, exposing yourself in a firefight will often get you killed. Attempt to stay behind your allies; you are still your team's main source of healing. If your team reliably protects you from enemies, equip a different weapon to retain your regeneration and gain some extra utility.<br />
<br />
===[[Crusader's Crossbow]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Crusader's Crossbow|100px}} {{icon item|Festive Crusader's Crossbow|100px|link=Festive weapons}}<br />
<br />
Depending on who you hit, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the strength of the shot increasing if it travels farther. The Crossbow reloads passively, so you can switch between healing normally and supporting teammates outside the range of your [[Medi Gun]]. Although the Crossbow reloads quickly, the bolts arc over distances and travel relatively slowly. This makes it difficult to aim and less effective than the Syringe Gun in direct combat; you may even need to tell your allies to stand still so you can line up long-range healing shots. The Crossbow builds ÜberCharge more slowly than the Medi Gun, so use the Medi Gun to heal nearby allies instead if possible.<br />
<br />
===[[Overdose]]===<br />
{{icon item|Overdose|100px}}<br />
<br />
Depending on how full your ÜberCharge meter is, the Overdose grants up to 20% additional movement speed. This weapon makes it easier to dodge projectiles or run to teammates if you're under attack. In particular, the extra speed increases the odds that you won't have to use your ÜberCharge in self-defense. The movement speed bonus only applies when the Overdose is your active weapon, so healing teammates will return you to normal speed. The Overdose deals slightly less damage in combat, encouraging you to flee to teammates to preserve ÜberCharge instead of fighting your pursuers. The maximum speed bonus is still not enough to outrun an aggressive Scout, so you may still need to turn and fight regardless.<br />
<br />
== Secondary weapons ==<br />
To make use of your healing abilities, you'll need to team up with an ally. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. You cannot heal yourself, so stay behind your [[Medic buddy]] so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients, so stay behind cover and turn around frequently to watch for ambushes. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Once your ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.<br />
<br />
===[[Medi Gun]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Medi Gun|100px|link=Botkiller weapons}} {{icon item|Australium Medi Gun|100px|link=Australium weapons}}<br />
<br />
Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. Compared to your other choices, the Medi Gun charges the slowest but arguably has the most powerful effect. The 8 seconds of invincibility it provides is useful in almost any situation, but other ÜberCharges will often be ready before yours. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is especially useful on defense, especially if your team is outnumbered or needs to hold a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching your healing beam between them, at the cost of it draining significantly faster.<br />
<br />
===[[Kritzkrieg]]===<br />
{{icon item|Kritzkrieg|100px}}<br />
<br />
The Kritzkrieg functions similarly to the Medi Gun, but charges 25% faster and provides 8 seconds of guaranteed [[Crits|Critical hits]] to its target instead of invulnerability. It provides a faster, riskier and more offensive ÜberCharge, as the Kritzkrieg's ÜberCharge does not protect you. It's best for situations where you need to quickly eliminate as many targets as possible so your team can push forward. Great candidates for the Kritzkrieg are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the crit boost to the fullest. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before Medi Gun-wielding Medics are fully charged. Sentry Guns are not affected by critical hits, so using the Kritzkrieg's ÜberCharge to destroy [[Engineer]] nests is ineffective.<br />
<br />
===[[Quick-Fix]]===<br />
{{icon item|Quick-Fix|100px}}<br />
<br />
Of your available secondary weapons, the Quick-Fix heals teammates the fastest, making it most useful in the middle of combat when you must keep multiple injured teammates alive. However, it can only [[overheal]] allies to 125% of their max health rather than 150%, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing, grants immunity to knockback, and charges 10% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the [[Medi Gun]] or the crit boost offered by the [[Kritzkrieg]] can overpower your boosted healing. The Quick-Fix also grants extra mobility when healing certain classes; you'll copy the explosive jump from a friendly Soldier or Demoman.<br />
<br />
===[[Vaccinator]]===<br />
{{icon item|Vaccinator|100px}}<br />
<br />
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either [[Hitscan|bullets]], [[Projectile|explosions]], or [[fire]]. Its [[ÜberCharge]], which builds 67% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2.5 seconds. The Vaccinator's defensive capabilities, combined with the reduced overheal rate, are best used to maintain an immediate advantage at the front lines. In fights, adjust the Vaccinator to face whatever weapons your enemies carry. For example, a [[Pyro]] can always deal fire damage, but may have a [[Shotgun]], which deals bullet damage. The Vaccinator deploys its ÜberCharge as shields, which persist even if you change healing targets. Thus, you can rapidly place shields on multiple teammates or stack them on the same target to protect against multiple damage types. Note that the Vaccinator's ÜberCharge rate is significantly reduced when healing targets at full health; to build charge faster, heal injured teammates first.<br />
<br />
== Melee weapons ==<br />
==={{anchor|Bonesaw}}[[Bonesaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Bonesaw|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Festive Bonesaw|100px|link=Festive weapons}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Bonesaw is useful for striking distracted opponents but still loses to the [[Syringe Gun]] in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.<br />
<br />
===[[Ubersaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Übersaw|100px}} {{icon item|Festive Ubersaw|100px|link=Festive weapons}}<br />
<br />
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your [[ÜberCharge]] meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be risky, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.<br />
<br />
===[[Vita-Saw]]===<br />
{{icon item|Vita-Saw|100px}}<br />
<br />
The Vita-Saw grants minor [[ÜberCharge]] insurance. Hitting an enemy with it harvests an Organ; each Organ lets you retain 15% of your ÜberCharge upon dying, up to a cap of 60%. As a Medic, you will inevitably become a priority target for the enemy team. If your ÜberCharge is not fully charged and you are cornered, fight back with the Vita-Saw to ensure at least some of your hard work remains after death. Of course, the small -10 health penalty might mean you die more often against burst damage; offset this by equipping anything except the [[Blutsauger]] to maintain good health regeneration. The Vita-Saw is useless in situations where you cannot respawn, such as [[Arena]] or [[Sudden Death]].<br />
<br />
===[[Amputator]]===<br />
{{icon item|Amputator|100px}}<br />
<br />
While you're holding the Amputator, you regenerate 3 extra health per second, useful for negating damage-over-time effects such as [[afterburn]] and [[bleeding]]. Taunting will play a [[Medicating Melody|melody]] that heals all nearby allies that are not obstructed by cover. This melody doesn't build much ÜberCharge and leaves you helpless for four seconds, so play it only when you absolutely need to heal multiple teammates at once. The Amputator deals 20% less damage than the Bonesaw but is still considered an upgrade because as the Medic, you'll rarely engage in melee combat.<br />
<br />
===[[Solemn Vow]]===<br />
{{icon item|Solemn Vow|100px}}<br />
<br />
The Solemn Vow allows you to see enemy health, names, and ÜberCharge percentage. While you heal teammates, also spend time looking at the enemy - you can tell your team about weakened foes and the ÜberCharge state of enemy Medics. If you are alone, this ability helps you decide whether to fight or run from a pursuing enemy. The Solemn Vow suffers a 10% attack speed penalty, which is practically negligible for its benefits.<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[Medic buddy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Basic_Medic_strategy&diff=2461359Basic Medic strategy2019-09-16T01:15:02Z<p>MK38993: /* Blutsauger + reskins */</p>
<hr />
<div>{{Quotation|'''The Medic''' |Ze healing leaves little time for ze hurting.|sound=Medic_specialcompleted03.wav}}<br />
[[File:Medictaunt3.PNG|350px|right]]<br />
The [[Medic]] is arguably the most important class on a team. He is the only class with a reliable way to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]], making him invaluable. As the Medic heals others, he builds an [[ÜberCharge]] meter. Once full, he can provide invulnerability with the [[Medi Gun]], [[Crit#Crit boost|Crit]]-boost a teammate with the [[Kritzkrieg]], or perform rapid healing with the [[Quick-Fix]] to turn the tide of battle. Because dying means losing any accumulated [[ÜberCharge]], it is incredibly important that the Medic survives any fight. The Medic's weapons are designed more for self-protection than direct combat; he relies on having good teammates to protect him so that he is free to keep his team alive. More than with any other class, communication is key, both for indicating who to heal and when to activate an ÜberCharge.<br />
<br />
== Primary weapons ==<br />
Your ability to heal others will often make you the primary target of many enemy players. When in combat, be hard to hit: jump, duck, and [[strafe]] to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave [[health]] pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.<br />
<br />
===[[Syringe Gun]]===<br />
{{icon item|Syringe Gun|100px}}<br />
<br />
The Syringe Gun fires rapidly and deals fair damage at close range only. It can't damage multiple enemies at once and should be treated as a backup weapon for self-defense; call for your teammates to protect you as you heal them instead. If you're forced into combat, the Syringe Gun's needles travel slowly in a parabolic arc; at longer ranges, you'll need to aim upwards slightly and lead fast targets accordingly to compensate for the slow projectile speed.<br />
<br />
=== [[Blutsauger]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Blutsauger|100px}} {{icon item|Australium Blutsauger|100px|link=Australium weapons}}<br />
<br />
The Blutsauger heals you for 3 health for each shot that hits an enemy, but lowers your natural health regeneration. Take out the Blutsauger if you're injured and can afford to briefly stop healing others; landing shots consistently will heal you more than your natural regeneration can. It's best to equip this weapon only if you expect to be directly confronted by enemies, as the decreased regeneration leaves you vulnerable to damage-over-time effects such as [[fire]] or [[bleeding]]. Although the Blutsauger is your most powerful weapon in a direct fight, exposing yourself in a firefight will often get you killed. Attempt to stay behind your allies; you are still your team's main source of healing. If you don't fight often, equip a different weapon to retain your regeneration and some extra utility.<br />
<br />
===[[Crusader's Crossbow]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Crusader's Crossbow|100px}} {{icon item|Festive Crusader's Crossbow|100px|link=Festive weapons}}<br />
<br />
Depending on who you hit, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the strength of the shot increasing if it travels farther. The Crossbow reloads passively, so you can switch between healing normally and supporting teammates outside the range of your [[Medi Gun]]. Although the Crossbow reloads quickly, the bolts arc over distances and travel relatively slowly. This makes it difficult to aim and less effective than the Syringe Gun in direct combat; you may even need to tell your allies to stand still so you can line up long-range healing shots. The Crossbow builds ÜberCharge more slowly than the Medi Gun, so use the Medi Gun to heal nearby allies instead if possible.<br />
<br />
===[[Overdose]]===<br />
{{icon item|Overdose|100px}}<br />
<br />
Depending on how full your ÜberCharge meter is, the Overdose grants up to 20% additional movement speed. This weapon makes it easier to dodge projectiles or run to teammates if you're under attack. In particular, the extra speed increases the odds that you won't have to use your ÜberCharge in self-defense. The movement speed bonus only applies when the Overdose is your active weapon, so healing teammates will return you to normal speed. The Overdose deals slightly less damage in combat, encouraging you to flee to teammates to preserve ÜberCharge instead of fighting your pursuers. The maximum speed bonus is still not enough to outrun an aggressive Scout, so you may still need to turn and fight regardless.<br />
<br />
== Secondary weapons ==<br />
To make use of your healing abilities, you'll need to team up with an ally. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. You cannot heal yourself, so stay behind your [[Medic buddy]] so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients, so stay behind cover and turn around frequently to watch for ambushes. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Once your ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.<br />
<br />
===[[Medi Gun]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Medi Gun|100px|link=Botkiller weapons}} {{icon item|Australium Medi Gun|100px|link=Australium weapons}}<br />
<br />
Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. Compared to your other choices, the Medi Gun charges the slowest but arguably has the most powerful effect. The 8 seconds of invincibility it provides is useful in almost any situation, but other ÜberCharges will often be ready before yours. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is especially useful on defense, especially if your team is outnumbered or needs to hold a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching your healing beam between them, at the cost of it draining significantly faster.<br />
<br />
===[[Kritzkrieg]]===<br />
{{icon item|Kritzkrieg|100px}}<br />
<br />
The Kritzkrieg functions similarly to the Medi Gun, but charges 25% faster and provides 8 seconds of guaranteed [[Crits|Critical hits]] to its target instead of invulnerability. It provides a faster, riskier and more offensive ÜberCharge, as the Kritzkrieg's ÜberCharge does not protect you. It's best for situations where you need to quickly eliminate as many targets as possible so your team can push forward. Great candidates for the Kritzkrieg are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the crit boost to the fullest. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before Medi Gun-wielding Medics are fully charged. Sentry Guns are not affected by critical hits, so using the Kritzkrieg's ÜberCharge to destroy [[Engineer]] nests is ineffective.<br />
<br />
===[[Quick-Fix]]===<br />
{{icon item|Quick-Fix|100px}}<br />
<br />
Of your available secondary weapons, the Quick-Fix heals teammates the fastest, making it most useful in the middle of combat when you must keep multiple injured teammates alive. However, it can only [[overheal]] allies to 125% of their max health rather than 150%, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing, grants immunity to knockback, and charges 10% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the [[Medi Gun]] or the crit boost offered by the [[Kritzkrieg]] can overpower your boosted healing. The Quick-Fix also grants extra mobility when healing certain classes; you'll copy the explosive jump from a friendly Soldier or Demoman.<br />
<br />
===[[Vaccinator]]===<br />
{{icon item|Vaccinator|100px}}<br />
<br />
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either [[Hitscan|bullets]], [[Projectile|explosions]], or [[fire]]. Its [[ÜberCharge]], which builds 67% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2.5 seconds. The Vaccinator's defensive capabilities, combined with the reduced overheal rate, are best used to maintain an immediate advantage at the front lines. In fights, adjust the Vaccinator to face whatever weapons your enemies carry. For example, a [[Pyro]] can always deal fire damage, but may have a [[Shotgun]], which deals bullet damage. The Vaccinator deploys its ÜberCharge as shields, which persist even if you change healing targets. Thus, you can rapidly place shields on multiple teammates or stack them on the same target to protect against multiple damage types. Note that the Vaccinator's ÜberCharge rate is significantly reduced when healing targets at full health; to build charge faster, heal injured teammates first.<br />
<br />
== Melee weapons ==<br />
==={{anchor|Bonesaw}}[[Bonesaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Bonesaw|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Festive Bonesaw|100px|link=Festive weapons}} {{icon item|Prinny Machete|100px}} <br />
<br />
The Bonesaw is useful for striking distracted opponents but still loses to the [[Syringe Gun]] in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.<br />
<br />
===[[Ubersaw]] + [[Reskin#List of reskins#Medic | reskins]]===<br />
{{icon item|Übersaw|100px}} {{icon item|Festive Ubersaw|100px|link=Festive weapons}}<br />
<br />
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your [[ÜberCharge]] meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be risky, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.<br />
<br />
===[[Vita-Saw]]===<br />
{{icon item|Vita-Saw|100px}}<br />
<br />
The Vita-Saw grants minor [[ÜberCharge]] insurance. Hitting an enemy with it harvests an Organ; each Organ lets you retain 15% of your ÜberCharge upon dying, up to a cap of 60%. As a Medic, you will inevitably become a priority target for the enemy team. If your ÜberCharge is not fully charged and you are cornered, fight back with the Vita-Saw to ensure at least some of your hard work remains after death. Of course, the small -10 health penalty might mean you die more often against burst damage; offset this by equipping anything except the [[Blutsauger]] to maintain good health regeneration. The Vita-Saw is useless in situations where you cannot respawn, such as [[Arena]] or [[Sudden Death]].<br />
<br />
===[[Amputator]]===<br />
{{icon item|Amputator|100px}}<br />
<br />
While you're holding the Amputator, you regenerate 3 extra health per second, useful for negating damage-over-time effects such as [[afterburn]] and [[bleeding]]. Taunting will play a [[Medicating Melody|melody]] that heals all nearby allies that are not obstructed by cover. This melody doesn't build much ÜberCharge and leaves you helpless for four seconds, so play it only when you absolutely need to heal multiple teammates at once. The Amputator deals 20% less damage than the Bonesaw but is still considered an upgrade because as the Medic, you'll rarely engage in melee combat.<br />
<br />
===[[Solemn Vow]]===<br />
{{icon item|Solemn Vow|100px}}<br />
<br />
The Solemn Vow allows you to see enemy health, names, and ÜberCharge percentage. While you heal teammates, also spend time looking at the enemy - you can tell your team about weakened foes and the ÜberCharge state of enemy Medics. If you are alone, this ability helps you decide whether to fight or run from a pursuing enemy. The Solemn Vow suffers a 10% attack speed penalty, which is practically negligible for its benefits.<br />
<br />
== See also ==<br />
*[[ÜberCharge]]<br />
*[[Medic buddy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Medic]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=MONOCULUS_match-ups&diff=2403459MONOCULUS match-ups2019-03-25T18:44:01Z<p>MK38993: </p>
<hr />
<div>{{Quotation|'''The Scout''' to MONOCULUS|Blow THAT up, cyclops!"|sound=Scout_dominationdem02.wav}}<br />
<br />
{{Match-Up| forclass = MONOCULUS<br />
| scout-strategy = <br />
{{Info}}Playing as Scout allows you to evade [[MONOCULUS]]' attacks more easily than other classes due to your agility and ability to double and triple jump.<br />
<br />
{{Info}}Hit-and-run tactics are a necessity when attacking MONOCULUS.<br />
<br />
{{Info}}The Scout's agility, double and triple jumps allow him to enter into and survive the underworld with more ease than other classes.<br />
<br />
{{Pro}}[[Bonk! Atomic Punch]] will allow you to survive MONOCULUS' eyeball projectiles for a short time, and can use [[knock back]] to escape. <br />
<br />
{{Pro}}Because base damage is retained at all ranges when attacking MONOCULUS, the [[Scattergun]] will deal the most damage to it, provided you can move to around medium range to ensure you don't partially miss your shots.<br />
<br />
{{Pro}}The [[Pistol]] can be effective against MONOCULUS, as base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal.<br />
<br />
{{Pro}}The [[Shortstop]] allows you to deal a good amount of damage at medium-range because of its 100% increase in damage per pellet.<br />
<br />
{{Con}}Do not use [[Crit-a-Cola]] against MONOCULUS. Your attacks will deal no extra damage and will make it easier for MONOCULUS to kill you.<br />
<br />
{{Con}}The [[Sandman]] baseball and [[Fan O'War]] are ineffective against MONOCULUS, as it cannot be [[stun]]ned by baseballs or marked for death.<br />
<br />
{{Con}}The Scout's health is low enough that a single hit from MONOCULUS' projectiles will likely result in death.<br />
| soldier-strategy =<br />
{{Info}}[[Jumping#Soldier jumps|Rocket jumping]] is a viable method of evading MONOCULUS' projectiles.<br />
<br />
{{Info}}The Buff Banner, Battalion's Backup, and Concheror will charge on dealing damage to MONOCULUS.<br />
<br />
{{Pro}}A [[Kritzkrieg]] [[ÜberCharge]] will allow a skilled Soldier to make short work of MONOCULUS, as a pack of [[critical hits|critical]] rockets and [[Shotgun]] shells will take a large chunk of its health away.<br />
<br />
{{Pro}}The [[Direct Hit]] is probably the Soldier's best primary weapon to use against MONOCULUS. The projectiles are fast and do high damage, and MONOCULUS is large enough for you not to worry too much about missing it.<br />
<br />
{{Pro}}The Shotgun can be effective against MONOCULUS, as base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal.<br />
<br />
{{Con}}Charging MONOCULUS with the [[Equalizer]] at very low health will only be effective if MONOCULUS is stunned, as your crits will deal around 300 damage. Otherwise, it's a risky strategy.<br />
<br />
{{Con}}The [[Buff Banner]] will charge when doing damage to MONOCULUS, but MONOCULUS is not affected by mini-crits, so using it is not recommended.<br />
<br />
{{Con}}The [[Reserve Shooter]] will not mini-crit against MONOCULUS and is not recommended.<br />
<br />
{{Con}}The [[Black Box]] does not award health upon hitting MONOCULUS and is a considerable drawback when its reduced ammo is taken into account.<br />
| pyro-strategy =<br />
{{Info}}Because MONOCULUS does not suffer afterburn damage, using the Pyro against MONOCULUS is inadvisable. In addition, the Pyro's short range of effectiveness and MONOCULUS' resistance to [[Flamethrower]]s makes attacking head-on a very deadly prospect.<br />
<br />
{{Info}}A skilled Pyro may be able to effectively attack MONOCULUS by using [[compression blast|air blasts]] to reflect MONOCULUS's projectiles back at it. However, unless MONOCULUS is angry, these projectiles will travel slowly and will often miss their target.<br />
<br />
{{Pro}}The [[Backburner]] can be moderately effective if MONOCULUS is distracted.<br />
<br />
{{Pro}}The Shotgun can be effective against MONOCULUS, as base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal.<br />
<br />
{{Con}}The Reserve Shooter will not mini-crit against MONOCULUS and is not recommended.<br />
<br />
{{Con}}The [[Flare Gun]], the [[Detonator]], and the [[Scorch Shot]] are possibly some of the worst weapons to use against MONOCULUS, as he cannot catch on fire. Only the minimal flare impact damage will register.<br />
| demoman-strategy =<br />
{{Info}}It is possible to briefly dodge MONOCULUS' projectiles by charging with the [[Chargin' Targe]], the [[Splendid Screen]], or the [[Tide Turner]] in a single direction across open ground.<br />
<br />
{{Pro}}Direct hits with the [[Grenade Launcher]] or [[Loch-n-Load]] will cause large amounts of damage to MONOCULUS, so it is advisable to lead your shots slightly to ensure they connect. This strategy is especially effective with a Kritzkrieg ÜberCharge.<br />
<br />
{{Con}}Stickybombs are almost rendered completely ineffective against MONOCULUS, as it is generally flying too high or teleporting too quickly to set up a trap. However, a skilled Demoman may be able to arc his shot so it can be detonated to do max damage.<br />
<br />
{{Con}}Attempting the above strategy with the [[Scottish Resistance]] is extremely difficult due to the slower arming time of the bombs.<br />
<br />
{{Con}}Demoknights are not recommended, as they cannot effectively reach MONOCULUS unless it has been stunned or is near the ground.<br />
| heavy-strategy =<br />
{{Info}}The Heavy is one of the best classes to go head-on against MONOCULUS. Despite its resistance to Minigun bullets, any Minigun will shred the boss in a matter of seconds at short range, even without crits. <br />
<br />
{{Info}}Be aware that the Heavy has no real means of effectively dodging MONOCULUS' projectiles, but can withstand at least one direct hit from one. A Heavy can rely on the [[Gloves of Running Urgently]] to escape in such situations.<br />
<br />
{{Pro}}A Heavy/Medic pair can camp the control point while building up a Kritzkrieg ÜberCharge. The damage resulting from such an attack is usually enough to deal extremely high levels of damage to MONOCULUS. Be ready to escape though, as MONOCULUS will not only be angered, but it will make you both its primary target.<br />
<br />
{{Pro}}The [[Fists of Steel]] have some usability as a temporary distraction, since it significantly reduces damage taken by MONOCULUS' projectiles.<br />
<br />
{{Con}}The [[Buffalo Steak Sandvich]] is not recommended, since you will not be able to use your minigun.<br />
<br />
{{Con}}The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking MONOCULUS, so you can use the Shotgun effectively from further ranges than normal.<br />
<br />
{{Con}}The [[Brass Beast]], even with a Kritzkrieg ÜberCharge, is only recommended if MONOCULUS is already busy, as your extremely sluggish movement will make you an easy target for an angry MONOCULUS' projectiles.<br />
| engineer-strategy =<br />
{{Info}}Since MONOCULUS is not affected by knockback, the player should never rely on his Sentry to keep the monster away.<br />
<br />
{{Info}}MONOCULUS will attack anything within his range - this includes players and buildings. Keep in mind that [[Wrangler|wrangled]] [[Sentry Gun]]s can survive a few projectile hits, allowing you and your team to profit from the distraction. Don't rely on them too much, though; it only takes one or two rounds of MONOCULUS' projectiles to destroy an entire sentry nest.<br />
<br />
{{Pro}}Sentry Guns will target MONOCULUS even when it is outside their normal range.<br />
<br />
{{Pro}}Because Sentry Guns never deal critical hits, your Sentry Gun can be an effective way to deal damage to MONOCULUS without angering it. Use the Wrangler for maximum damage.<br />
<br />
{{Pro}}The Shotgun and Pistol can both be effective against MONOCULUS, as their base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal. <br />
<br />
{{Pro}}The [[Short Circuit]] is able to protect the Engineer by destroying MONOCULUS's projectiles.<br />
<br />
{{Con}}The [[Widowmaker]] does not return metal for damage done to MONOCULUS.<br />
| medic-strategy =<br />
{{Info}}Use your ÜberCharge on a teammate so they can attack MONOCULUS. While MONOCULUS will ignore invulnerable individuals for as long as possible, keep in mind that it will attempt to target you if you are in range.<br />
<br />
{{Info}}If you do not have an ÜberCharge ready, it is best advised to stay away and build one up.<br />
<br />
{{Info}}If using a Kritzkrieg ÜberCharge to attack MONOCULUS, be ready for a quick escape, as MONOCULUS will not only be angered, but it will make you and your buddy its primary targets.<br />
<br />
{{Info}}Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role.<br />
<br />
{{Pro}}The [[Crusader's Crossbow]] can be useful for quick heals, since it is largely ineffective against MONOCULUS at close range. It can also be marginally useful if you have good long distance aim to shoot MONOCULUS.<br />
<br />
{{Pro}}Kritzkrieg charges are normally risky against MONOCULUS, but combining it with a standard ÜberCharge on a strong class like a Heavy can result in very high levels of damage. The Kritzkrieg Medic should be careful, however, since they are vulnerable to damage from an angry MONOCULUS projectile, which can easily ruin this strategy.<br />
<br />
{{Con}}It is not very helpful to use the [[Quick-Fix]] against MONOCULUS. Its enhanced healing power will not be enough to survive MONOCULUS' deadly eyeball projectiles.<br />
<br />
{{Con}}An ÜberCharged pair can be rendered largely ineffective by a wandering [[ghost]]. <br />
| sniper-strategy =<br />
{{Info}}The basic [[Sniper Rifle]] has medium effectiveness against MONOCULUS, as headshots do not deal extra damage. However, charging shots is still worthwhile, as the damage will properly scale against MONOCULUS. The [[Machina]] will deal slightly more damage in this regard.<br />
<br />
{{Info}}The extra range that the Sniper class exhibits can allow the player to attack while far outside MONOCULUS' attack range. This, however, will make it more difficult to travel to the Underworld to acquire the [[Bombinomicon]].<br />
<br />
{{Pro}}The [[Sydney Sleeper]]'s faster charge rate makes it more useful than the standard Sniper Rifle, as MONOCULUS is immune to headshots.<br />
<br />
{{Con}}[[Jarate]] does not affect MONOCULUS, nor will the Sydney Sleeper provide Jarate coating effects.<br />
| spy-strategy =<br />
{{Info}}The [[Dead Ringer]]'s feign death ability will allow you to survive one hit per use, giving the Spy more survivability against MONOCULUS. <br />
<br />
{{Pro}}The [[Revolver]] and the [[Enforcer]] are the most viable weapons to use, although it should only be used against MONOCULUS if it is focused on another player.<br />
<br />
{{Con}}The Spy is rather ineffective against MONOCULUS, as [[Backstab]]s cannot be landed, and knives deal negligible damage otherwise. <br />
<br />
{{Con}}As with many other weapons, [[Your Eternal Reward]], [[Conniver's Kunai]], and the [[Big Earner]] will not grant bonuses upon attacking or killing MONOCULUS and should be avoided.<br />
}}<br />
<br />
== See also ==<br />
* [[MONOCULUS]]<br />
* [[Eyeaduct]]<br />
* [[Very Scary Halloween Special]]<br />
<br />
<br />
{{CommunityStrategyNav}}<br />
[[Category:Halloween]]<br />
[[Category:MONOCULUS]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403458Community Halloween maps strategy2019-03-25T18:35:15Z<p>MK38993: /* {{class link|Heavy}} */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* If a Scout is attacking you, shoot any pumpkin bombs near him.<br />
* Your slow speed makes it easier for enemies to detonate pumpkin bombs near you, so destroy or stay away from them.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a signature moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts take pre-programmed routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
* Listen for enemies getting stunned by ghosts - you may be able to reach them before they can recover.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Consider [[airblast|airblasting]] enemies towards ghosts to stun them.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Sniper}} ===<br />
* Scared enemies move slower and cannot attack, making them easier targets.<br />
<br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it more effectively than you are and is moving towards it.<br />
* If there are no teammates around, consider collecting any unclaimed Halloween pumpkins to prevent an enemy from using it.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after a Kritzkrieg [[ÜberCharge]] or [[Phlogistinator|Mmmph crit-boost]] is depleted). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since pumpkins drop semi-rarely, killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then approach an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
*While you have a crit-boost, all reflected projectiles become criticals. Use enemy rockets to clear out groups of enemies.<br />
<br />
=== {{class link|Demoman}} ===<br />
*You can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]]. However, they will be highly visible due to their critical glow, so try to launch them onto hard-to-see areas.<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins, and collecting them is generally unhelpful, as you already deal criticals on headshot. A better strategy is to scope in on a pumpkin and kill any enemies attempting to pick it up.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403457Community Halloween maps strategy2019-03-25T18:35:05Z<p>MK38993: /* {{class link|Heavy}} */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* If a Scout is attack you, shoot any pumpkin bombs near him.<br />
* Your slow speed makes it easier for enemies to detonate pumpkin bombs near you, so destroy or stay away from them.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a signature moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts take pre-programmed routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
* Listen for enemies getting stunned by ghosts - you may be able to reach them before they can recover.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Consider [[airblast|airblasting]] enemies towards ghosts to stun them.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Sniper}} ===<br />
* Scared enemies move slower and cannot attack, making them easier targets.<br />
<br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it more effectively than you are and is moving towards it.<br />
* If there are no teammates around, consider collecting any unclaimed Halloween pumpkins to prevent an enemy from using it.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after a Kritzkrieg [[ÜberCharge]] or [[Phlogistinator|Mmmph crit-boost]] is depleted). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since pumpkins drop semi-rarely, killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then approach an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
*While you have a crit-boost, all reflected projectiles become criticals. Use enemy rockets to clear out groups of enemies.<br />
<br />
=== {{class link|Demoman}} ===<br />
*You can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]]. However, they will be highly visible due to their critical glow, so try to launch them onto hard-to-see areas.<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins, and collecting them is generally unhelpful, as you already deal criticals on headshot. A better strategy is to scope in on a pumpkin and kill any enemies attempting to pick it up.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403456Community Halloween maps strategy2019-03-25T18:33:50Z<p>MK38993: /* 40px Ghosts */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* '''Dodge this!''': If a Scout is strafing you, shoot the pumpkin bomb the Scout forgot about.<br />
* Your slow speed makes it easier to hit you with a pumpkin bomb.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a signature moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts take pre-programmed routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
* Listen for enemies getting stunned by ghosts - you may be able to reach them before they can recover.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Consider [[airblast|airblasting]] enemies towards ghosts to stun them.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Sniper}} ===<br />
* Scared enemies move slower and cannot attack, making them easier targets.<br />
<br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it more effectively than you are and is moving towards it.<br />
* If there are no teammates around, consider collecting any unclaimed Halloween pumpkins to prevent an enemy from using it.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after a Kritzkrieg [[ÜberCharge]] or [[Phlogistinator|Mmmph crit-boost]] is depleted). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since pumpkins drop semi-rarely, killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then approach an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
*While you have a crit-boost, all reflected projectiles become criticals. Use enemy rockets to clear out groups of enemies.<br />
<br />
=== {{class link|Demoman}} ===<br />
*You can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]]. However, they will be highly visible due to their critical glow, so try to launch them onto hard-to-see areas.<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins, and collecting them is generally unhelpful, as you already deal criticals on headshot. A better strategy is to scope in on a pumpkin and kill any enemies attempting to pick it up.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403454Community Halloween maps strategy2019-03-25T18:28:12Z<p>MK38993: /* 40px Halloween pumpkins */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* '''Dodge this!''': If a Scout is strafing you, shoot the pumpkin bomb the Scout forgot about.<br />
* Your slow speed makes it easier to hit you with a pumpkin bomb.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a particular moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts ofter take programmed regular routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it more effectively than you are and is moving towards it.<br />
* If there are no teammates around, consider collecting any unclaimed Halloween pumpkins to prevent an enemy from using it.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after a Kritzkrieg [[ÜberCharge]] or [[Phlogistinator|Mmmph crit-boost]] is depleted). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since pumpkins drop semi-rarely, killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then approach an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
*While you have a crit-boost, all reflected projectiles become criticals. Use enemy rockets to clear out groups of enemies.<br />
<br />
=== {{class link|Demoman}} ===<br />
*You can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]]. However, they will be highly visible due to their critical glow, so try to launch them onto hard-to-see areas.<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins, and collecting them is generally unhelpful, as you already deal criticals on headshot. A better strategy is to scope in on a pumpkin and kill any enemies attempting to pick it up.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403452Community Halloween maps strategy2019-03-25T18:11:22Z<p>MK38993: /* {{class link|Sniper}} */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* '''Dodge this!''': If a Scout is strafing you, shoot the pumpkin bomb the Scout forgot about.<br />
* Your slow speed makes it easier to hit you with a pumpkin bomb.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a particular moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts ofter take programmed regular routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it better than you and is going for it.<br />
* On the other hand, pickup any unclaimed Halloween pumpkin to prevent an enemy from using it on you.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after an [[ÜberCharge]] or [[Phlogistinator|Mmmph]] is finished). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since candy drops sparsely, a player killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then having enough time to run to an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
<br />
=== {{class link|Demoman}} ===<br />
*If the pumpkin is collected as the Demoman, one can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]].<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins, and collecting them is generally unhelpful, as you already deal criticals on headshot. A better strategy is to scope in on a pumpkin and kill any enemies attempting to pick it up.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403451Community Halloween maps strategy2019-03-25T18:09:45Z<p>MK38993: /* {{class link|Spy}} */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* '''Dodge this!''': If a Scout is strafing you, shoot the pumpkin bomb the Scout forgot about.<br />
* Your slow speed makes it easier to hit you with a pumpkin bomb.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a particular moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts ofter take programmed regular routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it better than you and is going for it.<br />
* On the other hand, pickup any unclaimed Halloween pumpkin to prevent an enemy from using it on you.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after an [[ÜberCharge]] or [[Phlogistinator|Mmmph]] is finished). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since candy drops sparsely, a player killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then having enough time to run to an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
<br />
=== {{class link|Demoman}} ===<br />
*If the pumpkin is collected as the Demoman, one can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]].<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins and you are unadvised to collect it. A better strategy is to scope in on that area in order to try and catch someone on the enemy team in his/her sights while trying to get the pumpkin.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
** If you see an enemy attempting to pick up a pumpkin, consider collecting it immediately to deny them the crit-boost.<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Halloween_maps_strategy&diff=2403450Community Halloween maps strategy2019-03-25T18:08:14Z<p>MK38993: /* {{class link|Spy}} */</p>
<hr />
<div>{{Community strategy stub|any more stratagems would be appreciated}}<br />
{{Infobox<br />
| title = Community Halloween maps strategy<br />
| image = koth_harvest_event_mid.jpg<br />
| contents = The original ''Team Fortress 2'' Halloween map, [[Harvest Event]].<br />
| imagewidth = 300px<br />
}}<br />
<br />
This article is about '''Community Halloween maps strategy'''. It provides strategies for themed mechanics that appear on most or all [[Halloween map]]s. It refers to other separate strategy pages that deal with the various monsters that spawn on several of the Halloween maps.<br />
<br />
This article only covers the basic gameplay mechanics that are common on Halloween maps. <br />
{{TOC limit|1}}<br />
{{Anchor|Bosses}}<br />
== [[File:Merasmus.png|40px]] [[Boss|Bosses and Monsters]] ==<br />
:''For Community strategy articles available for monsters and bosses that appear on select Halloween maps, see:''<br />
:: '''''[[Horseless Headless Horsemann]]''' : [[Horseless Headless Horsemann match-ups]]''<br />
::: ''[[Community Mann Manor strategy]] ''<br />
:: '''''[[Merasmus]]''' : [[Merasmus match-ups]]''<br />
::: ''Truce: [[Community Ghost Fort strategy]]''<br />
::: ''No Truce: [[Community Brimstone strategy#General Merasmus Strategy]]''<br />
:: '''''[[MONOCULUS]]''' : [[MONOCULUS match-ups]]''<br />
::: ''Truce: [[Community Eyeaduct strategy]] ''<br />
::: ''No Truce: [[Community Brimstone strategy#General MONOCULUS Strategy]]''<br />
:: '''''[[Skeletons]]''' : ''<br />
::: ''[[Community Skeletons strategy]]''<br />
<br />
{{Anchor|Pumpkin bombs}}<br />
== [[File:Pumpkinbomb.png|40px]] [[Pumpkin bomb]]s ==<br />
Pumpkin bombs are explosive traps that spawn and respawn randomly in several pre-defined locations around Halloween maps. They explode when damaged or hit by projectiles and so they can be used to attack and kill players close to a pumpkin bomb. Generally, they can only damage the enemy of the player that detonates one, as well as the detonating player, if too close.<br />
<br />
* Be wary of straying too near to pumpkin bombs, as enemies may use them to injure you. <br />
* Similarly, shoot pumpkin bombs yourself to harm enemies near them.<br />
* To detonate a pumpkin bomb, one simply attacks it at any effective range of the particular attack. Remember, one bullet, one pellet, one flame particle, one melee swing, one projectile, or one remote explosion is all that is required.<br />
* Pumpkin bombs can be used as a means for sneak attacks. Wait at a distance from the pumpkin bomb, and when an enemy passes near it, shoot the pumpkin bomb to detonate it, from clear across the map even, if within the range limit of the weapon.<br />
* These pumpkins can also be used in Kamikaze attacks when needed. When in close range of both the enemy and the pumpkin, attack the pumpkin for a swift and lethal explosion.<br />
* Pumpkin bombs can also be used by all classes for [[Jumping#Pumpkin jump|Jumping]].<br />
<br />
=== {{class link|Pyro}} ===<br />
* Take care when ambushing the enemy with your Flamethrower when there are pumpkin bombs about. They are very easily detonated by the flame particles and you are usually within range of the explosion when you trigger it.<br />
<br />
=== {{class link|Heavy}} ===<br />
* '''Dodge this!''': If a Scout is strafing you, shoot the pumpkin bomb the Scout forgot about.<br />
* Your slow speed makes it easier to hit you with a pumpkin bomb.<br />
<br />
=== {{class link|Engineer}} ===<br />
* Don't nest close to where a pumpkin bomb spawns. Learn where the pumpkin bombs spawn; a spawn location may be empty when you start {{botignore|building}}, but will spawn a bomb after you have finished.<br />
<br />
=== {{class link|Demoman}} ===<br />
* Pumpkin bombs can be incorporated into a Sticky trap to deal more damage with fewer Stickies.<br />
** Just don't hit the pumpkin bomb with one of your Stickies when laying the trap.<br />
** Stand far enough back to not get hit by the explosion in case you do hit it.<br />
* Lay a single Sticky Bomb next to a pumpkin bomb to setup a remote trigger for the pumpkin.<br />
** If you like the [[Scottish Resistance]], you can set up several remote-trigger pumpkin bombs.<br />
<br />
=== {{class link|Medic}} ===<br />
* Keep an eye out and stay away from pumpkin bombs in case enemies try to use them against you. Even when you are staying far back from the enemy, weapons that can barely damage you at that range can still easily set off a pumpkin bomb.<br />
<br />
=== {{class link|Sniper}} ===<br />
* Don't camp next to a pumpkin bomb; the nearby pumpkin bomb effectively gives enemies with Shotguns, Scatterguns, Pistols, and Mini Guns the power to one-shot kill you, and they don't even need to see you to kill you when they shoot it. <br />
* You can easily shoot pumpkin bomb near distant enemies, without charging, dealing enough damage to instantly kill a weaker class, even if the target player is hiding from you around a corner.<br />
<br />
=== {{class link|Spy}} ===<br />
* With Cloaking or Disguise, you can sneak behind enemy lines and shoot pumpkin bombs from there.<br />
* Don't hide Cloaked next to a pumpkin bomb; players tend to shoot them just to clear them out.<br />
* A pumpkin bomb shot by your [[Revolver|Revolver]] can do much more damage than your Revolver alone.<br />
* If any Engineer carelessly builds next to a pumpkin bomb, you can shoot it and instantly kill the Engineer, leaving his buildings for your taking. Remember to disguise before approaching the Sentry Gun.<br />
<br />
<br />
; Maps with Pumpkin bombs<br />
* All [[Halloween maps]] (except [[Monster Bash]] and Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
* [[Cursed Cove]] has very similar [[Environmental death#Explosive barrels|Explosive barrels]]<br />
<br />
{{Anchor|Ghosts}}<br />
<br />
== [[File:Zepheniah Ghost.png|40px]] [[Ghost]]s ==<br />
Ghosts are a mechanic specific to some Halloween maps. Ghosts [[Stun|scare]] any player that gets too close.<br />
<br />
* The tactical effect of a Ghost's scare is to temporarily slow players and prevent them from attacking.<br />
** Ghosts have a negative effect on your team when they scare you or cause you to leave or avoid an otherwise tactical position, on the other hand they can scare the enemy, briefly making them less of a threat, either helping you to escape or to attack them with impunity. <br />
* Certain cues help you to know where a Ghost is, to avoid or exploit.<br />
** Ghosts have a particular moan that can be heard rooms away.<br />
** On most maps, rooms darken as a Ghost enters and passes, thus you can locate Ghost without being in the same room.<br />
** A frightened scream cues you that a nearby enemy is defenseless.<br />
* Ghosts ofter take programmed regular routes, so it is possible to learn where they appear and the paths they follow.<br />
* Respawned players are usually in a hurry to get back into the action and so tend to push through rooms in doorways blocked by ghosts.<br />
** Follow ghosts heading into doorways and narrow rooms in the direction of the enemy Spawn. (This happens often on [[Eyeaduct]].)<br />
<br />
=== {{class link|Scout}} ===<br />
* The effects of [[Bonk! Atomic Punch]] make you immune to being scared by Ghosts (or by the [[Horseless Headless Horsemann]]).<br />
<br />
=== {{class link|Engineer}} ===<br />
* Avoid building where Ghosts can scare you.<br />
<br />
=== {{class link|Medic}} ===<br />
* A Ghost scaring you will break your [[Medi Gun]] beam, stopping your healing and your active ÜberCharge. <br />
<br />
=== {{class link|Spy}} ===<br />
* A Ghost's scare will expose your Cloaked position to the enemy.<br />
* Watch for Sentry Guns placed where the Engineer can be scared.<br />
** Watch for any Ghost approaching a nest; Sap the Sentry Gun the moment the Engineer is scared.<br />
<br />
<br />
; Maps with Ghost(s)<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Eyeaduct]]<br />
* [[Gravestone]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Moonshine Event]]<br />
* [[Slasher]]<br />
<br />
<br />
{{Anchor|Halloween pumpkins}}<br />
== [[File:Pumpkin.png|40px]] [[Halloween pumpkin]]s ==<br />
All year long, Halloween pumpkins (Candy Pumpkins or Crumpkins) have a random chance of dropping when players are killed on a Halloween map (excluding MvM). When picked up, a Halloween pumpkin refills [[ammo]] and grants 3.2 seconds of [[Critical hits#Crit boost|crit boost]] to the player who picked it up.<br />
<br />
* Halloween pumpkins trigger a particular sound cue when dropped, which can remind you to look around for it if you are in a close fight.<br />
* Don't pick up a Halloween pumpkin if another nearby teammate can use it better than you and is going for it.<br />
* On the other hand, pickup any unclaimed Halloween pumpkin to prevent an enemy from using it on you.<br />
* Wait to pick them up after any other boost effect you have has worn off (e.g., after an [[ÜberCharge]] or [[Phlogistinator|Mmmph]] is finished). <br />
*Close range classes such as the [[Pyro]] and [[Spy]] are usually able to pick up their own pumpkins shortly after killing their targets. This is because they are closer to their targets than longer range classes, such as the [[Sniper]].<br />
*Since candy drops sparsely, a player killing someone and hoping for a Crit boost is not an advisable strategy for fending off a push.<br />
<br />
=== {{class link|Scout}} ===<br />
*The [[Scout]] is a particularly effective class to play when aiming to collect pumpkins, as the Scout is faster and so will cover areas faster, having a significantly better chance of beating other players to pumpkins, and then having enough time to run to an enemy and utilize the power-up.<br />
<br />
=== {{class link|Heavy}} ===<br />
* The delay of your Minigun spin up wastes most of the short-lived crit-boost.<br />
** Arm with a [[Shotgun]] or [[Melee]] weapon before you pick up the pumpkin.<br />
** Alternately, spin up just before you pick it up.<br />
* Ammo management is essential to defending a point; use the Candy Pumpkin drops if you can reach them for a complete refill.<br />
<br />
=== {{class link|Pyro}} ===<br />
* Listen and watch for the signs of a Candy Pumpkin dropping when you are ambushing, picking one up that drops as you are ambushing can greatly increase the impact of your attack.<br />
** Wait until any [[Phlogistinator]] charge has worn off or you have run out of [[Backburner]] back targets.<br />
<br />
=== {{class link|Demoman}} ===<br />
*If the pumpkin is collected as the Demoman, one can use the critical boost to pepper an area with critical [[Stickybomb Launcher|stickybombs]].<br />
<br />
=== {{class link|Sniper}} ===<br />
*As a Sniper, you are usually far away from dropped pumpkins and you are unadvised to collect it. A better strategy is to scope in on that area in order to try and catch someone on the enemy team in his/her sights while trying to get the pumpkin.<br />
<br />
=== {{class link|Spy}} ===<br />
* Picking up a Halloween pumpkin can expose your Cloaked position to the enemy.<br />
* However, if you are already in an open fight, picking one up could give you a couple of {{botignore|heavy}} shots from your Pistol or give you a real boost in a knife fight.<br />
* Wait until your uncloak has completed before picking up the pumpkin.<br />
<br />
<br />
; Maps with Halloween pumpkins<br />
* All [[Halloween maps]] (except Halloween-themed MVM maps, e.g., [[Ghost Town]])<br />
<br />
{{Anchor|Magic spells}}<br />
== [[File:Spellbook Pickup.png|40px]] [[Magic spells]] ==<br />
Magic Spells appear on certain Halloween maps. Players that have a [[Spell Book]] equipped can pick up Magic Spells that grant them limited-use special attacks or effects.<br />
* Magic Spells, especially Rare Magic Spells, have spawning and access rules that are particular to each map; see the [[Community strategy]] page for each Halloween map for specific information about the Magic Spells on that map.<br />
* Rare Magic Spells are generally strong enough to be comparable to the impact of an ÜberCharge, possibly breaking a nest or a push.<br />
** Accordingly, they are either in limited supply (do not respawn) or are in restricted areas of the map.<br />
** On each Halloween map, learn the distribution of Rare Magic Spells and consider how to prevent the enemy from getting them first.<br />
<br />
<br />
; Maps with Magic Spells<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Carnival of Carnage]]<br />
* [[Gravestone]]<br />
* [[Hellstone]]<br />
* [[Helltower]]<br />
* [[Monster Bash]]<br />
* [[Moonshine Event]]<br />
* [[Pit of Death]]<br />
* [[Slasher]]<br />
<br />
{{Anchor|Soul Gargoyles}}<br />
== [[File:Gargoyle Ghost.png|40px]] [[Soul Gargoyle]]s ==<br />
Soul Gargoyles are a mechanic specific to certain Halloween maps. Soul Gargoyles have no benefit to game objectives; rather, they can be considered a general distraction to the team. Moreover, Soul Gargoyles only "count" during Halloween events, when their effects can count towards the item's rank, towards [[Scoreboard]] and Casual mode ranking, and towards certain Achievements or [[Halloween Contracts]] (Merasmissions). Picking up a Soul Gargoyle adds 10 Contract Points to the Primary Objective of the active Halloween Contract. The rest of the year, all the Soul Gargoyle has to offer is the sport of hunting for it. <br />
<br />
If you want to pick up a Soul Gargoyle when [[Merasmus]] announces it:<br />
* First, figure out whether it is in your team's territory or not.<br />
* As you figure out where the Soul Gargoyle is (or isn't) you can change class as necessary to go out and pick it up.<br />
** If the Soul Gargoyle is in your team's territory, you might have no need to change a faster or sneakier class. <br />
* If you are killed when you are hunting a Soul Gargoyle: <br />
** First, viewing the [[Death cam]], look behind the player that killed you for any glimpse. <br />
** Failing that, watch the [[Team#Spectate|spectation]] for glimpses of the Soul Gargoyle, using the mouse to sweep your view all around and using your fire buttons to switch between teammates, particularly focusing on your Scouts and Spies that are behind enemy lines. <br />
** After you Respawn, sweep the areas between your Spawn and the active battle.<br />
<br />
=== {{class link|Scout}} ===<br />
* Naturally, Scouts can cover the most ground to search for and pick up the Soul Gargoyle and return to the fight as quickly as possible.<br />
* [[Bonk! Atomic Punch]] can help you run through the enemy to pick up the Soul Gargoyle.<br />
<br />
=== {{class link|Spy}} ===<br />
* Disguised or [[Cloak and Dagger]] Spies are a choice for picking up Soul Gargoyles in enemy territory. Sneak in and pick up the Soul Gargoyle without enemies noticing.<br />
<br />
<br />
; Maps with Soul Gargoyles<br />
* [[Carnival of Carnage]]<br />
* [[Eyeaduct]]<br />
* [[Ghost Fort]]<br />
* [[Harvest Event]]<br />
* [[Helltower]]<br />
* [[Mann Manor]]<br />
* [[Maple Ridge Event]]<br />
* [[Moonshine Event]]<br />
<br />
[[Category:Halloween maps]]<br />
[[Category:Halloween maps articles]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Sudden_Death&diff=2403411Sudden Death2019-03-25T15:05:52Z<p>MK38993: /* Standard */</p>
<hr />
<div>[[Image:suddendeath.png|right|thumb|360px|Sudden Death on [[Granary (Control Point)|Granary]].]]<br />
<br />
{{Quotation|'''The Administrator''' |You've failed. Prepare for sudden death!|sound=Your_team_suddendeath.wav}}<br />
<br />
'''Sudden Death''' is a mode activated if a map's timer runs out without either team achieving their winning conditions. Sudden Death is a server-side CVAR (console variable.)<br />
<br />
Like normal rounds, Sudden Death still has a time limit; however, there are several restrictions designed to hasten the game's conclusion. Players do not [[respawn]] when they are killed and [[Engineer]] [[building]]s are instantly destroyed if their owner dies. [[Health]] kits and [[Respawn#Resupply|resupply lockers]] are also unavailable, meaning the only sources of healing are from [[Medic]]s, [[Dispenser]]s, or weapons with healing effects.<br />
<br />
At the beginning of the Sudden Death period, you may still re-select your class as long as you have not left the spawn room yet. If you leave the spawn room and then choose a new class, you will die if the option "Suicide upon class change" is checked and have to wait until the next map starts to play again. <br />
<br />
There are several other types of Sudden Death, and the type played depends on server variables:<br />
<br />
*Single class: Every player is the same class and cannot switch. <br />
<br />
*Melee-only: Only melee type and Invisibility watches may be used.<br />
<br />
*Melee-only single class: Only melee type and special weapons may be used, and every player is the same class.<br />
<br />
Unlike normal rounds, you can win in one of two ways. You can win either by completing the original objectives (capturing the Intelligence, capturing the control points, etc.) or by killing all the enemy players. If neither happens before time runs out, the match ends in a [[stalemate]].<br />
<br />
==Tactics==<br />
===Standard===<br />
*Before leaving the spawn room, take a moment to evaluate and possibly change your current loadout. Some weapons, like the [[Vita-Saw]], may have no benefits in sudden death rounds.<br />
<br />
*Stick together, especially if your team has Medics. A group of players is much more difficult to wipe out than individuals.<br />
<br />
*Protect your Medics and Engineers, as they are your only source of health, save for a convenient [[Sandvich]]. <br />
<br />
*Seek out and destroy lone players with your teammates to slowly reduce the number of enemy players.<br />
<br />
*Play defensively when you have no Medic support, as every lost health point cannot be earned back.<br />
<br />
*Engineers should build Dispensers before anything else, to provide health for teammates and metal for other buildings.<br />
<br />
===Melee-only===<br />
*As with Standard play, stick together! The lack of splash damage with melee weapons means that bunching up is a good tactic, allowing for multiple hits against opponents. <br />
<br />
*Regular melee tactics apply; try to feint and dodge your opponents' attacks, landing your own hits when they cannot attack back. <br />
<br />
*Engineers cannot build Dispensers and Medics cannot heal you (unless they use the [[Medicating Melody|Amputator taunt]]), so every health point is precious. Play defensively and attempt to ambush your opponents.<br />
<br />
*[[Demoman|Demomen]] with the [[Chargin' Targe]] or [[Splendid Screen]] are very dangerous, as a guaranteed crit can easily kill many classes in one hit, especially if they are using the [[Scotsman's Skullcutter]] or [[Ullapool Caber]].<br />
<br />
*The [[Spy]] is particularly dangerous with his [[backstabs]]; attempt to get behind the enemy and try not to get cornered. If all else fails, going for a lucky backstab, or {{botignore|[[cloak]]ing}} and running away is better than simply slashing their face.<br />
<br />
*Sticking close to any Medics carrying the [[Amputator]] is generally a good way to stay healthy in Sudden Death, where health is very scarce. A Medic will become defenseless upon playing their Medicating Melody, requiring protection from other players so that he is not attacked and killed.<br />
<br />
== Update history ==<br />
{{Update history | '''{{Patch name|9|26|2007}}'''<br />
* When a round finishes, if there are less than 5 minutes left on the time limit, the server now goes ahead and switches level right away, instead of going into Sudden death. <br />
<br />
'''{{Patch name|10|8|2007}}'''<br />
* At map time limit, Sudden death now only kicks in if teams are drawn.<br />
* Sudden death only starts in [[Capture the Flag|CTF]] mode if both flags are at home.<br />
<br />
'''{{Patch name|10|25|2007}}'''<br />
* Engineer buildings now explode when the Engineer dies during sudden death.<br />
<br />
'''{{Patch name|12|20|2007}}'''<br />
* Sudden death mode is now a server option (a convar) and defaults to OFF <br />
<br />
'''{{Patch name|1|25|2008}}'''<br />
* Fixed <tt>mp_stalemate_enable</tt> not preventing Sudden death mode on some maps.<br />
<br />
'''{{Patch name|2|28|2008}}'''<br />
* Fixed [[Badlands (Control Point)|Badlands]] never having Sudden death triggered.<br />
<br />
'''{{Patch name|3|1|2008|xbox}}'''<br />
* When an Engineer dies in sudden death, his buildings explode. <br />
<br />
'''{{Patch name|3|6|2008}}'''<br />
* Fixed Sudden Death "seconds have passed" string not including the number of seconds that have passed.<br />
<br />
'''{{Patch name|3|20|2008}}'''<br />
* Added mp_stalemate_at_timelimit ConVar for server admin to allow Sudden Death when mp_timelimit hits on non-Valve maps.<br />
<br />
'''{{Patch name|4|1|2008}}'''<br />
* Fixed scoring bug during Sudden Death when the map timelimit is triggered.<br />
<br />
'''{{Patch name|7|24|2013}}'''<br />
* Fixed a server crash when entering Sudden Death mode with only melee weapons.}}<br />
<br />
== See also ==<br />
* [[Match outcomes]]<br />
<br />
[[Category:Gameplay]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Friendly_fire&diff=2403408Friendly fire2019-03-25T14:56:09Z<p>MK38993: </p>
<hr />
<div>{{hatnote|For the Campaign co-op feature that allows players to help friends complete Contracts, see [[Friendly-Fire]].}}<br />
{{Quotation|'''The BLU Soldier''' on one of the hazards of friendly fire|Watch, he'll turn red any second now...<br />
<br />
Any second now... }}<br />
[[Image:Friendly_Fire.png|300px|right|"Stupid! Stupid! Stupid!"]]<br />
'''Friendly fire''' is used to describe a situation in which a player can damage or even kill a teammate. <br />
<br />
The ability to inflict friendly damage was originally an option available to [[servers]] during the Team Fortress 2 beta. Overall, this made setting up an [[ÜberCharge]] quicker and assisted [[Spy|Spies]], as it discouraged [[Spy checking]]. Valve removed the feature upon release as it was known to cause errors within the game's code and harbor potential for [[griefing]]. The low focus on accurate shooting also meant that friendly fire could become an impediment if several [[class]]es attempted to cooperate with one another.<br />
<br />
Full friendly fire is still available as a server option, but is rarely used in standard play. Because the feature has remained relatively unchanged since the beta, there are several unexpected situations that are covered below. Killing an ally will reduce the player's Kill statistic, but still reward a scoreboard point.<br />
<br />
On some servers friendly fire is temporarily enabled for various reasons, such as while waiting for enough players to join, after the round ends, and during [[Match outcomes#Stalemate|Stalemate]].<br />
<br />
== Console option ==<br />
{{see also|List of useful console commands}}<br />
<br />
* <code>'''mp_friendlyfire''' 0/1</code><br />
<br />
== In regular play ==<br />
* If a [[Medic]] is healing an enemy Spy that kills a teammate or destroys a building, the Medic will receive an assist as if he were on the Spy's team.<br />
* If a player kills an enemy who is then [[Team balance|autobalanced]] to the other team, the kill feed will report the death as it were a team kill.<br />
** In [[Casual Mode]] players are not autobalanced due to a change in the [[Quickplay]] programming implemented during the [[Meet Your Match Update]].<br />
<br />
== Special scenarios ==<br />
=== General ===<br />
* It is impossible to damage or destroy an allied [[building]].<br />
* Certain [[taunts]] that use a weapon capable of friendly fire, including [[Kamikaze]], [[Hadouken]], and [[Fencing]], can damage all allies in the area of the taunt.<br />
* [[Critical hits]] and [[mini-crits]] are still in effect. Most weapons which have special conditions to crit, such as the [[Ambassador]] or [[Bushwacka]], will also continue to work properly.<br />
<br />
=== Scout ===<br />
* [[Mad Milk]] will not affect teammates negatively.<br />
* The [[Flying Guillotine]] will not damage allies.<br />
* The [[Sandman]]'s ball will not damage or slow allies.<br />
* The [[Fan O'War]] will not mark allies for death.<br />
* The [[Wrap Assassin]]'s bauble will damage teammates but not apply bleed.<br />
<br />
=== Soldier ===<br />
* For about the first 128 Hammer Units of their flight, [[Rockets]] will pass through allies but deal splash damage from the resulting explosions.<br />
* The [[Righteous Bison]], which uses bundles of flame particles to simulate projectiles, does not damage teammates.<br />
* The [[Mantreads]] will not damage teammates.<br />
<br />
=== Pyro ===<br />
* [[Flamethrower]]s will not ignite or damage teammates, and [[airblast]] will not affect teammates either.<br />
* For about the first 300 Hammer Units of their flight, flares from the [[Flare Gun]], [[Detonator]], and [[Scorch Shot]] will pass through burning teammates, but the Detonator and Scorch Shot will deal splash damage from the resulting explosions and still set teammates on fire.<br />
* The [[Manmelter]] will not ignite or damage teammates.<br />
<br />
=== Demoman ===<br />
* For about the first 128 Hammer Units of their flight, Grenades and Stickybombs will pass through allies but deal splash damage from the resulting explosions.<br />
* The [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] will not damage allies.<br />
* The [[Ullapool Caber]] will deal melee damage to allies but will not explode on hitting an ally.<br />
<br />
=== Heavy ===<br />
* The [[Huo-Long Heater]]'s fire ring will not ignite or damage teammates.<br />
<br />
=== Engineer ===<br />
* For about the first 300 Hammer Units of their flight, level 3 [[Sentry Gun]] rockets will pass through teammates but deal splash damage from the resulting explosions.<br />
* The [[Pomson 6000]] does not drain [[Ubercharge]] or [[Cloak]] from friendly Medics or Spies.<br />
* The [[Short Circuit]]'s primary fire attack will damage teammates, but its alt-fire attack will not.<br />
<br />
=== Sniper ===<br />
* Primary weapons will not damage teammates.<br />
* Jarate will not affect teammates negatively.<br />
<br />
=== Spy ===<br />
* It is impossible to [[backstab]] teammates or sap allied buildings.<br />
<br />
== Gallery ==<br />
=== Examples ===<br />
A [[Heavy]] killing a [[Scout]] on his team with friendly fire enabled.<br />
{{kill notice|width=40%|extend=yes|weapon=minigun|killer=Heavy|victim=Scout|friendlyfire=RED}}<br />
<br /><br />
A [[Medic]] getting an assist for healing an enemy [[Spy]] that backstabbed a [[Sniper]].<br />
{{kill notice|width=40%|extend=yes|weapon=backstab|killer=Spy|assister=BLU Medic|victim=Sniper|friendlyfire=RED}}<br />
<br />
== See also ==<br />
* [[Damage]]<br />
<br />
[[Category:Gameplay]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Pyro_strategy&diff=2394402Community Pyro strategy2019-02-14T20:45:29Z<p>MK38993: Updated Axtinguisher tips, shifted tone of article to be more formal</p>
<hr />
<div><br />
[[File:Pyroblows.png|250px|right|Technique|Mphawaawhh!]]<br />
<br />
{{Quotation|'''The Pyro''' on strategizing|Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}<br />
<br />
The [[Pyro]] is a class whose combat strategies revolve around close-range combat. The Pyro's [[Flamethrower]] can dish out huge amounts of damage at close range, while the resultant [[afterburn]] can cause panic among enemies by slowly sapping their health. In conjunction with the [[Shotgun]], the Pyro is effective for eliminating unaware targets at point blank, though comparatively weaker at ranged combat even while equipping weapons such as the [[Flare Gun]]. Despite being categorized as an [[Offensive]] class, the Pyro is not restricted in support tools: the Flamethrower's [[compression blast]] can also alter the flow of gameplay, being able push back enemies (even [[ÜberCharge|ÜberCharged]] enemies, except for those under [[Quick-Fix]] ÜberCharge), deflect or move projectiles, and extinguish teammates on fire. A good Pyro will constantly switch between both offensive and support play, protecting the team from projectiles and fire, while working to find opportunities to enter enemy territory and set them ablaze.<br />
{{TOC limit|limit=3}}<br />
==Quick tips==<br />
* As a general rule, [[Glossary of player terms#W+M1|simply charging forwards]] can easily get you killed, especially if your enemy notices you first. Find alternate routes to catch opponents off-guard, as your Flamethrower has limited range and works best when opponents don't notice you until it's too late.<br />
<br />
* [[Afterburn]] can be very distracting and can force weaker classes to retreat from the battle for a while to find a health pack.<br />
** Used your ranged [[Flare Gun|Flare Guns]] to set [[Snipers]] on fire and throw off their aim, or force [[Scouts]] to fall back.<br />
<br />
* Always [[spycheck]] for your team. Your flames will instantly expose [[cloak]]ed [[Spies]], preventing them from remaining unnoticed. Regularly shoot flames around your teammates, just in case.<br />
<br />
* Stay away from [[water]] and open areas, which is where you are the weakest. If you can't avoid them, wait to follow another friendly player.<br />
** The former tip on avoiding water can be disregarded somewhat if you use the [[Neon Annihilator]]; however, it is only effective at melee range, making reliance on it somewhat questionable.<br />
** You can use your Flamethrower to attack people that are above a body of water, but depending on the depth of the water, they may be extinguished instantly, making Flamethrower or Flare Gun tactics ineffective. Consider using your Shotgun in such situations.<br />
<br />
* Your [[compression blast]] is extremely useful. Save it for the right situations, such as forcibly re-positioning enemies that are [[ÜberCharge|ÜberCharged]], if you intend to follow up with your Shotgun, Reserve Shooter, or Flare Gun, or if you need to escape.<br />
** Pushing enemies to their left and right usually works better than forward or back. If an enemy gets pushed forward or back, they can still walk forwards to deal with you. However, there are exceptions (such as distracted enemies).<br />
<br />
* You are immune to the afterburn of other Pyros (unless you're covered in the liquid from the [[Gas Passer]]), but not the initial damage of their Flamethrower and Flare Gun. Using your Shotgun will let you fight other Pyros at a distance where their Flamethrower cannot reach. <br />
** If the other Pyro has a Flamethrower that is disadvantaged in airblasting (such as the [[Phlogistinator]]), you can use your compression blast to disorient them; they usually won't be able to counter you as easily. They can still hurt you with their secondary weapons, so being mindful of what your enemy has equipped will give you a better idea of how to fight them.<br />
** While fighting enemy Pyros, run backward if you are using the Flamethrower. You will receive less damage while dealing more to your opponent, since the enemy Pyro will be running straight into your flames while you run away from theirs. The aforementioned strategy is also helpful for luring them into your base and letting your teammates finish them off.<br />
<br />
* Your afterburn decreases [[Medi Gun]] healing and shield abilities by 20%, allowing you to be an even bigger nuisance to teams that have Medics. If your teammates are fighting a Medic and his teammate, igniting the patient will give your team the upper hand.<br />
<br />
== General ==<br />
* Playing Pyro requires a different mindset than other classes. You tend to be weak at direct attacks; you will lose to most other classes if they have time to react. If you catch the enemy by surprise, however, you can be the most dangerous class in the game.<br />
** As such, always try to ambush the enemy. Learn the maps and use flanking routes rather than main ones. Several of your weapons can help open up more routes, such as the [[Detonator]] and [[Thermal Thruster]] with their respective [[jumping#Flare jump|jumps]].<br />
<br />
* While your playstyle can be risky, the Pyro's attributes are designed to help you. The Pyro class has the overall best health-to-speed ratio in the game, meaning you can get to the fight easily while being durable enough to survive most close-range encounters or run away if needed.<br />
<br />
* Be aware of how the game treats your Flamethrower's flames.<br />
** Flames have a "lifetime"; upon firing a puff, your flames will hang in the air for a moment, which can set enemies on fire even while you aren't actively firing. This is most useful for catching enemy [[Spies]].<br />
** Due to this lingering property, walking forwards and firing will actually give you '''less''' range than normal, while walking back and flaming will make it more likely to hit an opponent, since you will leave a temporary trail of fire. This may allow Spies to backstab you, however.<br />
** Since flames take a while to reach their target, a burst of flame may not hit an actively moving opponent if they are at maximum Flamethrower distance. Lead your target at medium range.<br />
<br />
* Any enemy hit by your flames (other than the [[Degreaser|Degreaser’s]] fire) will suffer moderately damaging [[afterburn]], except other Pyros, who are immune to afterburn. This means you can use hit-and-run tactics by lighting a target on fire and then escaping to either weaken them up for your teammates, or simply let them burn to death over time.<br />
* Enemies that have been damaged sufficiently by fire can usually be finished off with the Shotgun. The sounds produced by an ignited enemy can help you track them down more easily if you have lost a line of sight to them.<br />
** Weaker classes like [[Scouts]] tend to flee when they are on fire. Light them up and quickly follow up with the Shotgun. This is often enough to kill them, as afterburn deals up to 60 damage - nearly half of their health.<br />
** Because other classes such as [[Medic|Medics]] and [[Sniper|Snipers]] lack efficient close-combat skills, they are the easiest to ignite and finish off with an ambush attack. While you are less effective against bulkier targets since they stand a higher chance of surviving the full damage of your afterburn, they may be damaged sufficiently for your teammates to finish off.<br />
* Despite the potential of afterburn, there are many ways to put it out, such as [[water]] and [[health]] sources like [[Dispensers]]. Do not rely on afterburn to finish opponents off all the time.<br />
** If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.<br />
<br />
* You are the best class for [[Spychecking]]. Fire instantly negates a Spy's [[cloak]], making him easy pickings for you and your team. Due to your decent ammo pool, always fire flames around your teammates to expose any Spies who may be trying to find opportunities to [[backstab]] any friendlies.<br />
** Note that the [[Dead Ringer]] will grant a Spy immunity to afterburn and up to 65% damage resistance during its initial 3 seconds, though you will still be able to see his silhouette if you keep attacking him. If you can predict his movements, you can kill him before he can uncloak again; if not, try to catch him off-guard the next time he approaches.<br />
** Also stay alert if a Spy is using the [[Spy-cicle]] because when you ignite him, the flames will be extinguished immediately and he will gain 10 seconds of afterburn immunity. However, there will be a loud ''hissing'' sound as the Spy-cicle melts, and the Spy only will recieve 1 second of fire immunity. Be ready to chase him down before he can escape.<br />
<br />
* Your primary weapons passively reduce the effectiveness of healing and shield effects on your current target; a Soldier (or any other class except another Pyro) being burned by you while ''also'' being healed by a Medic will only get 75% of the healing he would usually gain. As such, you can sometimes support your team just by igniting enemies; in a pocket-vs-pocket battle, this may be the difference between a win or loss.<br />
<br />
* Your most powerful tool is arguably your [[compression blast]]. Use it generously to support teammates by deflecting enemy projectiles or extinguishing burning teammates, or to set up a combo attack.<br />
** The compression blast can knock opponents around. Take every opportunity to light the enemy up first so they take afterburn damage while you are pushing them, and to make it harder for them to aim.<br />
<br />
* Your array of weapons suffer the most at range compared to the rest of the mercenaries, so stay away from open areas. Snipers and Heavies are your biggest counter classes, as the former can pick you off easily and the latter easily outdamages you. In this case, it may be useful to equip the Flare Gun to wear them down at a distance.<br />
** While you can take down Sentry Guns very quickly, it will be difficult to get in range without dying. Depending on the situation, it may be more viable to let other classes like the Soldier or Demoman take care of the Sentries.<br />
<br />
== [[Compression blast]] ==<br />
[[Image:Hot_potato.png|right|100px|thumb|Your compression blast is an extremely useful tool for protecting teammates and positioning targets. Use it well.]]<br />
<br />
* The Flamethrower's compression blast (or airblast) is one of your defining features. It allows a Pyro to fulfill a number of roles, from extinguishing teammates, forcibly moving opponents, or reflecting projectiles.<br />
<br />
* A single compression blast costs 20 ammo for the Flamethrower and [[Rainblower]], 25 for the [[Degreaser]], and 50 for the [[Backburner]]. Be sure to keep track of your ammunition, as spamming your compression blast will easily leave you without ammunition.<br />
** Note that the [[Phlogistinator]] cannot airblast at all, which can be a huge disadvantage in some situations.<br />
** The [[Dragon's Fury]] requires 5 ammo to airblast, but carries only 40 in the first place, so it only gets up to 8 airblasts before requiring more ammo - the same effective cost as the Degreaser.<br />
<br />
* There is a slight cooldown after every compression blast before you can fire another. This can be a matter of life-or-death; a Soldier or Demoman can bait an airblast from you, then fire while you're vulnerable and cannot airblast. Learn to keep yourself from airblasting prematurely by timing them properly.<br />
<br />
'''Extinguishing'''<br />
<br />
* You are the only class with a consistent method of putting out [[fire]] (apart from constant healing by [[Medi Gun]]s or [[Dispenser]]s). Other sources (such as the Scout's [[Mad Milk]] or the Sniper's [[Jarate]]) have a cooldown, making them less reliable. On maps or areas without water or [[pickups|health packs]], you will be much needed, especially if your team lacks a Medic or Engineer.<br />
<br />
* Remember to airblast burning teammates, as it saves them from extended burn damage or potentially death.<br />
** You gain 20 health for every teammate extinguished, so you are encouraged to do so. Extinguishing several in tandem can heal you significantly.<br />
<br />
* The [[Manmelter]] can also extinguish teammates with its secondary fire. Use it if your primary weapon makes it too costly to compression blast (the Backburner) or if it lacks the ability to do so entirely (the Phlogistonator).<br />
<br />
'''Reflecting'''<br />
<br />
* Airblasts make you an invaluable minesweeper class. Use it to:<br />
** Deflect ''most'' [[projectile]]s, including rockets (be it from a [[Rocket Launcher]] or level 3 [[Sentry Gun]]), grenades, Stickybombs (shot or stuck), [[Flare gun|flares]], [[Huntsman]] arrows, and balls from the [[The Sandman|Sandman]] and [[Wrap Assassin]], back at the attacker or other enemies. You can also reflect enemy [[Jarate]] and [[Mad Milk]] back at the thrower and their teammates to apply it to them instead.<br />
** Reflected projectiles deal mini-crits (or crits if the projectile is a critical one), making this even more beneficial. Reflected arrows can [[headshot]] enemies, while all reflected enemy projectiles (excluding Stickybombs) become harmless to allies (but may still harm yourself).<br />
** You '''cannot''' reflect the projectiles from the [[Syringe Gun]] and other Medic primaries (excluding the [[Crusader's Crossbow]]), the [[Pomson 6000]], and the [[Righteous Bison]], so dodge them instead.<br />
<br />
* Reflected projectiles are considered to be "shot" from your screen, meaning it will fire where your crosshair points. This allows you to control where your reflected projectile goes, although this is more difficult if it is affected by gravity (i.e Grenades).<br />
<br />
* Push [[Stickybomb Launcher|Stickybombs]] away from important objectives like Control Points or Intelligence. Deflected Stickybombs remain dangerous to teammates and friendly buildings, but can also damage the Demoman who fired them. Note that deflected Stickybombs do not deal mini-crits.<br />
<br />
* Level 3 Sentry Guns that are far away or sit around a corner can be damaged with their own rockets by airblasting. This can separate Engineers from their Buildings, destroy the supplying [[Dispenser]], or cause a distraction long enough for another teammate to take care of the nest. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire a few bullets (for about 48-72 damage) along with the rocket before losing its target, if performed correctly.<br />
** Reflected Sentry Gun rockets deal 135-147 damage, which can easily kill an unaware Engineer or other light classes.<br />
<br />
* Having a crit-boost will cause all reflected projectiles, excluding Stickybombs, to reflect as a critical hit. This is a situational perk that can make you even stronger during [[Kritzkrieg]] ÜberCharges.<br />
<br />
* Occasionally, you can reflect projectiles at opponents even if they are looking away from you, although you have to be touching his back. This can be handy for instant burst damage if your enemy doesn't notice you.<br />
<br />
* Airblasting is generally easier the further you are from your target. At close range, you have less time to react to a projectile, so there are several tactics that can help in judging when to airblast.<br />
** It can be beneficial to think like your enemy. If you realize that your enemy tends to instantly fire at any opponent he notices, airblasting once he sees you can net you a point-blank reflect.<br />
** Watching the animation of your opponent can be difficult, but often helps to predict when he fires. If you are close enough to see a Soldier's Rocket Launcher or a Demoman's Grenade Launcher recoil due to firing, immediately respond with a compression blast.<br />
** If you get close to a Soldier, he may panic and hold his attack button down when firing, to kill you as quickly as possible and remove any delay. If you are used to the Rocket Launcher's firing rate, you can often predict when the Soldier will fire next and instantly reflect the next rocket.<br />
** Soldiers will often choose the [[Direct Hit]] to counter you, as its high projectile speed makes it difficult to reflect. Instead of attempting to reflect the projectile, consider setting the Soldier on fire and blasting him away. The above mentioned tactics can also help if you find yourself too close for comfort.<br />
<br />
* It's possible to use explosives to perform explosive jumps through the use of deflected explosives (excluding Stickybombs, which remain under the ownership of the Demoman who fired them).<br />
** Although difficult to master, explosive jumps can bring you into effective range faster. To perform one with an enemy rocket, make the rocket graze right near your head by walking beside it. Once the rocket passes you, turn in the direction the rocket is, and airblast downwards in that direction. This should cause the rocket to explode at your feet behind you, which will propel you forward just like a standard rocket jump, at the cost of a significant amount of health.<br />
<br />
'''Enemy Re-positioning'''<br />
<br />
* Your compression blast also gives you a unique ability to partially control an enemy's movement and position. Use it to:<br />
** Knock enemies away from objectives like [[Control Point (objective)|Control points]] and [[Payload#Carts|Payload carts]].<br />
** Push enemies away from valuable items (such as health or ammo packs), preventing enemy pickup; particularly [[Intelligence#Intelligence|Intelligence]]-based pickups that can be carried.<br />
** Remove enemies from high positions by knocking them off ledges, forcing them to walk up all the way again.<br />
** Knock enemies into environmental hazards on the map, such as the pit in [[Steel]] or off the cliffs on [[Upward]].<br />
** Push away attacking enemies, such as charging [[Demomen]], enemy Pyros, and other classes using [[melee]].<br />
** Prevent enemies from fleeing by pinning them in a corner.<br />
** Separate and distract [[ÜberCharge|ÜberCharged]] enemies and prevent them from pushing forward.<br />
** When you must fight near water, airblast enemies into the water and then charge them with the Neon Annihilator.<br />
<br />
* Your compression blast is useful for slowing or negating an [[ÜberCharge]], or separating a Medic from his patient.<br />
** When fighting a Heavy/Medic combo, try to compression blast either the Medic or Heavy away from the other, preferably off a high area. When done correctly, you can fight the enemy still next to you, and may be able to defeat him before his ally comes back up. This plan works best when you sneak up and attack from behind, and if the pair are on higher ground.<br />
<br />
* When you see a Medic and an ÜberCharged patient, try to flank around them and airblast one away from the other. That will leave the Medic without a heal target, and the teammate he was healing will be left defenseless.<br />
** Even if you cannot do so, this will make the ÜberCharged pair lose ground, which may be enough for them to waste their charge entirely. This works more effectively on Heavies due to their slow movement and revved-up speed.<br />
** A one-on-one battle with an ÜberCharged Soldier can be in your favor: you can simply reflect his rockets once he approaches, though be wary of his [[Shotgun]] and his teammates. With luck, you can also negate a [[Kritzkrieg]] push by reflecting a critical projectile straight back at the patient or Medic.<br />
** As the [[Quick-Fix]] negates knockback, the airblast is useless against it. You may want to burn your enemy instead to lower their high healing rate - the only way to repulse a Quick-Fix charge is to work together with teammates to focus fire on the ÜberCharged duo, outdamaging their healing and killing them.<br />
* If a fight is not going well, you can simply compression blast your foe and run away. This is more useful around corners or in enclosed spaces. <br />
** This is less effective on faster targets like Scouts.<br />
<br />
* Your airblast can be essential in pushing back Intelligence carriers. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence, preventing it from returning to your team's base. You can turn it against them by airblasting the Intelligence carrier in the opposite direction, causing them to lose ground.<br />
** You can also reset the Intelligence by airblasting an Intelligence carrier out-of-bounds, such as the pit on [[Double Cross]].<br />
<br />
* You can stop a Demoman's [[shield]] charge by airblasting them; this will stop them in their tracks. This will leave them vulnerable for a counterattack, since they cannot escape as easily.<br />
<br />
* Although you can simply burn a Spy to death, you can also push him away with a compression blast if you see him poised for a backstab. This is useful if you catch him at the last second, or if it takes him a long time to return, such as off a high area.<br />
**Be careful not to airblast him towards a potential target, however - he may surf the airblast and backstab your teammate anyway.<br />
<br />
=== Ambushing/Roaming ===<br />
<br />
* Use alternate routes to organize a synchronized attack on the enemy. Igniting them from behind will weaken them for teammates to finish off.<br />
** If things don't go according to plan, be sure to have an escape route. Airblast your enemies back to give you time to retreat.<br />
<br />
* Take advantage of elevation to land surprise attacks on the enemy. Players rarely look up.<br />
<br />
* Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.<br />
** When attempting to hide in a corner, deploy your secondary or melee weapon, as your Flamethrower is long and can be seen around a corner by enemies. If doing so, remember that it will take longer to react due to your weapon’s switch speed. The [[Degreaser]] can make this strategy easier for you.<br />
<br />
* Be prepared for one-on-one combat. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.<br />
** Check for stragglers or other flankers before attempting to perform an ambush against enemy groups. Sometimes Snipers stay behind the enemy push to focus their fire on flanking classes such as Scouts, Spies, and Pyros, while Soldiers often hop in and out of combat using rocket jumps to heal up, which may pose a threat to you.<br />
<br />
* Once you are in Flamethrower range, circle-strafe your enemy and constantly change directions to ensure you take less damage.<br />
** If using the [[Backburner]], try and strafe in a way that keeps the enemy's back at you most of the time.<br />
<br />
=== Frontline combat/Support ===<br />
<br />
* Charging into a group of enemies and setting them on fire is a good way to disrupt an offensive push. Remember that Medics can reverse your damage with little trouble, so don’t jump in without thinking.<br />
<br />
* If an Engineer has left a Level 1 Sentry Gun near a corner, it's possible to pop around and take out the Sentry Gun at point-blank range before it has time to kill you.<br />
** In certain positions, you can attack a Sentry Gun by angling your flames without it being able to target you.<br />
<br />
* When ÜberCharged, you can lay waste to a [[Sentry Gun]] faster than most other classes, but you are also more easily thwarted by knockback than other classes. Try to approach from around corners whenever possible. Don’t jump, as it allows sentries (and other enemies) to push you away from your Medic much more easily.<br />
<br />
* Your [[Flare Gun]] can be used to weaken opponents at range, or eliminate burning targets. You will most often use it to disrupt an enemy Sniper's aim, as he will flinch continuously while he is on fire.<br />
<br />
* Support your allies with your compression blast. You can potentially save a burning teammate at the brink of death, while you can also reflect projectiles that would otherwise kill injured teammates.<br />
<br />
=== Defensive ===<br />
<br />
* Stand near the Capture point or Intelligence, preferably out of sight, and ignite anyone who comes near.<br />
** You can also hide in a corner or somewhere no one can see you. When enemies come by, run behind them and kill them with your flames.<br />
<br />
* You are the Engineer's best friend when on the defense, due to your primary weapon being a great Spy-checking tool. Only a momentary burst of flame is needed to ignite an enemy Spy. If a Spy still manages to slip past you and tries to sap an Engineer's [[building]], use your [[Homewrecker]], [[Maul]], or [[Neon Annihilator]] to get rid of the Sapper(s).<br />
<br />
* Without the need to reload, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of [[Capture the Flag]] maps.<br />
** Similarly, you can utilize the infinite ammo supply of your team's [[Payload cart]] to spray a continuous stream of flames or compression blasts. This can be for combating threats to your team's cart, such as rockets and other such projectiles. It's especially useful in deterring and dispatching Spies.<br />
<br />
* The Compression Blast can save Sentry Guns, especially when the Engineer isn't around. Reflect away projectiles or push away ÜberCharged enemies that are targeting Sentry Guns, and push away Spies before they can place a Sapper.<br />
** If Spies begin to target the Engineer’s buildings, use the Homewrecker or Neon Annihilator to break the Sappers.<br />
<br />
* Know what paths the enemy may try to take in order to attack the team's base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in [[2Fort]], try to ambush them by dropping through the grate and attacking them from behind.<br />
<br />
== Weapon specific ==<br />
===Primary weapons===<br />
==== [[Flamethrower]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Flamethrower|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
| rowspan="6"|200<br />
| rowspan="6"|6.82/particle<br />
| rowspan="6"|4.09/particle<br />
| rowspan="6"|60 over 10 seconds<br />
| rowspan="6"|12-21/particle<br />
|-<br />
! {{Table icon|Festive Flamethrower|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Flame Thrower|icon-size=40x40px}}<br><br />
'''[[Botkiller Flame Thrower]]'''<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Australium Flamethrower|Advanced+ Mann Up Reward|title={{common string|Australium item|Flamethrower}}}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Rainblower|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Rainblower}}<br />
|-<br />
! {{Table icon|Nostromo Napalmer|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Nostromo Napalmer}}<br />
|}<br />
<br />
* The Flamethrower is a close-quarters weapon with a very short range. It's devastating at point-blank range and sets all classes except other Pyros on [[fire]] (Pyros are immune to afterburn, but will still take full Flamethrower damage).<br />
<br />
* Ideally, you'll want to use the Flamethrower for ambushes to catch opponents off-guard, giving you enough time to burn them for several seconds. Alternatively, you can perform hit-and-run attacks, lighting enemies on fire before running off while the afterburn weakens them.<br />
<br />
* Your flames can penetrate multiple buildings and players in the line of fire, giving you additional utility against groups.<br />
** The Flamethrower also deals more damage the closer you are to your target. Range makes a huge difference to how fast you can kill an opponent, so always keep close.<br />
<br />
* Despite the Flamethrower's power, its short range makes you vulnerable to almost every other ranged weapon in the game. Fight back the urge to simply walk forward, and plan your route ahead of time.<br />
** An exception is when you're moving in with teammates; you can cause considerable chaos by burning opponents while your team causes a distraction, and the more enemies you can set alight, the easier it can be to overwhelm them.<br />
<br />
* The Flamethrower inflicts an additional sixty points of afterburn damage if the target is unable to put themselves out. This is almost half the health of 125-health classes, which can often force a hasty retreat to find a health pack. Bulkier classes will be weakened, often allowing your team to finish them off.<br />
** However, many sources can get rid of afterburn: this includes [[Medic]]s, [[Dispenser]]s, the [[Payload Cart]], [[Jarate]], [[Mad Milk]], dropped [[Sandvich]] variants, Health kits, compression blasts (or the [[Manmelter]]'s secondary fire) from allied Pyros, and sufficiently deep water. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.<br />
** Demomen with the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can also extinguish themselves by charging, but can be reignited if hit by the Flamethrower again.<br />
<br />
* Remember to use your [[compression blast]]. Optimal use of the Flamethrower mixes both offensive play with your flames, and defensive support with your compression blast to protect teammates and yourself.<br />
<br />
* The Flamethrower is very useful for destroying [[Building]]s; [[Sentry Gun]]s built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a convenient angle to an doorway can be rushed, circle-strafed, and destroyed without taking significant damage.<br />
<br />
* If facing a Medic pair, aim for the Medic and try to kill him first. His overhealed target will take longer to kill compared to the Medic himself.<br />
<br />
* If you have a [[Rainblower]], consider using it over the default; it functions exactly the same but lets you perform the [[Armageddon]] taunt, which can instantly kill several unaware targets. This is especially useful when defending a Control Point, as it is capable of igniting or outright killing multiple enemies at once.<br />
** However, the Rainblower's model covers most of the screen and its fire particles can be very distracting, which can make it harder to aim and keep track of your surroundings. Consider turning on “minimize viewmodels” in the Advanced Options menu, or disabling viewmodels altogether.<br />
<br />
* If using the the [[Isolated Merc]] set, be wary of [[Scout]]s who wear the [[Isolationist Pack]], as they will do more melee damage to you. Although this will rarely occur, simply keep your distance and burn them; your [[Nostromo Napalmer]] will deal 4x damage against them, usually instantly killing them.<br />
<br />
====[[Backburner]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Backburner|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
| rowspan="2" | 200<br />
| rowspan="2" | 6.82/particle<br />
| rowspan="2" | 4.09/particle<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 12-21/particle<br />
|-<br />
! {{Table icon|Festive Backburner|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
|}<br />
<br />
The Backburner is an unlockable primary weapon for the Pyro. It deals guaranteed [[critical hit]]s when attacking a target from behind, but cannot deal random critical hits and uses 150% more ammo when performing a compression blast (50 ammo instead of 20).<br />
<br />
* The Backburner makes your utility tool, the compression blast, riskier to use, but grants you stronger ambushing power to make up for it. Unaware targets will often go down in under a second of consistent fire, due to your critical hits. However, the 50 ammo per airblast is extremely costly; four blasts will completely use up your ammunition. When you really need to airblast, this drawback can be the difference between living or dying.<br />
<br />
* While it acts much like the standard Flamethrower, the airblast cost means you'll be more vulnerable against projectiles and enemies. Once you choose a battle, it will be more difficult to retreat.<br />
** As such, this weapon relies more on performing ambushes than in attacking in frontal assaults. Take alternate routes into enemy territory and loop back to the front lines.<br />
** Drop down from above! Because enemies rarely look up, you can stop a party of unaware enemies faster than any other class.<br />
<br />
* Apart from ambushes and unaware targets, the Backburner excels at preventing enemies from escaping. Players will be forced to back away from you, slowing them down - you cannot run backwards as fast as you run forwards. This gives you more time to chase faster enemies such as Scouts down.<br />
** An alternative is to find a group of enemies and strafe behind them while firing the Backburner. The accompanying chaos can often make them look around frantically to find the source of your flames, and this can deal crits if their backs are exposed as they turn.<br />
<br />
* The Backburner will only deal criticals if your flames hit at a 90 degree angle behind where your opponent is facing. If accounting for latency and the hectic movement of combat, the narrow hitbox for the Backburner's guaranteed crits may prove difficult to get.<br />
** You may opt to circle strafe your opponent and fake out in the other direction once he notices you. This will expose his back for several critical hits.<br />
* Remember that an ''expensive'' airblast doesn't mean that you ''can't'' airblast. You get a maximum of four blasts per 200 ammo, so try to only use it in emergency situations.<br />
** Some examples include deflecting critical explosives, or for extinguishing multiple teammates at once. You can also push an opponent back and retreat to friendly territory, where you can refill your ammunition.<br />
<br />
* When you kill an enemy, they drop a medium ammo pack; this is equal to 100 Flamethrower ammo, which means you can pull off 2 airblasts and get away with minimal ammo loss if you pick up their ammo pack.<br />
<br />
* When facing a stronger enemy, such as a Heavy or overhealed Soldier outside of your range, back away. Hide somewhere inconspicuous and then kill them later with the crits when they have forgotten about you.<br />
<br />
* If a Medic pair is causing serious damage to your team, try to flank them and target the Medic, then his buddy. The critical damage from behind is so powerful that most Medics cannot react fast enough to save themselves with an ÜberCharge.<br />
<br />
* Enemy Pyros are as vulnerable to critical flames as anyone else. Try to circle-strafe around them to get critical hits in. Be wary that they can easily airblast you away if they're using the standard Flamethrower or [[Degreaser]], however.<br />
<br />
* Soldiers are your worst enemies! Do not try to rush against a Soldier unless you are sure you can kill him. The high airblast cost makes reflecting rockets so expensive that it's unwise to attempt it.<br />
** Demomen are also more dangerous for the same reasons.<br />
<br />
* Since this weapon encourages ambushing, it can be useful to equip the [[Detonator]] in order to access flank routes using flare jumps. The [[Scorch Shot]] provides a shorter and less damaging jump, which can be useful if you don't require as much height.<br />
* The [[Thermal Thruster]] allows you to jump much further for much less damage, at the cost of a significantly longer switch speed.<br />
** The [[Back Scratcher]] is also a good idea if you tend to roam around instead of sticking with your team. The 50% extra health from health packs can keep you fighting behind enemy lines longer.<br />
** The [[Powerjack]]'s extra speed can get you where you want to be faster, although be wary of the increased damage taken while it's out.<br />
<br />
* The [[Manmelter]] pairs well with the Backburner, as it allows you to extinguish allies while conserving your ammunition.<br />
<br />
* Try not to equip the [[Axtinguisher]] with the Backburner. Your expensive airblasts means you'll have fewer opportunities to deal mini-crits with the Axtinguisher, while your criticals can kill most classes outright, negating the use of the Axtinguisher.<br />
<br />
==== [[Degreaser]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Degreaser|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
| rowspan= 2|200<br />
| rowspan= 2|6.80/particle<br />
| rowspan= 2|4.76/particle<br />
| rowspan= 2|20 over 10 seconds<br />
| rowspan= 2|14-20/particle<br />
|-<br />
! {{Table icon|Festivized Degreaser|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
|}<br />
<br />
The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch to another weapon from itself 30% faster, and back to the Degreaser 60% faster than normal. Afterburn damage, however is reduced by 66%, meaning that enemies will take a maximum of 20 afterburn damage from being set on fire by the Degreaser, instead of the normal 60. Finally, the airblast cost for the Degreaser is slightly higher than normal, costing 25 ammo per airblast.<br />
<br />
* The Degreaser is a Flamethrower that is more dependent on using your ''other'' weapons to finish opponents off. Its extremely low afterburn damage makes it ineffective for hit-and-run tactics, but the extremely fast switch speed lets you combine weapons for potentially deadly "Puff and Sting" combos - briefly set the enemy on fire, airblast him into the air to prevent him from escaping, then shoot him with your flare gun to deal crits, for 90 damage. Sometimes, you’ll be able to land an additional [[Axtinguisher]] blow before the enemy can react, for a total of around 250 damage (minus the damage from the Degreaser’s flames).<br />
<br />
* The reduced switch speed makes you less vulnerable whenever you decide to pull out a weapon. This means opponents who are dependent on [[Weapon heckling]] can find it much more difficult to combat you, such as Scouts and Soldiers.<br />
<br />
* Airblasting is more effective with the Degreaser, as the switch speed gives you more time to compression blast whenever you find yourself in trouble. Even if you're holding another weapon, you can near instantly switch back to the Degreaser to protect yourself.<br />
** Airblasting costs 25 ammo instead of 20 - the extra 5 ammo cost is usually negligible.<br />
<br />
* While you can already counter Soldiers with your compression blast, it becomes significantly easier if you know how to use the Degreaser's switch speed efficiently.<br />
** If fighting against a Soldier constantly switching between his Rocket Launcher and Shotgun to prevent you from reflecting his rockets, you can quickly attack him with your Shotgun or your Flare Gun, and reflect his rockets when he tries to surprise you.<br />
** If the enemy Soldier prefers to back away and you need to use your Shotgun or Flare Gun, the faster weapon switch can more easily enable you to reflect surprise rockets.<br />
<br />
* The Degreaser works well against enemy Pyros using any other Flamethrower. Afterburn does not affect Pyros, and the increased switch time allows you to weapon heckle in an instant, while the enemy will still be fumbling to take another weapon out.<br />
** This doesn't apply for enemy Pyros equipped with their own Degreaser, as they have the same benefit.<br />
<br />
* Your afterburn does a maximum of 20 damage over time, making it weaker than a close-range [[Pistol]] shot. Burn your targets for as long as possible to maximize damage done.<br />
** The reduced afterburn will usually fail to kill escaping targets that you would usually have no trouble eliminating, like Scouts and Spies. If a burning Scout retreats, use your secondary weapon to finish him off, and keep track of burning Spies.<br />
<br />
* You afterburn may be extremely weak, but still makes you eligible for a critical hit from the [[Flare Gun]], and mini-crits from the [[Axtinguisher]], [[Detonator]], and [[Scorch Shot]]. As such, use afterburn as a tool to "mark" targets for elimination, before rapidly switching to a secondary or melee weapon to finish him off.<br />
** The Reserve Shooter's additional weapon switch time stacks with the Degreaser's bonus; the switch time becomes nearly instant with both of these equipped. This makes the Reserve Shooter all the more useful for shooting down blast-jumping Soldiers and Demomen.<br />
** If you haven’t already, enable quick weapon switching in the options and get used to using the ''1'', ''2'', and ''3'' keys to quickly deal with any situation with the appropriate weapon(s).<br />
<br />
* The Degreaser is weaker for direct assaults that the Backburner and Phlogistinator excel at. Carefully consider what secondary weapon to use, as you will probably be using it a lot, accounting for the nigh-negligible afterburn damage.<br />
** The [[Shotgun]], with its large clip, is a reliable weapon and can deal the most damage just outside of your flamethrower's range. However, apart from random crits, it has no way to get mini-crits or critical hits, and it lacks damage at long range compared to your Flare Guns.<br />
** The [[Reserve Shooter]] does okay with the Degreaser. The decreased weapon switch time makes for a near-instant weapon switch, especially helpful if you use the Axtinguisher, which holsters slower.<br />
** Any Flare Gun will help make up for the reduced afterburn. Shoot a fleeing enemy to reset their afterburn to the normal, more damaging afterburn. However, without a Shotgun, you will be weaker against enemy Pyros.<br />
*** Using the [[Flare Gun]] will grant you a critical hit as well as resetting the afterburn, allowing for a very quick kill, especially if you follow up with the Axtinguisher.<br />
*** Since you will often be at medium to long range with this weapon, where airblasting rockets is easiest, a Shotgun won't deal much damage and a flare can be easily dodged. The [[Detonator]] and [[Scorch Shot]] both explode and can make hitting your enemies easier. Use one of them if you expect to be fighting from a distance or airblasting projectiles.<br />
*** Although the [[Manmelter]]'s flares travel faster and are more useful at long range, the ability to extinguish teammates is redundant and best used with a flamethrower with reduced airblast capacities. It can be useful, however, if there are a number of Pyros on the enemy team, as it will grant critical flare strikes in return for extinguishing teammates.<br />
<br />
* Your choice of melee weapon will be as important as your secondary weapon, since they will be your go-to "burst damage" options at close range.<br />
** Preferably, you'd want to pair the Degreaser with the [[Axtinguisher]], as it lets you attack before the enemy can back away. This is offset by the reduced mini-crit damage, however - an Axtinguisher blow with normal afterburn deals up to 160 damage, while the same attack with Degreaser afterburn will only deal about 120 damage.<br />
** Since you can quickly airblast an opponent into the air for an immediate melee swing, weapons such as the [[Powerjack]] and [[Back Scratcher]] benefit immensely, due to the 25 health on kill and 20% extra damage, respectively.<br />
<br />
==== [[Phlogistinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Phlogistinator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Phlogistinator}}<br />
| 200<br />
| 6.80/particle<br />
| 4.76/particle<br />
| 60 over 10 seconds<br />
| 14-20/particle<br />
|}<br />
<br />
* The Phlogistinator is a craftable primary weapon for the Pyro. It is incapable of performing compression blasts or dealing random crits. However, it has a 'Mmmph' meter that charges through any fire damage dealt by any of the Pyro's weapons; it takes 300 damage to fill the meter completely. When the meter is full, secondary fire (or the taunt key) will cause the player to taunt (granting full immunity to damage and most knockback while doing so), and the Phlogistinator will gain 8 seconds of guaranteed critical hits.<br />
** 'Mmmph' is not affected by damage resistance; this means you can burn a [[Dead Ringer]] Spy or a [[Battalion's Backup]] Soldier even during their resistance buffs and still gain the same amount of 'Mmmph'.<br />
<br />
* The Phlogistinator gives you potentially powerful offensive capabilities at the cost of your personal safety; with the inability to compression blast at all, you will have to choose your battles very wisely. Running forward blindly will often get you killed before you can fill your 'Mmmph' meter, so you will have to plan your approaches carefully.<br />
<br />
* Activating 'Mmmph' grants you immunity to damage and most knockback while taunting. If you're in a tough situation, do not hesitate to activate your taunt; survival is more important than wasting the critical hits.<br />
** However, you don't gain health by doing so, so don't expect to survive taunting in front of a Sentry Gun or out in the open.<br />
<br />
* Gaining 'Mmmph' charge will usually come down to two playstyles: hanging back and peppering opponents with your [[Flare Gun]] variants, or waiting for an opportunity to ambush an entire crowd of enemies to gain your crit-boost immediately.<br />
** The former is safer, but more time consuming. Damage from your Flare Guns (including afterburn) still count as fire damage, so you can keep your distance and gain 'Mmmph'. However, this takes a while, as you require 300 fire damage to be fully charged.<br />
** The latter lets you build 'Mmmph' extremely fast, but may cost you your life. If enough enemies are around, you may be able to get a full charge and activate it, although this makes you vulnerable after the taunt unless your teammates back you up.<br />
<br />
* Finding alternate routes becomes even more important; even with a full 'Mmmph' bar, running straight towards enemies is risky due to your flame's low range and your lack of an airblast. The best way to utilize 'Mmmph' is to find your way behind enemy lines, activate your crits, then burn down unaware targets from behind.<br />
** If on defense, the crits are a wonder at stopping enemy pushes. Ambushing an enemy push from behind with your crits can kill them before they can react.<br />
** With team support, you become a frightening distraction. Enemies will usually flee once they see your glowing weapon, and your teammates will be able to pick them off. Your crits will mow down any enemy too slow, oblivious, or simply unlucky enough to get in your way.<br />
<br />
* Remember that your flames penetrate through enemies, so your 'Mmmph' will charge very quickly if you find several unaware targets.<br />
** Weaker targets that have trouble fighting you, such as Snipers and Spies, can also be exploited to easily gain 'Mmmph'.<br />
** While extremely situational, you can hit an unaware opponent with a [[Taunts#Special taunts|Hadouken]] to fully charge the 'Mmmph' meter.<br />
<br />
* The inability to airblast forces you to avoid projectiles entirely. The most you can do is clear Stickybomb carpets using a Shotgun, the [[Detonator]], or the [[Scorch Shot]], but you lose a lot of your overall utility. This makes the Phlogistinator weak at protecting friendly Engineers or capturing objectives.<br />
** This especially harms your match-up against Soldiers. Never fight them directly, unless you are confident he is at low health.<br />
<br />
* Any sort of friendly buff will make you more efficient. For example, mini-crits from [[Jarate]] or the [[Buff Banner]] will make it easier to gain 'Mmmph', the [[Battalion's Backup]] will make you more durable while rampaging, and the [[Concheror]] or [[Mad Milk]] will heal you immensely during your critical rampage.<br />
** The Phlogistinator also works well with a Medic. The healing will let you roam more confidently, and you will be able to deal crits with impunity during an Übercharge.<br />
<br />
* Pair the Phlogistinator with weapons that help you gain 'Mmmph', or ones which help negate its weaknesses in a way.<br />
** The [[Flare Gun]]'s critical hits on burning targets will help immensely with gaining 'Mmmph', although you need to be very accurate.<br />
** The [[Detonator]]'s manual detonation deals less damage than the Flare Gun, but can light opponents even if you miss slightly.<br />
** The [[Scorch Shot]] gives the biggest leeway for aiming, as it has both an area-of-effect and can detonate again after hitting a target, dealing more damage.<br />
** The [[Manmelter]] pairs well since you can extinguish teammates, a function which the Phlogistinator cannot perform.<br />
** The [[Powerjack]] lets you get into position faster, which is important due to your overall vulnerability at range.<br />
** The [[Axtinguisher]] can give you a massive boost of 'Mmmph' if you happen to net a mini-crit hit on a burning opponent.<br />
** The [[Sharpened Volcano Fragment]] gives you another option for afterburn, but you will usually be better off simply burning the opponent with the Phlogistinator.<br />
<br />
==== [[Dragon's Fury]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Dragon's Fury|Drop/Contract}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
| rowspan= 2|40<br />
| rowspan= 2|28-30<br />
| rowspan= 2|23-25<br />
| rowspan= 2|16 over 2 seconds<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Dragon's Fury|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
|}<br />
<br />
* Dragon's Fury is a primary weapon for the Pyro, possible to find through random drops or through completing specific [[Pyroland Contracts|Pyroland Contract]]. It is a single-shot weapon that, instead of throwing flames, shoots a fireball, which briefly sets enemies on fire and deals triple damage if they were already on fire. In addition, each consecutive hit gives additional +50% repressurization rate, which allows for the weapon to be fired quicker and deal additional damage with consecutive shots. As a downside, using an airblast reduces the repressurization rate by -50%, and the fireball must hit the center of the burning target [[Hitbox]] to be able to deal critical damage to him.<br />
<br />
* The Dragon's Fury is capable of dealing massive damage, under the condition that you aim precisely on the center of the target's hitbox and follow his movements, which means you have to use this weapon like [[Direct Hit]], as it also requires precise aim and the ability to predict the movement of your enemy.<br />
** However, being able to consistently hit enemies will reward you with additional damage and faster firing speed, which will further enhance the weapon’s offensive capability.<br />
<br />
* Your fireballs are able to penetrate through enemies and buildings - you can use this to your advantage if you're against several enemies that are moving close to each other, since the fireball hitbox is large enough for all of them to be hit. This also helps if you're trying to destroy a Sentry nest; peeking around the corner and attacking the nest while the [[Engineer]] is behind his [[Sentry Gun]] will quickly eliminate him and his building, sometimes almost simultaneously.<br />
** However, this strategy might not always work, as enemies might catch onto that fact and move away from each other (or from the building), forcing you to focus on a single target.<br />
<br />
* While using this weapon you'll be significantly weaker against projectile classes, as using airblast will slow down the firing speed of the weapon; that means that if you don't time your airblast well, you won't be able to defend yourself nearly as quickly as if you were to simply attack, without attempting to reflect an enemy rocket or grenade.<br />
<br />
* Dragon's Fury can briefly cause afterburn to enemy targets - that includes Pyros too! If you're not equipped with a [[Hitscan]] secondary, your primary will be able to deal with them relatively fast, as their normal Flamethrowers can't deal burst damage (though they may airblast your fireball back to protect themselves).<br />
<br />
===Secondary weapons===<br />
====[[Shotgun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shotgun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
| rowspan="3" | 6<br />
| rowspan="3" | 32<br />
| rowspan="3" | 86-90<br />
| rowspan="3" | 24-67<br />
| rowspan="3" | 3-26<br />
| rowspan="3" | 180<br />
|-<br />
! {{Table icon|Festive Shotgun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|-<br />
! {{Table icon|Festivized Shotgun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|}<br />
<br />
* The Shotgun is an excellent backup weapon. It allows you to deal damage from a safer distance, follow up an attack with your Flamethrower, or pick off escaping targets from outside the Flamethrower's range.<br />
<br />
* Despite being a secondary weapon, the Shotgun is a decent weapon by itself. Its decent clip size and heavy point-blank damage gives you reliable firepower even if you decide to use it on its own. However, it lacks ranged firepower that most weapons have, so find opportunities to get close to opponents.<br />
** If you excel with the Shotgun, consider keeping it in hand most of the time and engaging enemies at distance before closing to finish battles with the Flamethrower. The high burst damage from the Shotgun can also save your life if you're ambushed at close range and need to quickly dispatch an opponent.<br />
<br />
* The Shotgun is good for several situations.<br />
** Sneaking is effective with this weapon, as its shape is less visible than any of your primary weapons' long nozzles. It still lets you deal a fair amount of damage quickly if caught, meaning you will be far from helpless.<br />
** The Shotgun is great for situations when your Flamethrower's limited range won't cut it for defending yourself. Its hitscan nature lets you pepper opponents at medium range while retreating or capturing an objective.<br />
** Use the Shotgun to weaken enemies who are retreating whilst on fire. The damage may be enough to lower their health to the point where your afterburn will finish them off.<br />
<br />
* While weak at long range, the Shotgun can still be a viable way to cause distractions.<br />
** If forced to cross Sniper-heavy areas, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Guns at protecting yourself, Shotgun rounds will still cause Snipers to flinch, often throwing off their aim long enough get back to a safe spot.<br />
** Constantly harassing opponents at long range using your Shotgun may distract them long enough for your team to take them out from another direction.<br />
<br />
* Since your Flamethrower doesn't work underwater, the Shotgun will be your main weapon if you need to access underwater routes.<br />
<br />
* Pyro battles is where the Shotgun shines. You can simply outrange another Pyro with your bullets if they decide to charge you with their Flamethrower. Once they are weakened, you can go in for a Flamethrower kill. As Pyros can't be lit on fire, you will also have a major advantage against Pyros equipped with any [[Flare Gun]] variant.<br />
<br />
* The Shotgun synergizes well with your compression blast. At close range, knock an opponent into the air and immediately fire to deal immense damage.<br />
** Similarly, if you are forced to airblast your opponent so you can escape, run backwards while firing your Shotgun to deal some damage and force them to stop pursuing you.<br />
<br />
* Due to the point above, the Shotgun benefits from the [[Degreaser]]. The faster weapon switch will give an opponent less time to react while you [[Juggling|juggle]] them into the air, following up with Shotgun blasts.<br />
<br />
==== [[Flare Gun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Flare Gun|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 16<br />
| rowspan="2" | 30<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 90<br />
| rowspan="2" | 1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festive Flare Gun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
|}<br />
<br />
*The Flare Gun is an unlockable secondary weapon for the Pyro. A weapon with a completely different playstyle than the Shotgun, it fires one flare at a time and reloads slowly. Flares deal 30 damage but set opponents on fire, doing a maximum of 90 damage over time. Flares will also deal [[critical hits]] on burning targets, for a maximum of 150 damage.<br />
** The Flare Gun has a passive reload, so it will automatically reload if you are using your primary or melee weapon. This means that the reload time is not an issue if you switch weapons often. However, the reload takes some time, so remember this when trying to hit enemies from a long distance.<br />
<br />
* The Flare Gun, compared to the Shotgun, is far more adept at long range, as the Shotgun suffers from huge damage falloff over distance. Although flares are much harder to aim than bullets due to their travel time and arc, the Flare Gun is good for picking off enemies out of range of your Flamethrower. However, your constant reload leaves you more vulnerable to opponents than if you had your Shotgun.<br />
** Particularly, the Flare Gun leaves you almost helpless against enemy Pyros, as they cannot be lit on fire and they can outdamage you at range with a Shotgun. However, skilled Pyros can still perform a critical hit on enemy Pyros if they have the [[Degreaser]] equipped by leading with flames and firing the flare such that both hit the enemy Pyro at the same time.<br />
<br />
* Flares from this weapon have several attributes:<br />
** Flares will start to arc significantly after traveling a fair distance, approximately the length of [[2Fort]]'s bridge. Be sure to compensate at long distances by aiming above your target.<br />
** Flares do not have falloff damage, meaning that they do the same base amount of damage at all ranges (30 damage). The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.<br />
<br />
* This weapon can kill any fragile class in two hits, one from an initial igniting flare and afterburn damage, and one from a critical hit. Don't underestimate the power of this weapon; aiming correctly can eliminate opponents rather easily.<br />
** A Soldier takes two critical flares to go down. Keep your distance and reflect his rockets using your compression blast in order to get more opportunities to set him on fire. If a Soldier is constantly rocket jumping, you can wait until he lands, or predict his travel arc and ignite him as he flies.<br />
** A Heavy can survive two critical hits from your Flare Gun, so take advantage of his slow movement speed to constantly pepper him with flares. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to weaken them.<br />
** Constantly healed enemies will be difficult to hit with critical flares, as healing lowers your afterburn's duration. In some cases it may require you to set them on fire with your Flamethrower before airblasting them and netting a critical hit. This reduces the chance of your afterburn being canceled by healing.<br />
<br />
* One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low or medium health class, such as a Scout, Medic, or Demoman, is ignited, they will turn around and retreat for health, not realizing that you can still hit them.<br />
** Even if they continue fighting, you can still have the upper hand, since they will be eligible for critical flares.<br />
<br />
* The Flare Gun can also be your best tool for dispatching [[Engineer]]s hiding behind their buildings from outside of the range of the Engineer's Sentry Gun. A critical flare will often eliminate him instantly, allowing you or your teammates can take out his Sentry Gun more easily.<br />
** Note that you will have a very short window to do so if he's being healed by a Dispenser. If so, it may be better to wait for teammates.<br />
<br />
* Flares can be a huge issue for Snipers. If an enemy Sniper is giving you trouble, fire in his direction when he stands still to scope. Once ignited, his scope will constantly shake, and a following flare will kill any Sniper inattentive enough not to run.<br />
** Enemy Snipers can get rid of afterburn using [[Jarate]] and will be difficult to take down if constantly healed, so take note of these situations.<br />
** Also, if an enemy Sniper has the [[Cozy Camper]] equipped and ignores your shot, simply shoot him again to kill him.<br />
** If the enemy Sniper is equipped with [[Darwin's Danger Shield]], just avoid them — flares will deal negligible damage.<br />
<br />
* The Flare Gun can be used as an ambush and counter-attack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy takes the bait and pursues, follow up with any of your weapons to catch them off-guard.<br />
<br />
* If an enemy is too close, light them on fire with your Flamethrower, compression blast them into the air, and then finish them off with a flare while they're disoriented.<br />
** If you plan to do this often, equip the [[Degreaser]] to speed up the process. You should be able to take out enemies without them being able to react. Additionally, if you manage to hit an opponent after igniting them with the Degreaser. the Flare Gun will replace the Degreaser's weaker afterburn with normal afterburn (along with granting a critical hit).<br />
** Even though you cannot perform this combo with the [[Phlogistinator]] (since it lacks an airblast), the critical hits on burning targets will help immensely for building "Mmmph".<br />
<br />
==== [[Detonator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="56%" colspan=7 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="8%"| Base Damage<br />
! class="header" width="8%"| Afterburn<br />
! class="header" width="8%"| Flare Detonation<br />
! class="header" width="8%"| Flare Explosion<br />
! class="header" width="8%"| Self-Damage<br />
! class="header" width="8%"| Critical<br />
! class="header" width="8%"| Projectile Speed<br />
|-<br />
! {{Table icon|Detonator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|23<br />
| rowspan= 2|60 over 10 seconds<br />
| rowspan= 2|11-25<br />
| rowspan= 2|33-38<br />
| rowspan= 2|33-38<br />
| rowspan= 2|69<br />
| rowspan= 2|1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festivized Detonator|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
|}<br />
<br />
The Detonator is a craftable secondary weapon for the Pyro. While it functions like the Flare Gun, alternate fire will detonate any flares in mid-flight, causing a small explosion that ignites any enemies within its radius. Its flares can harm the Pyro, but allows him to [[Jumping#Detonator Jump|Detonator jump]] a slight distance into the air. However, the Detonator deals 25% less damage to enemies, and only mini-crits burning players (both from the flare and explosion). The player additionally takes 50% more self-damage from this weapon, making multiple Detonator jumps heavily damaging.<br />
<br />
* Out of all the Pyro's Flare Guns, the Detonator offers the most versatility, sacrificing the raw damage of the Flare Gun in exchange for more leeway while aiming. While the [[Scorch Shot]] offers an even larger margin for error, the Detonator can also be relied on for its Detonator jumps, granting the player an extra edge in mobility.<br />
<br />
* The ability to detonate projectiles makes it more likely to hit an opponent compared to relying on direct hits, especially for hitting airborne targets. This makes it easier to hit and heckle fast foes such as Scouts and can discourage them from attempting to chase you or engage you in combat.<br />
** Like the Demoman and Soldier's explosive weapons, the blast radius from the Detonator's alt-fire can be used to hit targets around corners. This can be useful when retreating to ignite any enemies pursuing you, holding off advances at choke points, and flushing out foes using cover to hide from you.<br />
<br />
* Though the mini-crits of the Detonator aren't as powerful as the Flare Gun's full criticals, they are still potent enough to kill a weakened class, particularly as a follow up to an attack by one of your primaries. Keep a close eye on any retreating opponents; a well-placed detonation could finish them off with afterburn before they can reach a source of health.<br />
** Remember that the Detonator lacks the damage that the Flare Gun and Shotgun excel at. If you need to take down enemies as soon as you can instead of over time, you'll be better off using one of the two.<br />
<br />
* Detonated flares can be used to destroy enemy Stickybombs, useful if you need to clear them off an objective or around a corner. Take note that the flare itself cannot do so, so time your detonations before your flare hits a wall.<br />
<br />
* The Detonator is very useful in open areas, as it is more reliable at dealing consistent damage at medium distance than the Shotgun or the other Flare Guns. <br />
** This also makes it more effective for long-range Spy-checking than the Flare Gun, since you can detonate flares to cover a wider area.<br />
<br />
* The Detonator excels in large drawn-out mid-range battles where you can't rely on ambushes. It is also a good team-oriented weapon, since enemies weakened by afterburn will be easier for your teammates to take out.<br />
** Aim for clusters of enemies for maximum effect, and keep landing a constant stream of exploding flares to reset the burn timer, increasing your chance of an afterburn kill.<br />
** This works particularly well should the opposing team be lacking a Medic or another way of extinguishing your flames. Done successfully, you can effectively stall an attack by forcing numerous opponents to seek out health.<br />
<br />
* The self-damaging explosion of the Detonator permits the Pyro to perform a [[Jump#Detonator jump|Detonator jump]], a maneuver similar to a small rocket jump. The distance granted is lacking compared to [[jumping#rocket jumping|explosive jumping]] (roughly the height of a shipping container), but it allows you to jump over obstacles, hide on certain ledges, and take routes and shortcuts that are otherwise unavailable.<br />
** Detonator jumps can promote a very ambush-heavy style of gameplay, letting you attack from angles that enemies don't usually expect a Pyro to be, such as jumping straight onto Sniper balconies. This is very beneficial on maps with platforms that are normally too high to reach with standard jumping (i.e [[2Fort]], [[Thunder Mountain]]'s RED spawn).<br />
<br />
* Take note that Detonator jumping costs quite a bit of health. Make sure to pick up health packs so you can survive any encounters after you flare jump. Detonated flares will also damage you, although this is weaker and does not allow you to Detonator jump.<br />
** The self-damage can be exploited to help a [[Medic]] build his [[ÜberCharge]] more quickly.<br />
<br />
* Since Detonator jumps can take up a huge part of your fighting style, pair it up with certain weapons for maximum efficiency.<br />
** The [[Backburner]] already encourages ambushing with its 100% crits from behind. Pairing it up with Detonator jumps lets you get behind opponents more efficiently, potentially granting you several easy kills.<br />
** Similarly, you can easily gain "Mmmph" for the [[Phlogistinator]] by Detonator jumping into enemy territory. If that is not possible, you can use detonated flares to ignite multiple opponents for charge while staying back.<br />
* Pairing the Detonator with the [[Back Scratcher]] lets you maximize the healing gained from any health kits you will certainly rely on, especially if you are planning to be fighting behind enemy lines. Even a small health kit will heal most of the damage from two consecutive Detonator jumps.<br />
<br />
==== [[Reserve Shooter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
| rowspan= 2|4<br />
| rowspan= 2|32<br />
| rowspan= 2|86-90<br />
| rowspan= 2|24-67<br />
| rowspan= 2|3-26<br />
| rowspan= 2|180<br />
|-<br />
! {{Table icon|Festivized Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
|}<br />
<br />
The Reserve Shooter is a craftable secondary weapon for the Pyro. It deals mini-crits to any opponent sent airborne by knockback, such as from the [[Thermal Thruster]], explosions, and the [[Grappling Hook]]. It also deploys 20% faster. However, the Reserve Shooter has a 34% smaller clip size, holding only four shots.<br />
<br />
<br />
* Note that the mini-crits apply to any enemy sent flying due to knockback, with the exception of enemies launched in the air by your compression blast. It is possible to juggle enemy Soldiers and Demomen by reflecting their explosives at their feet, before finishing them off with the Reserve Shooter.<br />
** However, this weapon does ''not'' do mini-crits to enemies doing a standard jump. Scouts, in particular, will not be eligible for mini-crits during their double jump.<br />
<br />
* Because [[mini-crits]] ignore damage falloff, this weapon is slightly more adept at long range than the Shotgun. Although more situational and less effective than the Flare Gun, you can shoot [[Jumping|explosive-jumping]] Soldiers or Demomen, and enemies juggled by your teammates for some damage.<br />
<br />
* The Reserve Shooter only has four shells, making it less effective for self-protection and prolonged combat. However, a point-blank mini-crit shot is very powerful, allowing you to eliminate opponents very quickly.<br />
** Try to aim for the center of the target as much as possible to reduce risk of missing and wasting ammo. You don't want to be caught reloading, since it leaves you vulnerable to attack.<br />
<br />
* Since the Reserve Shooter grants decreased switch speed, you can pair it with the [[Degreaser]] to switch weapons extremely quickly.<br />
<br />
==== [[Manmelter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Manmelter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Manmelter}}<br />
| 4<br />
| ∞<br />
| 30<br />
| 60 over 10 seconds<br />
| 90<br />
| 3000 Hammer units/sec<br />
|}<br />
<br />
* The Manmelter is a craftable secondary weapon for the Pyro. It is a Flare Gun which carries unlimited reserve ammunition, and fires flares that are 50% faster than those from other Flare Guns. Additionally, it has the ability to extinguish burning teammates using alternate fire, which grants a stored [[Critical hits|critical hit]], similar to the [[Frontier Justice]] and [[Diamondback]]. Up to 35 crits can be stored in this way, which are lost upon death. As a drawback, the Manmelter cannot deal random critical hits.<br />
** Extinguishing a teammates also grants 20 health in a similar manner to compression blasting. However, the Manmelter's alternate fire can ''only'' extinguish, and cannot reflect projectiles.<br />
<br />
* The Manmelter is more often a tool than a weapon; its alternate fire does not have a cooldown and uses no ammunition, making it a cheaper option to extinguish teammates, and the crits you gain from doing so can be very powerful burst-damage options. However, without any burning teammates around, the Manmelter's inability to deal extra damage on burning targets makes it lack in power when compared to the other Flare Guns.<br />
** Note that the alternate fire's vortex can only extinguish one teammate at a time, compared to the compression blast, which can extinguish any teammates in front of your weapon. If extinguishing multiple teammates, it will take some time.<br />
<br />
* The Manmelter's extremely fast projectile makes a negligible difference at close/mid range, but it will hit first at long range when compared to your other Flare Guns. This makes it hit distant opponents more consistently.<br />
<br />
* Since the Manmelter's crits are guaranteed, it is a reliable finishing weapon even against Pyros; they may be immune to afterburn, but not to the damage from your flares.<br />
** Players often flee when hit by a regular Flare Gun, which can make landing a critical hit with a second shot difficult. With a stored crit, you will deal a maximum of 150 damage (afterburn included), which can kill any fragile class that can't reach sources of health in time. This can help you combat Snipers or Scouts, who will often retreat after being ignited.<br />
<br />
* Remember to avoid wasting stored crits on enemies immune to critical hits, such as a building, a group being buffed by the [[Battalion's Backup]], or on a [[Vaccinator]] Medic or his patient if the weapon is set to fire-resistance.<br />
<br />
* Whilst it makes sense to take a Shotgun when against other Pyros, remember the Manmelter's power increases with the number of enemy Pyros. It's somewhat situational, but should it be used against the right enemy composition, the Manmelter can practically harvest guaranteed crits off of burning allies.<br />
** Even just one enemy Pyro can still set multiple allies on fire. It's very possible to provide support by constantly extinguishing them as they are being burned, harvesting a good handful of crits in the process, while they focus on killing the attacking Pyro.<br />
<br />
* Since the Manmelter provides a free extinguishing ability, it pairs excellently with the [[Backburner]] or [[Phlogistinator]]. With help from this weapon, the Backburner's expensive airblast can be saved for more important times, while the Phlogistinator will be granted an alternate extinguishing capability that the weapon itself lacks.<br />
** The Manmelter's increased projectile speed also pairs well with the Phlogistinator, as it is much easier to keep your distance while charging your "Mmmph" gauge.<br />
<br />
==== [[Scorch Shot]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Scorch Shot|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|15<br />
| rowspan= 2|60<br />
| rowspan= 2|45<br />
| rowspan= 2|1450 Hammer units/sec <br />
|-<br />
! {{Table icon|Festivized Scorch Shot|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
|}<br />
<br />
The Scorch Shot is a craftable secondary weapon for the Pyro. It fires special flares that explode upon contact with a surface, regardless of whether it hits a player, the ground, or other objects. Initial direct hits on an enemy or teammate will cause the flare to bounce before it drifts to the ground and explodes; the flare itself and its explosion will set opponents on fire. The world explosion can be used to [[jumping#flare jumping|flare jump]], which grants comparatively lower height but lower self-damage compared to the [[Detonator]]. Additionally, any enemy hit directly by a flare will be sent backwards by [[knockback]], while the flare will mini-crit (direct hits and explosion alike) and deal increased knockback against burning targets. As a downside, the Scorch Shot deals 35% less damage, and grants 35% less self-knockback, making flare jumps less effective.<br />
<br />
* The Scorch Shot was designed to grant the player an easy method of igniting enemies.<ref>[http://i.imgur.com/yTU9k.png3 Explanation E-Mail from a Valve employee]</ref>. While its flares cannot be manually detonated like the [[Detonator]], its lasting, exploding flares can easily set groups of enemies alight without needing careful aim.<br />
<br />
* While it comes with a damage penalty, this weapon excels at keeping opponents on fire rather than dealing direct damage. This makes it useful for constantly harassing and weakening opponents, especially if they lack a Medic or Dispenser.<br />
** That being said, this weapon cannot deal immense damage with a "Puff and Sting" tactic (igniting an enemy before airblasting them and firing your secondary weapon). This makes you disadvantaged if you need to eliminate an enemy immediately.<br />
<br />
* An enemy Pyro wielding a Shotgun will have an advantage over you due to the Scorch Shot's minimal damage. However, you can use the flare's knockback to push the Pyro away as you retreat.<br />
<br />
* The knockback of this weapon makes it useful for support, as you can knock opponents that are out of reach of your compression blast. Note that the angle in which the flare hits does not affect the direction an enemy is sent flying; they will always be sent away from you, even if you pelt them from above or below.<br />
** With your flares, push enemies away from an important area or knock them into a hazard. Such an example can be seen on [[Doomsday]], where your flare is capable of knocking the Australium carrier off the lift, potentially lighting any nearby enemies as well.<br />
<br />
* The Scorch Shot's explosive radius makes it very effective for attacking groups of opponents. Additionally, the projectile fired by the Scorch Shot falls on the ground after hitting an enemy and can ignite targets a second time once it hits the ground, so it is ideal to use in corridors leading from the enemy spawn or in narrow areas where enemies are constantly advancing.<br />
** These advantages also make the Scorch Shot a potent Sniper deterrent. Fire at Sniper-heavy areas to keep enemy Snipers distracted and constantly searching for health, thus forcing them to leave the battle entirely.<br />
<br />
* The explosion from the flares can also destroy Stickybombs, making this an ideal weapon for clearing traps and defending Engineer buildings. It is arguably more effective at doing so than the [[Detonator]], as it can be very difficult to manually detonate flares near a wall.<br />
<br />
* Keep in mind that burning targets will be eligible for mini-crits and will be knocked further. As the Scorch Shot tends to set enemies on fire easily, opportunities to finish opponents with mini-crits or push them back a distance will show themselves often.<br />
<br />
* Because direct hits send enemies flying, the Scorch Shot is ineffective for close-range combos utilizing your airblast. You can work around this by using the knockback to pin someone in a corner while you pull out your [[Axtinguisher]].<br />
<br />
* The Scorch Shot's explosion can be used to perform a shorter, less damaging [[jumping#flare jumping|flare jump]]. This can be useful to access low ledges with a smaller self-damage penalty, and can potentially save you from a near-fatal blow if timed right. To help visualize the jump height, a Pyro can scorch jump slightly higher than a [[Double Jump]] from the Scout.<br />
** Outside of flare jumps, shooting at one's feet with the Scorch Shot can cause all enemies surrounding you to be lit on fire. This is good for tight situations where you're low on flamethrower ammo and want to deal as much damage as possible.<br />
<br />
* If using the [[Phlogistinator]] or [[Backburner]], the Scorch Shot can be used just like an airblast to knock opponents away as you retreat. However, you will still be disadvantaged at extinguishing teammates; if that is the bigger priority, consider equipping the [[Manmelter]].<br />
<br />
* The Scorch Shot is an effective anti-Sniper weapon due to its knockback and fire throwing off the Sniper's aim, and it does not need as precise of an aim as the Flare Gun. In the right situation, a hit can knock a Sniper off of a high perch. At the very least, you'll be an annoyance to a Sniper.<br />
<br />
====[[Panic Attack]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=5 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Panic Attack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
| rowspan= 2|6<br />
| rowspan= 2|32<br />
| rowspan= 2|6.3-94<br />
| rowspan= 2|4.2-63<br />
| rowspan= 2|2.1-31.5<br />
| rowspan= 2|189<br />
[4.2 damage × 15 pellets]<br />
|-<br />
! {{Table icon|Festivized Panic Attack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
|}<br />
<br />
The Panic Attack is a craftable secondary weapon for the Pyro. It is a Shotgun that has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 30% less damage, and has a bullet spread that increases with each consecutive shot.<br />
<br />
* The Panic Attack deploys 50% faster compared to the Shotgun. This means you can pull it out immediately once you are threatened.<br />
* Because the 50% faster deploy speed stacks with the Degreaser’s switch-speed bonus, you can pair these two weapons for an near-instant switch speed of 0.125 seconds.<br />
* The Panic Attack has a much wider bullet spread than the Shotgun - it becomes useless at medium and long range. Use the Shotgun for combat out in the open.<br />
<br />
====[[Thermal Thruster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Thermal Thruster|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br/>({{item link|Gas Blast}})<br />
| 1<br />
| ∞<br />
| colspan= 5|x3 Fall Damage<br />
|}<br />
<br />
The Thermal Thruster is a contract reward secondary weapon for the Pyro. The Thermal Thruster functions as a mobility tool, which stores two jetpack charges. Each charge is regained after 15 seconds and charges can be used underwater. On use, the Pyro performs an initial liftoff, sending it a short distance upwards. Shortly after, the Pyro will take off with a quick blast that launches the player in the direction they are aiming; the beginning of the jump also extinguishes any nearby teammates and pushes nearby enemies away. Upon landing, the Pyro will knock nearby enemies back; should the Pyro fall from a high enough altitude and land on an enemy (when the player makes a cartoony "falling" noise), the resultant stomp will deal 3x standard falling damage, much like the Mantreads. The knockback dealt on enemies is determined by how high the Pyro jumps from when the Thermal Thruster is activated. If a jetpack charge is not used, the Pyro will not cause stomp damage even if landing on an opponent.<br />
<br />
* This jetpack can be paired with the [[Backburner]] to drop down behind unsuspecting enemies and kill them nearly instantly.<br />
<br />
====[[Gas Passer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Gas Passer|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Common string|n/a}}<br />
| 1<br />
| ∞<br />
| colspan="6" | {{Common string|n/a}}<br />
|}<br />
<br />
The Gas Passer is a contract reward secondary weapon for the Pyro. This weapon has a "Gas" meter that fills up slowly over time, and with damage dealt. Unlike other rechargeable weapons, the meter starts out empty when the Pyro first spawns or equips the item, will not fill or be affected by touching a Resupply locker, and charge is retained upon death and respawning. The meter takes 60 seconds and/or 750 damage dealt to fill, after which the Gas Passer can be pulled out. The Gas Passer acts somewhat like the Jarate or Mad Milk, but upon being thrown, it leaves a team-colored gas cloud on the floor that lingers for several seconds. If the gas can bursts in midair, the gas cloud will slowly descend during its lifetime until is reaches the floor. The Gas Passer can also be used to extinguish burning teammates. Any enemy that comes in contact with the gas cloud will be doused with gasoline for 10 seconds (5 if being healed by a Medic or Dispenser). Doused enemies, including other Pyros, will suffer from Afterburn if they take any form of damage, including bullets and projectiles. The afterburn effect lasts for 10 seconds. If the victim lingers in the gas cloud, the afterburn duration will not reset.<br />
<br />
* The gas lingers when it gets released, be sure to throw it onto control points and into tight doorways to ensure most of the enemies get doused.<br />
<br />
* Unlike the Jarate or Mad Milk, players soaked by this weapon are not considered "wet", so it can not be used in conjunction with the Neon Annihilator to utilize its “crits against wet players” attribute.<br />
<br />
===Melee weapons===<br />
==== [[Fire Axe]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Fire Axe|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
| rowspan=11 |0.8 seconds<br />
| rowspan=11 |65<br />
| rowspan=11 |195<br />
|-<br />
! {{Table icon|Festivized Fire Axe|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Lollichop|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Lollichop}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|}<br />
<br />
* When used, the Fire Axe's damage effect is much more likely to be dismissed by the enemy as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end, it can be used to knock down a target's health before attacking with the Flamethrower.<br />
<br />
* While not as effective as the [[Axtinguisher]] with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random critical hits have the same effect. This can be effective on enemy Pyros, since the Axtinguisher deals little damage to enemies not on fire.<br />
<br />
* Considering that you're already at melee range with your [[Flamethrower]], the Fire Axe is somewhat redundant, as the Flamethrower can deal far greater damage in a shorter amount of time. Thus, it's only a good idea to use the Fire Axe to conserve Flamethrower ammo, or to take advantage of random criticals. <br />
<br />
*The [[Third Degree]] is a straight upgrade from the Fire Axe - use it instead.<br />
<br />
==== [[Axtinguisher]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | On Burning Enemies<br />
! class="header" width="13%" | On Non-Burning Enemies and Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Axtinguisher|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
| rowspan="4" |0.8 seconds<br />
| rowspan="4" |86-167<br />
| rowspan="4" |44<br />
| rowspan="4" |131-371<br />
|-<br />
! {{Table icon|Festive Axtinguisher|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Australium Axtinguisher|Advanced+ Mann Up Reward|title={{common string|Australium item|Axtinguisher}}}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Postal Pummeler|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Postal Pummeler}}<br />
|}<br />
<br />
The Axtinguisher is an unlockable melee weapon for the Pyro. It deals guaranteed mini-crits on enemies that are on fire (extinguishing them in the process), and its damage increases depending on how much afterburn time the enemy has left - instantly dealing all the afterburn damage the target would have taken as mini-crits. However, this comes with several downsides: the Axtinguisher has a 35% increased holster speed (preventing the Pyro from deploying the Flamethrower for another combo), deals 33% less damage, and cannot roll for random critical hits.<br />
<br />
<br />
* It is ineffective to run straight towards burning enemies expecting to get a hit. Ambushing or using "Puff and Sting" tactics will help you get opponents in the perfect position while you draw your Axtinguisher.<br />
** "Puff and Sting" tactics work very well with this weapon. Blasting targets into a corner or into a wall will restrict their movements, disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is falling down.<br />
** Drop down from above or take alternate routes whenever possible. This maximizes the amount of time you have before your opponent can react.<br />
<br />
* If your target is burning, it usually takes one hit to kill non-overhealed Scouts, Engineers, Snipers, Medics (with the standard flamethrower - an Axtinguisher-Degreaser combo deals significantly less damage), and Spies.<br />
**Do not try to attack Soldiers and Heavies with this weapon unless they’ve already been weakened - it takes a while to holster the Flamethrower and attempt another combo.<br />
<br />
* The [[Degreaser]] works well with the Axtinguisher, as it allows the player to draw the Axtinguisher faster, giving the enemy less time to react. However, a Degreaser-Axtinguisher combo deals less damage than the Flamethrower-Axtinguisher combo, due to its decreased afterburn damage.<br />
<br />
* Working with a Medic can help you net mini-crit hits more easily. The constant healing will make you more durable even if you attempt an Axtinguisher combo head-on.<br />
<br />
* If using the Axtinguisher and Degreaser combo, you can exploit the physics of flames to your advantage by firing flames while dropping from above, then using the improved weapon switch speed to ready the Axtinguisher just before reaching your target. Because flames travel at a fixed speed, it is possible to fall faster than your fire travels, letting you reach an enemy at the same time as your flames do, and thus net a mini-critical hit, though this will not deal much as much damage as it would if performed on a different class. Notably, this is one of the few ways to kill an enemy Pyro with a mini-crit from the Axtinguisher without the help of another allied Pyro.<br />
<br />
==== [[Homewrecker]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | On Enemies<br />
! class="header" width="13%" | On Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Homewrecker|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Homewrecker}}<br />
| rowspan=2 |0.8 seconds<br />
| rowspan=2 |42-55<br />
| rowspan=2 |130<br />
| rowspan=2 |147<br />
|-<br />
! {{Table icon|Maul|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Maul}}<br />
|}<br />
<br />
The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer [[Buildings]] and has the ability to destroy [[Sapper]]s placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.<br />
<br />
* The Homewrecker does less damage against players than the stock [[Fire Axe]]. As such, the Homewrecker is not a good choice for those who often engage in melee combat. However, the Homewrecker's positive attributes more than make up for its lower damage rate against enemies, giving you a more effective support role than an offensive one.<br />
** Random critical hits deal 147 damage, enough to take out the more fragile classes.<br />
<br />
* The Homewrecker can readily destroy any building in two hits - marginally faster than the Flamethrower in certain circumstances. Notably, you can destroy [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] in a single hit.<br />
** However, considering that you're already at melee range as a Pyro in any case with your [[Flamethrower]], it may be more efficient to simply burn the building and any enemies near it. Depending on the situation, the extra damage against buildings may be harder to take advantage of.<br />
<br />
* Do not approach a Sentry Gun while it is active. If possible, hit a Sentry while the Engineer is building it to weaken the enemy's defenses, or work alongside a friendly [[Übercharge]] to get close to one.<br />
* One of the best times to use the Homewrecker is on Wrangled Sentry Guns once the Engineer controlling it is dead, as you stand a good chance of destroying the Sentry Gun before it can re-activate.<br />
<br />
* With the Homewrecker equipped, you are a best friend to any Engineer. Your Flamethrower's flames will keep Spies away, while your Compression Blast will deflect rockets, grenades, Stickybombs, and ÜberCharged players. The Homewrecker also allows you to remove [[Sapper]]s, which can save the work of an Engineer while he's away, if you are unable to stop a Spy from sapping the buildings.<br />
** Even if you are not actively playing as the Pyro, you can prepare the Homewrecker in your loadout and switch to it once you see a Sapper being placed. This will happen most often with [[Teleporter]]s, as it takes very long to get a Teleporter system up; spare a few seconds to switch classes in order to save one from going down.<br />
<br />
* Like most [[Strange]] weapons, the Homewrecker primarily counts player kills. If you want to keep track of any buildings you've destroyed, or Sappers removed, you'll need to add the relevant [[Strange Part]].<br />
<br />
==== [[Powerjack]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=1 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | From Kill<br />
|-<br />
! {{Table icon|Powerjack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|65<br />
| rowspan= 2|195<br />
| rowspan= 2|25<br />
|-<br />
! {{Table icon|Festivized Powerjack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
|}<br />
<br />
The Powerjack is a craftable melee weapon for the Pyro. It grants the user 15% faster movement speed while active, and killing an enemy with this weapon restores 25 HP, which grants [[Overheal]] should the player be at maximum health. However, the user will take 20% more damage from all sources while the Powerjack is held.<br />
<br />
* Compared to your other melee weapons, the Powerjack often grants the most utility. Its speed boost lets you get in and out of battles faster than normal, and the health on kill, though minor, can be enough reason to use it for melee combat. Since you take more damage while it is out, it is not a good strategy deploy this weapon out in the open; instead, use it whenever you are safe to maximize its efficiency.<br />
<br />
* Due to the damage vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to counter. In direct combat, most kills will be gained with the "Puff and Sting" tactic, where you ignite then airblast an unaware opponent into a corner or otherwise restrictive space before finishing off with melee hits.<br />
** Considering you already excel at melee combat, the extra damage you take may be negligible so long as you time your weapon switches properly.<br />
<br />
* Unless fully overhealed, it can be useful to attempt getting a Powerjack kill as often as you can, due to its restored health on kill. However, don't start fights you can't win.<br />
** If facing an enemy you are sure you can defeat, such as an oblivious Sniper or a lone Spy, be opportunistic and whack away at them. It is better to gain 25 health from a Powerjack kill than to burn him down with a Flamethrower and gain no benefits.<br />
<br />
* Whittling down the foe's health using a Flamethrower or a secondary, then ending off with a Powerjack hit is a good way to kill enemies without allowing them to retaliate with an attack of their own. This is a better strategy compared to rushing in with the Powerjack, as attentive opponents can simply strafe out of the way and hit you while your have increased damage vulnerability.<br />
<br />
* The faster move speed allows you to get to the fight faster and ambush enemies quicker; you'll often get to the front lines right after the Scout. The speed is also useful as a means of escape, especially since you'll be fighting at melee range often and will often be at low health.<br />
** If using the Powerjack to retreat, only do so if you know you can reach a health source with friendlies providing cover fire, as the 20% extra damage vulnerability will make you easy to kill, especially at low health.<br />
<br />
* The Powerjack's versatility can be useful with several weapons.<br />
** The [[Backburner]] works well with the Powerjack, as you can run to flank locations faster, thus making ambushes easier to pull off.<br />
** The [[Phlogistinator]] works in the same way, letting you get to battles quickly to gain "Mmmph" before retreating faster than usual.<br />
** The [[Detonator]] amplifies your mobility with its flare jumps, and you can use the Powerjack whenever you aren't jumping to maximize your movement speed.<br />
** The [[Degreaser]]'s decreased switch speed lets you deal "Puff and Stings" much faster, and significantly lowers the odds of you getting hit while you have the Powerjack out. This makes weapon heckling and gaining a Powerjack kill much easier.<br />
<br />
====[[Back Scratcher]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="10%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="10%" rowspan=2 | Attack Interval<br />
! class="header" width="20%" colspan=2 | Damage<br />
! class="header" width="50%" colspan=5 | Healing<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | From Small Health Packs<br />
! class="header" width="10%" | From Medium Health Packs<br />
! class="header" width="10%" | From Mediguns<br />
! class="header" width="10%" | From Dispensers<br />
! class="header" width="10%" | From Payload Carts<br />
|-<br />
! {{Table icon|Back Scratcher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|81<br />
| rowspan= 2|244<br />
| rowspan= 2|54<br />
| rowspan= 2|132<br />
| rowspan= 2|6-18/sec<br />
| rowspan= 2|2.5-5/sec<br />
| rowspan= 2|2.5/sec<br />
|-<br />
! {{Table icon|Festivized Back Scratcher|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
|}<br />
<br />
The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and passively raises healing gained from health packs by 50%. However, it reduces the player's healing rate from Medics, Dispensers, and the Payload cart by 75%.<br />
<br />
* The Back Scratcher is ideal for Pyro players who prefer a "Roamer" playstyle; the added healing from health packs makes surviving while behind enemy lines considerably easier. Conversely, the Back Scratcher is generally less effective if you tend to depend on friendly healing sources, as it will take considerably longer to regain your health.<br />
** For this reason, do not use this weapon if you're on offense on a Payload map, and constantly pushing the cart. Healing from the cart will be diminished, which prevents you from actively gaining health while pushing.<br />
<br />
* Try not to ask for healing from Medics if you have this weapon equipped, as it will force Medics to heal you for a much longer time. This can be a huge issue if there are many injured teammates around, as you will distract the Medic from patients who need the most help.<br />
** For the same reason, avoid being a pocket for a Medic, as the decreased healing rate makes it ineffective for tanking damage.<br />
*** However, if you're in a safe spot, you can help a Medic build up his ÜberCharge quickly. As Medi Guns build more ÜberCharge while healing injured targets, your decreased healing will keep the Medi Gun building at the maximum charge rate for a very long time.<br />
<br />
* Compared to your other weapons, the Back Scratcher doesn't deal lethal damage like the [[Axtinguisher]], and does not grant increased movement speed and health on kill like the [[Powerjack]]. However, it has no holster time penalty like the former, and its increased damage and no damage vulnerability makes it more effective for melee combat than the latter, making it as viable for melee combat as either weapon.<br />
** As always, "Puff and Sting" tactics will help you get a Back Scratcher kill. Airblast an opponent into the air before swinging; the higher damage means less swings for a kill.<br />
<br />
* Critical hits from this weapon deal 244 damage, making the Back Scratcher one of the few melee weapons that can one-shot a Soldier at full health. As such, do not underestimate the power of the Back Scratcher, especially with random crits enabled.<br />
<br />
* The Back Scratcher is an ideal weapon against enemy Pyros. If you consistently land hits, you will be able to out-damage any of his weapons, with the exception of the [[Backburner]] from behind. <br />
** Pyros equipped with any [[Flare Gun]] variant or the Axtinguisher will be especially disadvantaged, as these weapons require an opponent to be on fire for high damage, and you can't be lit on fire.<br />
<br />
* The Back Scratcher is a great weapon for [[Medieval Mode]]. Since all enemies drop health packs and only melee weapons are allowed, the damage bonus and increased healing from packs can make you a force to be reckoned with. Additionally, the presence of random criticals on most Medieval Mode servers allows you to potentially kill most classes instantly.<br />
** A coordinated Back Scratcher Pyro and [[Candy Cane]] Scout can make for strong allies, both in and out of Medieval Mode. The Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.<br />
<br />
* The Back Scratcher pairs well with the [[Detonator]] and the [[Scorch Shot]], as both cause self-damage through flare jumping. The added healing from the Back Scratcher allows you more attempts to reach ledges with health kits only easily accessible to Scouts, Demomen, and Soldiers with the reward of a large healing boost.<br />
<br />
* Since the Back Scratcher promotes roaming, both the Backburner and [[Phlogistinator]] have synergy with this weapon. Both weapons work very well when working behind enemy lines, and the boosted health kits will help you with your playstyle.<br />
<br />
====[[Sharpened Volcano Fragment]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Sharpened Volcano Fragment|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sharpened Volcano Fragment}}<br />
| 0.8 seconds<br />
| 52<br />
| 60 over 10 seconds<br />
| 156<br />
|}<br />
<br />
The Sharpened Volcano Fragment is a [[Promotional items|promotional]] and craftable melee weapon for the Pyro. It ignites enemies on hit, but deals 20% less base damage than the Fire Axe.<br />
<br />
* The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.<br />
<br />
* Because the Sharpened Volcano Fragment deals heavy damage and has standard afterburn duration and damage, it's much better suited for hit-and-run tactics, rather than attacking enemies head-on. <br />
** However, considering that your primary weapon already sets opponents on fire, has a longer range, and can kill most classes quickly with focused fire, the Sharpened Volcano Fragment's advantages are negligible in most situations. Furthermore, your other melee weapons generally have more utility over the Sharpened Volcano Fragment (such as the Axtinguisher's massive damage, Powerjack's overall versatility, and Homewrecker's ability to remove Sappers), which may be more tempting to have than afterburn-on-hit.<br />
<br />
* Despite its lower base damage, a critical hit with the Sharpened Volcano Fragment can be extremely lethal on classes that are not overhealed. Counting afterburn, a critical hit can deal enough damage to kill every non-overhealed class except for the Heavy, and overhealed Scouts, Snipers, Spies, and Engineers.<br />
<br />
* As the Sharpened Volcano Fragment sets opponents on fire with no ammo cost, it can be useful for [[Spycheck]]ing teammates when conserving ammunition is a priority. This is especially true with the [[Backburner]] or [[Phlogistinator]], weapons that burn through ammunition quickly due to their reliance on primary fire or an expensive airblast cost.<br />
<br />
* Be careful when fighting enemy Pyros; since they cannot be set on fire, the Sharpened Volcano Fragment's lower base damage will make you disadvantaged against them should both of you fight in melee combat, unless the enemy Pyro is equipped with the [[Axtinguisher]].<br />
<br />
* In Medieval Mode, the Sharpened Volcano Fragment is one of two weapons capable of igniting enemies. This can provide a useful tactical advantage for teammates, both doing damage over time and "marking" targets for a Scout with the [[Sun-on-a-Stick]] or fellow Pyro wielding the [[Axtinguisher]].<br />
<br />
* The Sharpened Volcano Fragment can work well with several weapons.<br />
** Use the Fragment to negate the afterburn penalty of the [[Degreaser]]. As the most recent afterburn takes priority, simply hit an opponent with the Fragment after you set them on fire with the Degreaser to keep the Fragment's more damaging afterburn on them.<br />
** At close range, a hit from the Sharpened Volcano Fragment deals more damage than a puff of flame, allowing you to do more burst damage with a [[Flare Gun]] combo than if you switched from the Flamethrower.<br />
<br />
====[[Third Degree]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Third Degree|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Third Degree}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Third Degree is a craftable melee weapon for the Pyro. It deals standard Fire Axe damage, but will transfer all damage done to all targets being healed by a [[Medi Gun|Medic beam]] or the [[Medicating Melody]] taunt.<br />
<br />
* Compared to the [[Fire Axe]], the Third Degree has no downsides. Use it instead of the Fire Axe if you have it.<br />
** However, the Third Degree is very situational compared to your other melee weapons. Consider using another melee weapon if the enemy team has no Medics.<br />
<br />
* If more than one Medic is healing a single target or Medics are forming a "chain", hitting just one player will damage them all.<br />
** The same applies for an enemy Medic's [[Medicating Melody]]; hitting the Medic will damage all enemies in the healing radius, which can prove immensely useful for taking out a group of enemies defending an area.<br />
<br />
* Although situational, critical hits transfer to all targets too, letting you deal immense burst damage to multiple healed targets at once. While this may be able to kill a Medic and his injured pocket, any Medics being [[overheal]]ed (such as being healed by other accompanying Medics) will only be left at severely low health since they can be overhealed to 225 health. If possible, swing twice.<br />
<br />
* The Third Degree is a useful tool for ambushing strong 'pocket' duos. Timed suicide attacks on an unaware pocketed class may succeed in taking down their [[Medic]].<br />
** However, since your Flamethrower already does high damage at close range, it may be worthwhile to simply burn a pocket duo to death. The Third Degree shines when you can take down an injured Medic and his patient together, so look out for opportunities.<br />
<br />
* Depending on the situation, the [[Axtinguisher]] can do a quicker and more reliable job at Medic pair killing compared to the Third Degree, but has its own downsides. While you can take down a Medic or his pocket quickly by setting them on fire before netting a guaranteed mini-crit, the Axtinguisher's slower holster speed leaves you more open should you fail to fully kill the enemy. Weigh your options and choose the most reliable weapon.<br />
<br />
====[[Neon Annihilator]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Neon Annihilator|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Neon Annihilator}}<br />
| 0.8 seconds<br />
| 52<br />
| 156<br />
|}<br />
<br />
The Neon Annihilator is a promotional melee weapon for the Pyro. It deals guaranteed critical hits on wet opponents (one covered in water, [[Jarate]], or [[Mad Milk]]), and any player who has been in contact with [[water]] in the past 5 seconds. It can also remove Sappers from friendly buildings in two hits. As a drawback, this weapon deals 20% less damage against players and does not roll for random critical hits.<br />
<br />
* The weapon may seem to contrast with the Pyro's fire-based abilities, but it does give some powerful utility in maps with a lot of water. Because your primary weapons and flare guns do not work underwater, the Neon Annihilator allows the Pyro to be effective where he would otherwise be at a large disadvantage.<br />
** The effectiveness of this weapon depends almost entirely on the terrain; on maps with little or no water, you will be much better off using a different melee weapon. You may also find opportunities to net a critical hit if your team has a Scout using [[Mad Milk]] or a Sniper using [[Jarate]], but this shows itself less often than setting opponents on fire for a mini-crit from the [[Axtinguisher]], for example.<br />
<br />
* Burning enemies will often seek out the nearest source of water to extinguish themselves. This allows you to chase them down and finish them off with a critical hit. You can also use the compression blast to force them into water, and the Annihilator should do the rest; two critical hits will kill any class except a fully overhealed Heavy.<br />
<br />
* Pairing with a Scout using Mad Milk can be a very effective combination; you can deal critical hits on drenched opponents, gaining a lot of health in the process. If the Scout also wields the [[Sun-on-a-Stick]], he can deal full critical hits to opponents once you ignite them.<br />
<br />
* Most waterways are low, secluded, and often tight spaces. This weapon is great for ambushing people trying to get behind friendly lines and can prove great for securing locations for Engineer nests in enemy bases.<br />
<br />
* The Neon Annihilator can remove [[Sapper]]s from friendly buildings, albeit with two hits compared to one from the [[Homewrecker]] or [[Maul]], making it slightly less reliable for the job. However, it can be a better option that the Homewrecker on maps with water, as it can function both as a powerful weapon and a utility to save an Engineer's buildings.<br />
<br />
====[[Hot Hand]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Hot Hand|Contract}}<br />
| align="center" | {{Icon killicon|weapon=Hot Hand}}<br />
| 1.0 seconds<br />
| 28<br />
| 84<br />
|}<br />
<br />
The Hot Hand is a contract reward melee weapon for the Pyro. Unlike other melee weapons, attacking will trigger two consecutive melee swings. The weapon deals less damage than the Fire Axe, which is split between the two slaps (28 x 2, for a total of 56 damage). Upon hitting an enemy with this weapon, the player gains a very short speed boost (similar to the Disciplinary Action, but with a much shorter duration) and the hit is announced in the kill feed, similar to the Holy Mackerel and the Unarmed Combat. Kills with this weapon are shown as "SLAP KILL!" in the killfeed. Like the aforementioned weapons, this message does not show if the victim is a Spy using an active Dead Ringer, allowing you to detect if a Spy has fiked his death.<br />
<br />
* You could slap someone then instantly switch to one of your weapons, though the speed boost only lasts one second, so be quick.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
* While often flashy and humiliating for the enemy, taunt attacks are generally ineffective due to their long charge time. Additionally, you will be helpless for the duration of the taunt.<br />
<br />
* An inattentive Sniper or an idle player can be the perfect target for a tauntkill.<br />
<br />
* Tauntkills are the only way to attack the enemy team during [[Match outcomes#Stalemate|Stalemate]] and [[Match outcomes#Humiliation|Humiliation]].<br />
<br />
===[[Armageddon]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Armageddon}} <br />
| align="center" | {{Icon killicon|weapon=Armageddon}}<br />
| [[Rainblower]]<br />
| 400/15<br />
| 5 seconds <br />
| The [[Pyro]] blows a stream of bubbles as a rainbow forms over they, complete with a sparkling [[Balloonicorn]] in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames while they laugh demonically. Players not in [[Pyroland]] see a stream of fire instead of a rainbow. <br />
|}<br />
<br />
* The Pyro's Armageddon taunt possesses the largest damaging radius of any taunt kill, capable of immolating several unaware enemies in flame. <br />
<br />
* Unlike other taunt kills, for each player caught in the taunt's radius, damage is halved. The closest will receive 400 damage, the next closest will receive 200 damage, and so on. Foes in the taunt's radius that are not immediately killed will suffer afterburn damage as normal.<br />
** Its damage means it will be unable to kill an overhealed Heavy, although the opportunity should not present itself often.<br />
<br />
* Lurk around corners in populated areas in the hopes of catching large groups of players by surprise; even if you die in the attack, you will still have dealt a significant amount of damage.<br />
<br />
* Being one of the most noticeable and longest taunts, achieving a kill requires an extreme amount of luck.<br />
<br />
* You can temporarily force enemies to leave a control point by taunting - anyone too slow, unaware, or unlucky enough to be nearby will be killed. However, they may simply kill you before the tauntkill triggers.<br />
<br />
===[[Hadouken]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Hadouken}}<br />
| align="center" | {{Icon killicon|weapon=Hadouken}}<br />
| [[Shotgun]]<br />[[Reserve Shooter]]<br />[[Flare Gun]]<br />[[Detonator]]<br />[[Manmelter]]<br />[[Panic Attack]]<br />
| 500<br />
| 3 seconds<br />
| The Pyro winds their hands back, concentrates, then releases their inner fire energy as a Hadouken. This taunt is capable of hitting multiple enemies and can destroy buildings. If an enemy survives the attack, they will be set on fire.<br />
|}<br />
<br />
* At the beginning of a round, on a level with setup time (like [[Gold Rush]] or [[Dustbowl]]), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open and may occasionally catch oblivious players in the blast.<br />
<br />
* This taunt can take out multiple enemies, so it may occasionally kill groups of enemies.<br />
<br />
* A successful Hadouken hit can instantly fill the [[Phlogistinator]]'s "Mmmph" meter.<br />
<br />
* Note that the Hadouken can destroy unattended buildings. This can be useful during [[Match outcomes#Humiliation|Humiliation]], or if you want to cut down on time and ammunition. Use it to destroy [[Dispenser]]s and the like - but be warned. If an enemy [[Engineer]] catches you in the act, you will be unable to prevent him from killing you.<br />
<br />
===[[Execution]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Execution}} <br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| [[Scorch Shot]]<br />
| 400/15<br />
| 3 seconds <br />
| The Pyro holds their Scorch Shot upwards, before bringing it down to aim ahead and fire. The shot uses ammo, and point blank shots do potent damage; shots beyond that range do standard damage.<br />
|}<br />
<br />
* Since the taunt takes about three seconds and takes considerable accuracy and luck to catch an opponent up close, it's recommended that this taunt is saved for the end of rounds.<br />
<br />
* When an enemy is hit from [[Range#Distance and randomness modifier|point-blank range]], the shot will do 400 damage against them; however, shots beyond said range will do standard damage.<br />
** Like the Armageddon taunt, this will not be able to kill an overhealed Heavy, although attempting it is reckless in any case.<br />
<br />
* Like the [[Showdown]] taunt, your shot will be aimed towards wherever your crosshair is looking at. This means despite the animation's looks, you can aim up or down and still hit an opponent, though remember that only point blank shots do lethal damage.<br />
<br />
* This taunt is roughly three seconds long and completely silent before it fires, giving the option to surprise enemies rounding corners.<br />
<br />
* Remember that the shot will damage you if the projectile hits an obstacle or enemy too close to you.<br />
<br />
* A successful point blank shot will fill up the [[Phlogistinator]]'s "Mmmph" meter completely.<br />
<br />
* Since this taunt uses up ammo, you won't be able to attempt it as often as the [[Hadouken]] taunt unless you're alright with wasting ammunition.<br />
<br />
====[[Gas Blast]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Gas Blast}} <br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br />
| [[Thermal Thruster]]<br />
| 500<br />
| 6 seconds<br />
| The Pyro simultaneously jumps and reaches behind their back with both hands to take out a match and a match box. They stare at the match box for a second before striking the match against the match box and holding the lit match in front of them, staring at the flame for another second before turning around, reaching between their legs to place the match in front of their rear, and letting loose a magnificent burst of flame while watching over their shoulder. The Pyro then stops and jumps around again as the flame disappears.<br />
|}<br />
<br />
* A Gas Blast kill will completely fill the Pyro's "Mmmph" bar if equipped with the [[Phlogistinator]].<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}} <br />
{{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}} <br /><br />
'''[[Shotgun]]''' or '''[[Reserve Shooter]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Powerjack|icon-size=40x40px}} <br /><br />
'''[[Axtinguisher]]''' or '''[[Powerjack]]'''<br />
|<br />
<br />
A good general loadout that allows the player to take on a wide range of foes and deal reliable damage.<br />
<br />
The stock Flamethrower is the most well-rounded of all your primary weapons, having both reliable compression blasts and afterburn damage. Use this versatility to outflank the enemy team and attack them by surprise on offense, while protecting teammates on defense. Your Shotgun will play several roles, from weakening burning enemies who are retreating or finishing off those who come too close. Use the "Puff and Sting" tactic for such instances by airblasting and shooting airborne enemies for a damaging combo, which can be enhanced with the Reserve Shooter, although you sacrifice clip size for the ability to mini-crit targets affected by knockback. The hitscan nature of your Shotguns also gives you the upper hand against other Pyros, especially if they are equipped with a Flare Gun. Finally, choose a melee weapon that suits your playstyle; the Axtinguisher lets you eliminate unaware or high-profile enemies like Medics quickly, while the Powerjack makes flanking easier and heals you on kill, and doesn't suffer from the sluggish holster speed of the Axtinguisher.<br />
<br />
While useful overall, you'll be ineffective at range due to the lack of a Flare Gun; Snipers in particular will be a nuisance. Additionally, take note of your loadout's disadvantages; the Reserve Shooter's smaller clip makes it less efficient for self-defense if you can't airblast enemies, while both your melee weapons make you vulnerable when using them (sluggish holster speed for the Axtinguisher, and damage vulnerability while active when holding the Powerjack).<br />
|-<br />
<br />
! align="center" | {{Icon weapon|weapon=Backburner|icon-size=100x100px}} <br />
'''[[Backburner]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}} <br />
'''[[Shotgun]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Back Scratcher|icon-size=40x40px}}<br /><br />
'''[[Powerjack]]''' or '''[[Back Scratcher]]'''<br />
| <br />
{{anchor|Spyro}}<br />
For the patient "Roaming Pyro" or "Spyro" that favors working alone, this loadout allows the player to slay unaware opponents while sneaking around the map and avoiding direct confrontations.<br />
<br />
The Backburner's crits from behind makes it the perfect ambushing weapon. Attack any unaware or distracted enemies; ambushing groups of enemies from behind can also produce devastating results since flames go through targets, which can single-handedly stop pushes. Use the Shotgun against enemies that are fighting from outside of the Backburner's range, or simply to cover a retreat if you are discovered behind enemy lines. Your choice of melee weapon is based on your priorities and tactics: the Powerjack makes you more vulnerable to damage, but grants 25 health on kill and increased movement speed while active, which can help you get into position quicker. Meanwhile, the Back Scratcher is a potent killing tool due to its increased damage, and helps you survive behind enemy lines since it boosts health gained from health packs, but greatly decreases survival when fighting alongside teammates, further emphasizing your role as a "roaming" ambush class. Either melee weapon supports a highly mobile tactic of cycling between attacks and healing pickups; identify routes that allow you to attack, escape, quickly heal, and repeat.<br />
<br />
As the Backburner has a restricted compression blast, be wary of your increased vulnerability to explosives and enemies who notice you; it will be harder to retreat as you can only airblast opponents and projectiles four times before you run out of ammo. Good positioning and circle-strafing is required to use this set effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=40x40px}}{{Icon weapon|weapon=Degreaser|icon-size=40x40px}}<br />
'''[[Flame Thrower]]''' or '''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
'''[[Scorch Shot]]''' or '''[[Detonator]]'''<br />
! |{{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}<br />
'''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pybro}}<br />
This setup is ideal for dedicated support Pyros, also called "Pybros", rather than for players that like to take the fight to the enemy.<br />
<br />
Whether guarding an Engineer nest or covering your team's backside, the Flamethrower can be used to deflect projectiles, [[Spy checking|Spy check]], shepherd Sentry Guns, and push back ÜberCharges. Meanwhile, the Degreaser can be used in more hectic matches that have aggressive Spies as well as constant assaults from Soldiers. The Scorch Shot and Detonator allow players to easily ignite enemies at a distance, making things easier for teammates, and can be used to harass enemy Snipers, reducing the enemy's ability to support their own team. Which you use is mostly down to preference: the Scorch Shot is more reliable for ignition and harassment, but the Detonator grants you some extra mobility and deals more damage. The Homewrecker can save friendly Buildings from Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineers may try to place.<br />
<br />
Since this loadout sacrifices damage for team support, you won't be able to deal high burst damage, which is especially disadvantageous against bulky classes. Keep to supporting your team while staying close to them at all times, and switch away from this loadout if it is necessary to have more offensive power.<br />
<br />
The usual presence of a Dispenser in a nest can largely nullify the Compression Blast penalty of the Backburner, permitting the Spyro to step in as Engineer's Pybro as needed.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}} <br />
'''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Flare Gun|icon-size=100x100px}} <br />
'''[[Flare Gun]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}<br />
'''[[Axtinguisher]]'''<br />
| <br />
<br />
This setup is for the assassin Pyro who likes to kill single enemies quickly.<br />
<br />
The Degreaser's faster switch time allows players to pull off weapon combos with ease. Notably, it speeds up the Axtinguisher's extremely slow draw time, making "Puff and Sting" combos especially devastating. The critical hits and mini-crits gained against burning targets by the Flare Gun and Axtinguisher gives you a tremendous advantage in 1-on-1 situations, and allows players to whittle down large-HP targets with relative ease. The increased switch speed is also beneficial for defense; it widens the window in which you can switch to the Degreaser to airblast projectiles, making you less vulnerable to weapon heckling. Keep in mind that you should sneak behind enemy lines and ambush enemies as they are approaching an objective; this lets you set groups on fire and take them out with crits before they notice. However, you can also lead your team into combat; most enemies can be damaged or killed swiftly with a critical blow.<br />
<br />
While powerful, this loadout is especially disadvantaged against enemy Pyros since you cannot set them on fire for critical damage with your other weapons. An enemy Pyro that keeps a moderate distance while shooting you with a Shotgun or Reserve Shooter can outdamage you in the long run, so either airblast them and retreat, or simply burn them with the Degreaser. The Degreaser also comes with its own downsides: you cannot be as reckless with airblasting due to the Degreaser's slightly increased airblast cost, while its extremely weak afterburn damage will seldom kill enemies over time. All in all, this loadout requires good aim and usage of your compression blast to defeat enemies as fast as possible, without depending on afterburn to finish the job.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! |{{Icon weapon|weapon=Flare Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Manmelter|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Flare Gun]]''' or '''[[Detonator]]''' or '''[[Manmelter]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Sharpened Volcano Fragment|icon-size=100x100px}} <br />
'''[[Sharpened Volcano Fragment]]'''<br />
|<br />
{{anchor|Phlogro}}<br />
This set emphasizes on using all available options to build the Phlogistinator's "Mmmph" meter.<br />
<br />
As the Phlogistinator charges with fire damage from any of the Pyro's weapons, both your Flare Guns and the Fragment will help keep your enemies on fire as much as possible: Flare Guns for long range, and the Fragment should you run out of ammo. Each Flare Gun has its own up and downs, so pick one of your preference. The Detonator is good for those unsure of their aim or who want to ignite multiple enemies at once, but only mini-crits burning targets. The Flare Gun guarantees full crits on burning targets but requires careful aim on the player's part. The Manmelter lets you to retain your ability to extinguish teammates and ensures you don't have to worry about running out of flares, but has a slow firing speed and cannot crit without extinguishing a teammate. Finally, the Scorch Shot can knock foes back and destroy Stickybombs, acting as pseudo-airblast at long ranges, while being able to ignite multiple foes with one flare; rapidly landing two Scorch Shot hits into a cluster of enemies (the second hit mini-critting multiple targets) can rapidly charge "Mmmph" while you stay at a safe distance). Using this set, killing 2-3 people in any way should net you a full "Mmmph" bar so you can heal, unleash the Phlogistinator's crits, and prolong your assault.<br />
<br />
As usual, the Phlogistinator's lack of an airblast makes you lose an essential supportive tool, so you won't be able to protect your team apart from spychecking with your flames. Choose your battles wisely since you can't airblast enemies or projectiles away to escape, and stay behind your team firing flares to gain "Mmmph". Once you are charged, flank the enemy or move in with your teammates before activating your crits to mow them down.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! {{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Reserve Shooter]]''' or '''[[Panic Attack]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|<br />
<br />
A "glass cannon" loadout that focuses on popping in and out of combat speedily in order to quickly gain "Mmmph" charge with kills.<br />
<br />
The Powerjack is key in this loadout, providing the speed needed to pop in and out of battle to burn opponents down with the Phlogistinator. While the Reserve Shooter's mini-crits cannot be capitalized on due to your lack of an airblast, its decreased switch speed will enhance your ability to choose which weapon to have out. If needed, the Panic Attack can be used as an effective backup weapon, since you will often find yourself at low health due to your risky playstyle. The Scorch Shot is also a good choice on objective-based maps, as allows its user to set multiple enemies on fire at once to gain "Mmmph".<br />
<br />
While much riskier than a Phlogistinator loadout focused on Flare Guns (see above example), the key point of this setup is to cover as much ground as possible and charge straight into enemies you know you can take down -- in short, similar to a Scout. Direct combat will help you gain "Mmmph" much faster than with Flare Guns alone, allowing you to constantly keep up the pressure against the enemy. However, keep in mind the Phlogistionator's lack of airblast, which is a severe disadvantage against any enemy who knows you're coming.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
'''[[Shotgun]]''' or '''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Neon Annihilator|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Homewrecker|icon-size=40x40px}}<br /><br />
'''[[Neon Annihilator]]''' or '''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pyroshark}}<br />
An effective "[[Glossary of player terms#Pyroshark|Pyroshark]]" set-up, suited for water-heavy maps or those with submerged flanking routes, such as 2Fort and Well.<br />
<br />
The Flamethrower's overall stats allow you to control enemy movement more than the Backburner or the Phlogistinator would, which lets you decide if you want to engage any enemies who venture into your waters. Meanwhile, you will be heavily reliant on your secondary and melee weapons while underwater, so the Degreaser's upsides of switching to-and-fro from itself would not be beneficial to you.<br />
<br />
The Shotgun is your most reliable secondary that works underwater, and will be your main tool for ranged combat if you prefer to stay submerged. Alternatively, you can bring the Panic Attack instead and deliberately keep yourself injured in order to blast any unfortunate enemies with four shots once they take a swim. <br />
<br />
The Neon Annihilator is built for water and is the forefront of this loadout, as enemies will almost be guaranteed to be touching water if they want to fight you, and you can put off potential enemies from entering any watery areas just by holding the weapon out. The Homewrecker can also work if the enemy team has a pesky Engineer who is devoted to building Sentry Guns or Teleporters underwater, allowing you to take him out with ease; make sure that you enter above water level if you decide to do this, as your lowered mobility while underwater can get you killed quite easily.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Detonator|icon-size=100x100px}}<br />
'''[[Detonator]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|'''The Gas Jockey's Gear'''<br />
<br />
The Gas Jockey set supports the Pyro's speed and mobility and lets you control the fights you participate in.<br />
<br />
The Pyro has the best health-to-speed ratio, and this loadout takes advantage of that speed and enhances it further to allow the Pyro to run at 115% of base speed--faster than all stock classes save the [[Scout]]. This version of the Pyro operates as a flanker or back-capper, avoiding direct confrontation with enemies, and is best suited to showing up unexpectedly via ambush from surprising angles. Use the Powerjack to speed around the map and the Detonator to [[Jumping#Flare jump|flare jump]] to unexpected perches or routes. While you take more damage with the Powerjack active, it also grants some health upon a kill, extending survivability slightly. The Degreaser's switch speed buff reduces the odds of being caught off-guard with the damage vulnerability of the Powerjack. The Detonator does full afterburn and excels at damaging groups of enemies at long range, while the Degreaser is fast and effective at close range. Its switch speed buff allows you to risk equipping the Powerjack to finish off an enemy and gain health. Finally, when all else fails, the Powerjack aids in making a hasty escape.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Panic Attack|icon-size=100x100px}}<br />
'''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Third Degree|icon-size=40x40px}}<br />
'''[[Axtinguisher]]''' or '''[[Third Degree]]'''<br />
|<br />
<br />
This highly situational loadout is a "suicide pick" setup. It is focused on taking out a priority target (usually a Medic) with no regard to survival afterwards, and seeks to unload the maximum amount of burst damage as quickly as possible while unsupported by the rest of your team.<br />
<br />
The main playstyle requirement is stealth--players have to make their way towards their target unseen to take maximum advantage of the first few shots. Ideally, the initial attack is made with the Panic Attack, then switching to the Degreaser, then finally your melee weapon as the range closes. A fully loaded Panic Attack can bring down a lone Medic without a ready Übercharge at medium-close range. If targeting a Medic or groups of Medics, the Third Degree can damage them by attacking their healing targets as well. Escaping after launching your attack is unlikely with this high-risk setup, but sacrificing your life to kill a Medic is usually worth it.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Rainblower|icon-size=100x100px}}<br />
'''[[Rainblower]]'''†<br />
! {{Icon weapon|weapon=Thermal Thruster|icon-size=100x100px}}<br />
'''[[Thermal Thruster]]'''<br />
! align="center" | {{Icon weapon|weapon=Hot Hand|icon-size=100x100px}}<br />
'''[[Hot Hand]]'''<br />
|<br />
<br />
This loadout may appear goofy at first glance, and there is no denying that it is; however, its oddity masks a very useful combination of abilities. As a stock reskin, the Rainblower deals continuous fire damage over a wide area for no real drawback. The Thermal Thruster is by far the Pyro's best mobility option, while the Hot Hand also provides additional speed boosts for a minor loss in hitting power. This setup encourages a Pyro to make good use of their newfound mobility to leap onto high vantage points or take odd avenues of attack, then get close to punish an enemy with either widespread flames or quick blows at close range, then retreat before enemy attention can be turned on them. However, this loadout also shares the distinct weakness of lacking ''any'' ranged option at all. All engagements will have to be at melee range or from ambush/surprise, as the lack of a secondary weapon makes this loadout very vulnerable when an opponent is aware of the Pyro's presence.<br />
<br />
Most notably, this is the only loadout in the game where ''every'' equipped weapon possesses a taunt kill. While this isn't anything to rely on, it does mean that Pyros thus equppied are never unarmed, especially in Humiliation.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
The Pyro and Scout are both excellent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.<br />
* Due to the Scout's low health, your compression blast will often be a life-saver for him, whether it be saving him from afterburn or reflecting a potentially deadly rocket. This also allows higher-priority teammates to grab health packs (eg. Medics), which benefits the entire team. <br />
** If a Scout is constantly being ignited, you can also take advantage and use the [[Manmelter]] to gain free crits.<br />
** Protecting Scouts is especially true if he has the [[Pretty Boy's Pocket Pistol]], as he takes 20% extra damage from all sources with it out.<br />
* Your ability to airblast syncs well with the Scout's single-target playstyle. Airblasting an enemy into the air can let him get close to deal heavy damage to the confused enemy.<br />
** This can help a Scout aim his usually slow projectiles with relative ease as well. Pinning an enemy against a wall while the Scout launches a [[Sandman]] ball, [[Mad Milk]], or [[Flying Guillotine]] can result in an easy elimination.<br />
* Enemies set on fire tend to focus on the Pyro if he's close, or retreat towards nearby health packs if ignited from afar. A Scout can take advantage of these distractions to shoot enemies in the back.<br />
**Alternatively, that foe can be finished off quickly by a Scout with the [[Sun-on-a-Stick]].<br />
* If the Scout is equipped with the [[Force-A-Nature]], the two of you can become huge distractions and push opponents around as you please at close range, especially when combined with your compression blast and long range [[Scorch Shot]] shots.<br />
** Likewise, a Scout and Pyro team working close together can get behind enemy lines and eliminate foes with their ambush-suitable weapons such as the [[Back Scatter]] and [[Backburner]].<br />
* The pair of you are capable of taking out a sentry nest all by yourselves. Have the Scout go in with a [[Bonk! Atomic Punch]] to attract the [[Sentry Gun]]'s attention. As a Pyro, you can now go in and rapidly damage the Sentry Gun, potentially killing the Engineer as you do so.<br />
** If the Engineer decides to [[Wrangler|wrangle]], you can sneak up and kill him quickly before he notices you. If you have the Homewrecker equipped, you can use that to break the sentry before it reactivates.<br />
** Note that this strategy will likely not work if a sentry nest has more than one Sentry Gun, or if the Engineer has backup from his team.<br />
* As bleeding and burning damage stack with each other, you can combine the damage of your flames with the bleeding from a Scout's [[Boston Basher]], [[Three-Rune Blade]], [[Wrap Assassin]], or Flying Guillotine, resulting in very powerful gradual damage.<br />
* The Scout's [[Mad Milk]] benefits you greatly due to the Flamethrower's strong close-range damage. You will often be able to survive fighting against a small group of enemies while tanking damage with the milk's healing. This is especially useful with the [[Phlogistinator]], letting you gain "Mmmph" quickly with less risk.<br />
** The [[Neon Annihilator]] will also deal guaranteed crits against milked targets, and will grant massive amounts of health on hit.<br />
** Every tick of afterburn will heal you should you ignite a milked target. You can use any Flare Gun variant if you are fighting alongside a Scout with Mad Milk, letting you pelt retreating opponents and getting you healed up in the process. This becomes more effective with the Detonator or Scorch Shot, as they can ignite multiple milked foes at once.<br />
* A Scout equipped with a [[Candy Cane]] that kills an enemy will drop a health pack for you, especially beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by airblasting explosives.<br />
* If the Scout manages to hit your opponent with the [[Fan-O-War]], you can easily go in with your primary to finish them off. Mini-crits from the Flamethrower will often melt an opponent quicker than they can react.<br />
<br />
==={{class link|Soldier}}===<br />
Paired together, Pyros and Soldiers are the most mobile-yet-bulky pairs in the entire game. While both classes have their own effective ranges, the Pyro's supportive tools and the Soldier's overall firepower makes the duo excellent for carrying out a small [[push]].<br />
* Whereas mid-to-long-range combat are your weaknesses, a Soldier can cover your shortcomings by firing rockets at enemies that wander outside the range of your primary.<br />
** Likewise, the Soldier is prone to close range self-damage and enemy Pyros who can reflect his rockets. You are able to prevent these issues by going in for any close-range fighting and by airblasting deflected rockets right back at enemies.<br />
** If you both hide in high, hard-to-reach places, you can ambush anyone that wanders through below.<br />
* In your stock loadouts alone, the Pyro and Soldier are capable of producing all four main types of [[damage]]: [[Hitscan]], [[Projectiles#Explosions|Explosive]], [[Fire]], and [[Melee]]. Using this to your advantage, the two of you can exploit any existent vulnerability in the enemy.<br />
** This is especially useful for countering the [[Vaccinator]], as the pair of you can use two different types of damage to confuse a Medic.<br />
* Both of you are able to use the Reserve Shooter, which works extremely well between your ability to airblast and the Soldier's ability to [[Juggling|juggle]]. Coordinating attacks that keep your enemy in the air can result in quick airborne kills.<br />
** Soldiers with the [[Direct Hit]] will have a much easier time taking advantage of their ability to mini-crit airborne targets if you juggle them with your airblast.<br />
* Staying in range of your Soldier while he uses any of the [[Buff Banner]], [[Battalion's Backup]], or [[Concheror]] can result in great benefits for the two of you. The Buff Banner and Concheror buff your damage and staying power respectively, while the Battalion's Backup can let you use melees like the Axtinguisher or Powerjack with less risk.<br />
** Offensive weapons such as the Backburner and Phlogistinator become even more potent with a Soldier's buffs, making you an even bigger threat.<br />
* Soldiers are a common target for backstabs due to their high power, low speed, and team-boosting abilities. As always, spycheck. Any Spy you ignite can be eliminated by you or your buddy with little issue. If the Spy has the [[Spy-cicle]], he may enjoy temporary safety from your flames, but communicating his presence to the Soldier makes him a similarly easy target for your buddy's rockets.<br />
* Soldiers are comparatively more mobile than Pyros due to their [[rocket jump]]s, which can be an issue if you are required to travel a distance. Using the [[Detonator]] can better allow you to keep up with your partner, further increasing the dynamic of you and your Soldier's ability to push together.<br />
<br />
==={{class link|Pyro}}===<br />
While Pyros are often confined to close range, there is usually nothing scarier than seeing a pair of Pyros causing plenty of havoc. Whether you and your partner have similar loadouts or not, there is a larger dynamic in your firepower being doubled; enemies will usually have a hard time dealing with you.<br />
* Spies are absolutely hopeless in a fight against two Pyros so long as it takes place up close. If the two of your regularly spycheck, your team will have virtually no issues with Sappers or backstabbing.<br />
** Remember your range weakness; a sneaky Spy can still snipe you from afar with the [[Ambassador]].<br />
* When two Pyros pair up with friendly Engineers, you become a complete fortress that almost nothing can get past. By doubling the efficiency of pushing back ÜberCharges, airblasting projectiles, killing Spies, and removing Sappers with the Homewrecker, the pair of you are a blanket of safety for your team's Engineers.<br />
* If both Pyros have the same play-styles, your efficiency increases overall. Ambushes are successful more often, airblast fights are in your favor, enemy Pyros will be overwhelmed by your combined firepower, etc.<br />
** Some weapon pairs can potentially shut down unprepared teams if you coordinate; a Degreaser/Flare Gun/Axtinguisher set or a pair of Phlogistinators can cut down any unaware enemies almost instantly.<br />
* If the two of you have different play-styles, the complexity of fighting you two increases for any enemy.<br />
** One Pyro may have a flamethrower that focuses on utility, while the other might have an offensively inclined one, such as the Backburner or Phlogistinator. The utility Pyro can set up the offense Pyro for an attack by either pinning an enemy against a wall or other obstacle or reflecting incoming projectiles.<br />
** Your secondaries, if one is a Shotgun while the other is a Flare Gun, can result in two advantages in mid-range combat at once. The Pyro with a Shotgun or Reserve Shooter can more aggressively attack the enemy while the Flare Gun Pyro can hang back to carefully aim Flare Gun shots to crit or Scorch Shot attacks to deter the enemy's movement.<br />
** Your melee weapons, while not often used in direct combat, can alter your strengths and weaknesses. The Axtinguisher, Powerjack, or Back Scratcher allow for more front-line attacks. The Homewrecker, Third Degree, or Neon Annihilator are more situational, but can provide coverage where your partner might be at a disadvantage.<br />
* Accurate Pyro partners will find that coordinated Flare Gun fire can bring down tough opponents quicker than by oneself. An Engineer or Sniper caught out of place can be put down instantly with paired flares. Flares will have a hard time hitting Scouts, however, so be prepared to switch to your Flamethrowers to deal with the agile but fragile threat.<br />
* Solo Scouts tend to be less inclined to try to weapon heckle a Pyro duo, thanks to your ability to cover each other's weak areas. Two Shotgun Pyros can safely protect each other from potential heckling Scouts due to the Scout's inability to maintain range overlaps on both Pyros.<br />
* A Pyro duo will dominate close range combat, but will still be all but helpless at range. Unless the both of you use tactics beneficial to the class (such as taking flank routes and staying out of direct sight), you can be easily picked off by anything from Snipers to Sentry Guns. Plan ahead in order to let your strengths shine.<br />
<br />
==={{class link|Demoman}}===<br />
The Pyro and Demoman are opposites in the way their classes produce damage; the Pyro focuses on gradual and close-range damage, while the Demoman focuses on sudden, mid-range damage. However, working together allows you to fill in several team roles or perform more efficiently.<br />
* Like the Soldier, the two of you can produce all four damage types, letting you attack Vaccinator Medics in whatever resistance they are not using.<br />
* Together, you can both work as an attacking or defending duo.<br />
** On Offense, a Pyro can be the first to approach enemies in order to distract them with flames and weaken targets for the Demoman. Alternatively, the Pyro can hang back and fire flares while the Demoman begins an approach with his immense firepower.<br />
** On Defense, the Demoman can arm Stickybombs around the objective and fire grenades into choke-points while you're able to Spy-check and pick off any missed targets. When paired with another bulky teammate, you become the basis for your team's defensive ability.<br />
* When the Demoman takes up a [[Glossary of player terms#Demoknight|Demoknight]] style of play, your dynamic shifts entirely. You are now both at a disadvantage at ranged combat, but you also are now the two most deadly close-combat classes in the game, capable of taking down multiple foes in a single push should you get within range.<br />
** This gives you an advantage against identical classes in a two-on-two setting. Opposing Demoknights are still vulnerable to any bullet damage the Pyro creates, and can still be killed in one hit with a Puff and Sting. Likewise, a Pyro can be killed in one fell swoop if the Demoknight makes the most of his charge.<br />
** Having the Pyro airblast a target to pin them against a wall works wonders for your Demoknight, as he can go in for an easy kill with any of his melee weapons.<br />
*Both classes are weak at long range, so sticking together is key. A Pyro will benefit from a Demoman's excellent Sentry Gun killing power in order to get into effective distance, while a Demoman can survive longer if a Pyro constantly fires flares to distract enemy Snipers.<br />
<br />
==={{class link|Heavy}}===<br />
While not the most dynamic pairing out there, a Heavy benefits immensely from having a friendly Pyro defending them.<br />
* A Heavy's prior fear of being backstabbed, headshot, or eliminated by a Puff-and-Stinging Pyro are all relieved when a competent Pyro spychecks, uses a Flare Gun, and airblasts, respectively. This allows the Heavy to focus on attacking while the Pyro defends the two of them from pursuit.<br />
* The Pyro's greater speed but lower power neatly offsets the Heavy's weaknesses of great power but low speed, especially in regards to spinning up a primary weapon. If you are ambushed, the Flamethrower's speed and ease of use allows you to protect the Heavy and give him the valuable time he needs to ready his Minigun.<br />
* A Heavy and Pyro pair is especially fearsome when they flank their opponents. Heavies are extremely attention grabbing, letting the Pyro slip in to ambush opponents who are focused on or hiding from the Heavy. <br />
** If attempting this, the Heavy may find more success with the [[Tomislav]] due to its faster spin-up, higher accuracy and silence.<br />
* Heavies and Pyros are excellent defensive "turrets". When left with a [[Dispenser]], the two become a never-ending stream of firepower.<br />
** Heavies with the [[Huo-Long Heater]] provide even more fire coverage in addition to the Pyro's weapons, meaning the two become a literal firewall when working together near a sentry nest.<br />
* Regardless of the Heavy's large health pool, always extinguish them from afterburn. They may thank you back by giving you a well-needed [[Sandvich]].<br />
* Both of you have several weapons that can work well in tandem together.<br />
** [[Natascha]] can slow down enemies and allow the Pyro to go in for the kill. Likewise, the Pyro can airblast targets to make them easier for the Heavy to hit.<br />
** Pyros can airblast to set a Heavy up with a kill using the [[Killing Gloves of Boxing]], allowing Heavies using the Shotgun, [[Family Business]], or Tomislav to take advantage of their crits.<br />
** Heavies using the [[Fists of Steel]] and [[Gloves of Running Urgently]] can both take good advantage of the protection the Pyro provides, as the Heavy's apparent close-range weaknesses are nullified by the Pyro's close-range strength.<br />
* While not to be taken seriously, the Pyro and Heavy have two of the three most potent taunt kills. Pyros can destroy multiple foes and buildings relatively quickly with [[Hadoken]] while the Heavy can kill from a ranged distance using [[Showdown]]. A notable last-ditch effort to survive in [[humiliation]].<br />
* Much like you, a Heavy suffers from range issues, which may be a problem if there are multiple enemy Snipers. It is usually wise to always bring a Flare Gun in order to offset this; your Shotgun is far outclassed by the power of your buddy's Minigun. Additionally, he is very slow, so always keep around him as you may often find yourself in the fight before he does.<br />
<br />
==={{class link|Engineer}}===<br />
As an Engineer is constantly dealing with enemy projectiles and Spies, you are unsurprisingly the most useful pairing. While you may spend most of your time defensively, the plentiful benefits of working hand-in-hand more than make up for it.<br />
* Most Engineers are capable of fending for themselves as long as at least one Pyro is nearby, meaning you alone can provide protection for two or more Engineers in a sentry nest and maximize your team's defense.<br />
* The Pyro can airblast projectiles, hold off ÜberCharges, and spycheck with most flamethrowers. As long as you stay alive and do your job right, the Engineer has very little to fear in the chance of losing his buildings during an enemy push.<br />
** Most often, you will be dealing with Spies; they will usually be denied by your presence if you constantly fire flames around the nest. This does not prevent them from sniping you from afar with the Ambassador, so it is best to be on the move.<br />
** Another issue would be Stickybombs; the instant you see a Demoman firing a stream of bombs, push them away with your compression blast or destroy them with your Shotgun.<br />
** When an Übercharged enemy approaches, approach them while they are distracted by the Sentry Gun and airblast them. If they manage to get close, the knockback from the sentry will usually be enough to send them flying backwards.<br />
* The Engineer provides health and protection for the Pyro with his Dispenser and Sentry Gun, respectively. They shelter you from any chance of ambush, as any attacks made onto you will likely target the Sentry Gun first.<br />
* A Pyro with the Homewrecker, Maul, or Neon Annihilator can remove Sappers placed onto the Engineer's buildings, leaving a sentry nest alive even in the event that a Spy kills your Engineer.<br />
** This is beneficial even if you aren't being an Engineer buddy, as whacking a Sapper off a Teleporter can save precious resources and traveling time.<br />
* The Engineer can use his Wrangler to attack enemies from any range, providing you survival against enemy Snipers and Soldiers shooting from far away. This is respectively complimented by your flare guns and compression blast.<br />
** If your Engineer ally is using the Wrangler, be proactive in protecting him from flanking attacks so he can maximize the effectiveness of his Sentry Gun's increased fire rate and protective shield without worrying that he may be suddenly killed by a surprise Spy or Scout.<br />
* Remember to pick off attackers who are avoiding the Sentry Gun's field of vision. Enemy Pyros that squeeze just around sentry positions can kill your Engineer if you don't protect him.<br />
** Your airblast can also support a Sentry Gun by forcing threats it cannot see into its FOV (such as enemies hiding behind corners) before attempting to destroy the Sentry Gun.<br />
* The Backburner's from-behind crits will kill any inattentive Medic before they can deploy their Über, even if they are fully charged when you attack. As such, if you see a Medic combo moving towards your teams' Sentry Guns, getting behind them to kill the Medic will prevent them from using the Über.<br />
** Similarly, a well-timed critical Phlogistinator will melt them before they can react.<br />
* While you are the perfect Engineer buddy, you and the Engineer are vulnerable to Snipers due to being in a fixed position. The most you can do is use your Flare Guns to interrupt his sniping, or if your Engineer buddy decides to shoot him with the Wrangler.<br />
<br />
==={{class link|Medic}}===<br />
You are a Medic's fastest patient and the only pocket capable of directly defending your healer from damage with compression blasts. While not truly the strongest offensive combo, the duo are formidable at close-quarters fighting and picking.<br />
* As you can reflect projectiles and extinguish a burning Medic, this combo gives you the niche of mutual protection only rivaled by the Heavy himself. You are also quick enough to walk at the same pace as your healer, letting the pair get to places together while watching each other's backs.<br />
* The health buff given to you by the Medic is just enough to allow for more dangerous offensive approaches.<br />
** Tactics such as eliminating targets with the Axtinguisher or causing panic among a group of enemies become more effective, but be sure to look out for your healer due to your dependence of close range combat.<br />
* When Übered by your Medic's [[Medi Gun]], you are the truest counter to any enemy Übercharge. This is due to your ability to airblast, sending your targets to die from either being juggled by a sentry or dying from environmental damage. Even without an Über, you can still distract an Übercharged enemy by constantly keeping them in the air, wasting their charge in the process.<br />
** If the opponent uses a [[Megaheal]] and can't be knocked back, you can still use the Axtinguisher or its variants to finish off the enemy Medic with no risk.<br />
* When charged by a [[Kritzkrieg]], you are a complete force to be reckoned with in that you provide extremely high damage output very quickly. The sight of a crit-charged Pyro alone is enough to make the entire enemy team retreat from a push.<br />
** This is best done in enclosed spaces or as an ambush, since your enemies will have little space to maneuver and won't see you coming.<br />
* Vaccinators are excellent for Pyros, as you benefit from each of the resistances. Enemy Pyros using a Shotgun, Snipers, and other hitscan enemies will be less of a nuisance when given bullet resistance. Explosive resistance is complimented by your ability to reduce the damage of projectiles by reflecting them, and fire damage is nonexistent between your afterburn immunity, added resistance, and ability to extinguish your Medic.<br />
* Compared to a Soldier or Demoman, you are mostly ineffective for destroying Sentry Guns head-on due to their bullets having high knockback. If you attempt an ambush from above, you will likely get sent flying a ways off.<br />
** Always take on Sentry Guns from the side, where they will take some time to turn.<br />
* Some weapon combinations work well in tandem with a healer.<br />
** The Phlogistinator's "Mmmph" charge can be gained much easier, allowing you to be extremely aggressive.<br />
** In a duel between Medic-pairs, the odds will be tipped in your favor if you use a Third Degree.<br />
** Airblasting your opponent to let the Medic finish them off with an [[Ubersaw]] can allow for some quickly-built ÜberCharges, potentially winning you the game.<br />
** Bring along the Homewrecker if you are committed to taking on a Sentry Gun while Übercharged.<br />
* As your effectiveness is limited by your short range, you will be forced to play more defensively on open maps. It might be more effective to let a Medic pocket a class with a higher effective range in that case, while acting as a supportive defender yourself.<br />
<br />
==={{class link|Sniper}}===<br />
Given the Pyro and Sniper's range differences, you will not often interact with one. However, there is still a bit of chemistry to be had with a friendly Sniper.<br />
* The duo offer extreme opposites in combat. While you fight at close-range, the Sniper supports at long-range. Coordinating with one an can compliment well, as the opponent will have to avoid both flames and accurate bullets.<br />
** Your flames can be an excellent distraction tool too, as burning enemies will usually be too focused on getting away and towards a health source, which a Sniper can capitalize on.<br />
* Hanging around a Sniper can benefit them greatly.<br />
** If the Sniper is using a Sniper Rifle, being around them offers protection from Spies, allowing the Sniper to use a different secondary from the [[Razorback]], and your Flare Gun can harass enemy Snipers in addition to your own Sniper's attacks. Additionally, enemy Pyros that harass your Snipers can be relieved of the afterburn that would mess up their aim by using your airblast.<br />
** For front-line Snipers who use the [[Huntsman]], you can light their arrows on fire to provide afterburn on any enemies they hit, and airblast their targets to provide them with an easy shot.<br />
* [[Jarate]] is the most beneficial secondary the Sniper can provide for you. Enemies that are both on fire and doused in Jarate will take mini-crit afterburn damage, causing rapid damage that can fill up a Phlogistinator's 'Mmmph', should you be carrying one. A group of Jarate-doused enemies is also a great target for the Detonator or Scorch Shot, since you will deal mini-crit fire damage to all of them, and the Neon Annihilator, which deals full crits against wet targets.<br />
** Similarly, a Sniper carrying the [[Sydney Sleeper]] can be a great help, even from the rear lines. Inflicting Jarate on enemies from across the battlefield can quickly turn an otherwise fair or losing fight back in your favor thanks to the mini-crit damage of your weapons and afterburn. Fighting nearer to the enemy also means that they are less likely to target the Sniper. As the Sydney Sleeper does not require accurate headshots to be effective, this allows the Sniper a little more leeway and therefore more speed in placing a shot that can help you. Don't be afraid to request an assisting shot on a target for if you know one of your team's Snipers carries the Sleeper. Finally, the Sleeper can extinguish teammates from afar, allowing the both of you to keep teammates safe from flames.<br />
** If a Sniper lands a hit with the [[Tribalman's Shiv]] on an enemy covered in Jarate and on fire, it's essentially guaranteed that any 125 HP class will die from the gradual damage alone should they not reach a [[Medkit]].<br />
* If you are receiving supporting fire from a Sniper, be mindful of the limitations of the game's rendering, and do not aim your flames into the line of sight between them and their targets. Flames are translucent, but they can obscure some of the opponent's model while active, which may make headshots more difficult to place.<br />
* Due to the Sniper being fit for long range, expect either of you to be vulnerable at any given point; protecting one teammate means sacrificing the safety of another. If you need to fight together, try not to position yourself with your teammate, as enemies might end up eliminating the both of you.<br />
<br />
==={{class link|Spy}}===<br />
A Spy and Pyro duo seem counterproductive, as they are only usually seen combating each other when on opposite teams. It's rare for the two on the same team to be found doing something together, but possible nonetheless.<br />
* Predictably, friendly Spies will usually be on fire. Put them out as soon as possible to keep their disguise up. As a perk, you'll know if it is an enemy Spy right away if the compression blast pushes him back.<br />
** This can also allow you to gain multiple crits with the Manmelter.<br />
* The Spy's Revolvers and ability to see enemy health helps a lot with picking off weakened enemies. As your afterburn usually leaves injured enemies retreating, he can land the last hit against them before they reach a health source.<br />
* Both classes are excellent ambushers, with the Pyro being better at direct confrontations and the Spy having the advantage of surprise. A simultaneous ambush between the two can potentially take out an entire group before they know what hits them.<br />
** In situations where you are cooperating with a Spy for an ambush, consider allowing the Spy to go and take out the heavier classes first, such as Heavies and Soldiers. As he can approach without being easily detected, this lets him remove the most dangerous threats immediately, and allows you to come in and clean up distressed Medics or other, less powerful classes. Remember to switch to a weapon other than your Flamethrower to avoid having its long barrel give away your hiding places while you two wait for the other team.<br />
* If the Spy goes in to sap a Sentry Gun, you can jump in and finish up the sentry and Engineer before he has time to remove it. This is very beneficial since you can actually approach the sentry without getting knocked back, and flames go straight through buildings.<br />
** Alternatively, going in with a Homewrecker can break the Engineer's building before he has time to save it.<br />
* Do not be afraid to split up from a Spy and attack from two directions, especially if the Spy is able to get behind the Medic combo or a group of enemies. As the instinctive response of many players is to backpedal away from a rampaging Pyro, this presents plenty of juicy targets for an opportunistic Spy who can backstab enemies as they unwittingly back up into him.<br />
** This is especially useful if you equip strong offensive weapons such as the Backburner or Phlogistinator, allowing you to be extremely attention-grabbing. Enemies focused on fighting you will only be avoiding your flames at all costs, giving your Spy the perfect opportunity to backstab while waiting safely with the [[Cloak and Dagger]].<br />
** Roles can be reversed if the Spy functions as a decoy with the [[Dead Ringer]], as you can capitalize on enemies distracted by his fake death by ambushing them. The Backburner works well in this way, as it functions much like the Spy's [[backstab]].<br />
* Play bait for one another. If a Spy is being chased by a faster but weaker class like a Scout or Medic, lure the pursuer into a room where the Pyro can toast them. Conversely, if the Pyro finds themselves opposed by a powerful but slower combat class like the Soldier or Demoman, they can lure these larger enemies into giving chase, leaving themselves vulnerable to a sudden backstab.<br />
* As the Spy can completely disappear and walk through enemy territory without being detected, it is likely that you might not be able to follow him. Similarly, a Spy that follows too close to a Pyro will often get fired upon by complete accident. Strike a balance if you plan to work together as a team.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Ambushing]]<br />
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== References ==<br />
<references/><br />
<br />
{{Class strategy}}<br />
{{Pyro Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Pyro]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Pyro_strategy&diff=2394401Community Pyro strategy2019-02-14T20:44:32Z<p>MK38993: Updated Axtinguisher tips, shifted tone of article to be more formal</p>
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<div>{{Update|Jungle Inferno weapons are missing from the "Weapon specific" section.}}<br />
[[File:Pyroblows.png|250px|right|Technique]]<br />
<br />
{{Quotation|'''The Pyro''' on strategizing|Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}<br />
<br />
The [[Pyro]] is a class whose combat strategies mostly revolve around close-range combat. The Pyro's [[Flamethrower]] can dish out huge amounts of damage at close range, while the resultant [[afterburn]] can cause panic among enemies while slowly sapping at their health. In conjunction with the [[Shotgun]], the Pyro is effective for eliminating unaware targets at point blank, though comparatively weaker at ranged combat even while equipping weapons such as the [[Flare Gun]]. Despite being categorized as an [[Offensive]] class, the Pyro is not restricted in support tools: the Flamethrower's [[compression blast]] can also alter the flow of gameplay, being able push back enemies (even [[ÜberCharge]]d enemies, except for those under [[Quick-Fix]] ÜberCharge), deflect or move projectiles, and extinguish teammates on fire. A good Pyro will constantly switch between both offensive and support play, protecting the team from projectiles and fire, while working to find opportunities to enter enemy territory and set them ablaze.<br />
{{TOC limit|limit=3}}<br />
==Quick tips==<br />
* As a general rule, [[Glossary of player terms#W+M1|simply walking forwards with no attention to your surroundings]] can easily get you killed, especially if your enemy notices you first. Always find alternate routes to catch opponents off-guard, as your Flamethrower has limited range and works best when opponents don't notice you until it's too late.<br />
<br />
* [[Afterburn]] can be very distracting and can force weaker classes to retreat from the battle for a moment to find a health pack.<br />
** Used your ranged [[Flare Gun]]s to set Snipers on fire and throw off their aim, or prevent Scouts from moving forward.<br />
<br />
* Always [[spycheck]] for your team. Your flames will instantly expose [[cloak]]ed [[Spies]], preventing them from being unnoticed. Regularly shoot flames around your teammates, just in case.<br />
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* Stay away from [[water]] and open areas, which is where you are the weakest. If you can't avoid them, wait to follow another friendly player.<br />
** The former tip on avoiding water can be disregarded somewhat if you use the [[Neon Annihilator]]; however, it is only effective at melee range, making reliance on it somewhat questionable.<br />
** You can use your Flamethrower to attack people that are above a body of water, but depending on the depth of the water, they may be able to get extinguished instantly, making Flamethrower or Flare Gun tactics inefficient. Consider using your Shotgun in such situations.<br />
<br />
* Your [[compression blast]] is extremely useful. Save it for the right situations, such as forcibly re-positioning enemies that are [[ÜberCharge|ÜberCharged]], if you intend to follow up with your Shotgun, Reserve Shooter, or Flare Gun, or if you need to escape.<br />
** Pushing enemies to their left and right usually works better than forward or back. If an enemy gets pushed forward or back, they can still walk forwards to deal with you. However, there are exceptions (such as distracted enemies).<br />
<br />
* You are immune to the afterburn of other Pyros (the exception being if you're covered in the liquid from the [[Gas Passer]]), but not the initial damage of their Flamethrower and Flare Gun. Using your Shotgun will let you fight other Pyros at a distance where their Flamethrower cannot reach. <br />
** If the other Pyro has a Flamethrower that is disadvantaged in airblasting (such as the [[Phlogistinator]]), you can use your compression blast to disorient them; they usually won't be able to counter you as easily. They can still hurt you with their secondary weapons, so being mindful of what your enemy has equipped will give you a better idea of how to fight them.<br />
** While fighting enemy Pyros, run backward if you are using the Flamethrower. You will receive less damage while dealing more to your opponent, since the enemy Pyro will be running straight into your flames while you run away from theirs. The aforementioned strategy is also helpful for luring them into your base and having your teammates finish them off.<br />
<br />
* All of your afterburn decreases [[Medi Gun]] healing and shield abilities by 20%, allowing you to be an even bigger nuisance to teams that have Medics. If your teammates are pushing into a Medic and his pocket, igniting his patient will give your teammates the upper hand.<br />
<br />
== General ==<br />
* Playing Pyro requires a different mindset than other classes. You tend to be weak on frontal attacks; you will lose to most other classes if you are seen coming. If you catch the enemy by surprise, however, you can be the most dangerous class in the game.<br />
** As such, always try for an ambush. Learn the maps and use flanking routes rather than main ones. Several of your weapons can help open up more routes, such as the [[Detonator]] and [[Scorch Shot]] with their respective [[jumping#Flare jump|Flare Jumps]].<br />
<br />
* While your playstyle can be risky, the Pyro's attributes are designed to help you. The Pyro class has the overall best health-to-speed ratio in the game, meaning you can get to the fight easily while being durable enough to survive most close-range encounters or run away if needed.<br />
<br />
* Be aware of how the game treats your Flamethrower's flames.<br />
** Flames have a "lifetime"; upon firing a puff, your flames will hang in the air for a moment, which can set enemies on fire even while you aren't actively firing. This is most useful for catching enemy [[Spies]].<br />
** Due to this lingering property, walking forwards and flaming will actually give you '''less''' range than normal, while walking back and flaming will make it more likely to hit an opponent, since you will leave a short-term trail of fire.<br />
** Since flames take a moment to reach their target, a burst of flame may not hit an actively moving opponent if they are at maximum Flamethrower distance. Lead your target at medium range.<br />
<br />
* Any enemy hit by your flames will suffer decently damaging [[afterburn]], apart from other Pyros or if you use the [[Degreaser]]. This means you can use hit-and-run tactics by lighting a target on fire and then escaping to either soften them up for your teammates, or simply burn them to death over time.<br />
* Enemies that have been damaged sufficiently by afterburn can usually be easily finished off with the Shotgun. The sounds produced by an ignited enemy can help you track them down more easily if you have lost line of sight on them.<br />
** Weaker classes like [[Scouts]] tend to escape when they are on fire. Light them up and quickly retreat, following up with shots from the Shotgun. This is often enough to kill them with afterburn.<br />
** Because other classes such as the [[Medic]] lack efficient close-combat skills, they are the easiest to ignite and finish off with an ambush attack. While you are less effective against bulkier targets since they stand a higher chance of surviving the full damage of your afterburn, they may be softened up sufficiently for your teammates to take out.<br />
* Despite the potential of afterburn, many sources can put it out, such as [[water]] and [[health]] sources like [[Dispensers]]. Do not expect afterburn to finish opponents off all the time.<br />
** If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.<br />
<br />
* You are the optimal [[Spychecking]] class. Fire instantly negates a Spy's [[cloak]], making him an easy picking for you or your team. Due to your decent ammo pool, always puff flames around your teammates to prevent or expose a Spy who is trying to find opportunities to [[backstab]] any friendlies.<br />
** Note that the [[Dead Ringer]] will grant a Spy immunity to afterburn and up to 65% damage resistance during its initial 3 seconds. If you can predict his movements, you can constantly flame him and kill him before he can uncloak again; if not, you have to catch him off-guard the next time he approaches.<br />
** Also stay alert if a Spy is using the [[Spy-cicle]] because when you ignite him, if he's holding the the Spy-cicle (or switches to it after being lit), the flames will be extinguished immediately and he will gain 10 seconds of afterburn immunity. However, the Spy usually says a fire-related quote, there will be a loud "melting" noise when it happens, and he only gets 1 second of full fire immunity, so be ready to chase him so that he is actually taken down.<br />
<br />
* Your primary weapons passively reduce the effectiveness of healing and shield effects on your current target; a Soldier (or any other class except another Pyro) being burned by you while ''also'' being healed by a Medic will only get 75% of the healing he would usually gain. As such, you can sometimes support your team just by attacking; in a pocket-vs-pocket battle, this may be the difference between winning or losing.<br />
<br />
* Arguably your biggest tool is your [[compression blast]]. Use it frequently to support teammates by deflecting enemy projectiles or extinguishing burning teammates, or to set up a combo attack.<br />
** The compression blast can move opponents too. Take every opportunity to light the enemy up first so they take afterburn damage while you are moving them, and also to make it harder for them to aim.<br />
<br />
* Your array of weapons suffer at range compared to the rest of the cast, so stay away from open areas. Snipers and Heavies will often be your biggest issues, as the former can pick you off easily and the latter easily outdamages you before you can get into Flamethrower range. In this case, it may be useful to equip the Flare Gun to pepper them at a distance.<br />
** While you can take down Sentry Guns very quickly, it will be difficult to get in range without dying. Depending on the situation, it may be more viable to let other classes like the Soldier or Demoman take care of it.<br />
<br />
== [[Compression blast]] ==<br />
[[Image:Hot_potato.png|right|100px|thumb|Your compression blast is an extremely useful tool for protecting teammates and positioning targets. Use it well.]]<br />
<br />
* The Flamethrower's compression blast (or airblast) is one of your defining features. It allows a Pyro to fulfill a number of roles, from extinguishing teammates, forcibly moving opponents, or reflecting projectiles.<br />
<br />
* A single compression blast costs 20 ammo for the Flamethrower and [[Rainblower]], 25 for the [[Degreaser]], and 50 for the [[Backburner]]. Be sure to keep track of your ammunition, as spamming your compression blast will easily leave you without ammunition.<br />
** Note that the [[Phlogistinator]] cannot airblast at all, which can be a huge disadvantage in some situations.<br />
** The [[Dragon's Fury]] only requires 5 ammo to airblast, but carries only 40 in the first place, so it only gets up to 8 airblasts before requiring more ammo.<br />
<br />
* There is a slight cooldown after every compression blast before you can fire another. This can be a matter of life-or-death; a Soldier or Demoman can bait an airblast from you, then fire while you're vulnerable and cannot airblast. Learn to keep yourself from airblasting freely.<br />
<br />
'''Extinguishing'''<br />
<br />
* You are the only class with a consistent method of putting out [[fire]] (apart from constant healing by [[Medi Gun]]s or [[Dispenser]]s). Other sources (such as the Scout's [[Mad Milk]] or the Sniper's [[Jarate]]) have a cooldown, making them less reliable. On maps or areas without water or [[pickups|health packs]], you will be much needed, especially if your team lacks a Medic or Engineer.<br />
<br />
* Remember to airblast burning teammates, as it saves them from extended burn damage or potentially death.<br />
** You gain 20 health for every teammate extinguished, so you are encouraged to do so. Extinguishing several in tandem can grant you great amounts of health.<br />
<br />
* The [[Manmelter]] can also extinguish teammates with its secondary fire. Use it if your primary weapon makes it too costly to compression blast or if it lacks the ability to do so entirely.<br />
<br />
'''Reflecting'''<br />
<br />
* Airblasts make you an invaluable minesweeper class. Use it to:<br />
** Deflect ''most'' [[projectile]]s, including rockets (be it from a [[Rocket Launcher]] or level 3 [[Sentry Gun]]), grenades, Stickybombs (shot or stuck), [[Flare gun|flares]], [[Huntsman]] arrows, and balls from the [[The Sandman|Sandman]] and [[Wrap Assassin]], back at the attacker or other enemies. You can also reflect enemy [[Jarate]] and [[Mad Milk]] back at the thrower and their teammates to apply it to them instead.<br />
** Reflected projectiles deal mini-crits (or crits if the projectile is a critical one), making this even more beneficial. Reflected arrows can [[headshot]] enemies, while all reflected enemy projectiles (excluding Stickybombs) become harmless to allies (but may still harm yourself).<br />
** You '''cannot''' reflect the projectiles from the [[Syringe Gun]] and other Medic primaries (excluding the [[Crusader's Crossbow]]), the [[Pomson 6000]], and the [[Righteous Bison]], so dodge them instead.<br />
<br />
* Reflected projectiles are considered to be "shot" from your screen, meaning it will fire where your crosshair points. This allows you to control where your reflected projectile goes, although this is more difficult if it has a trajectory (i.e Grenades).<br />
<br />
* Push [[Stickybomb Launcher|Stickybombs]] away from important objectives like Control Points or Intelligence. Deflected Stickybombs remain dangerous to teammates and friendly buildings, but can also damage the Demoman who fired them. Note that deflected Stickybombs do not deal mini-crits.<br />
<br />
* Level 3 Sentry Guns that are far away or sit around a corner can be damaged with their own rockets by airblasting. This can separate Engineers from their Buildings, destroy the supplying [[Dispenser]], or cause a distraction long enough for another teammate to take care of the nest. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire about three bullets along with the rocket before losing its target, if performed correctly.<br />
** Reflect enemy Sentry Gun rockets for 135-147 damage, which can easily kill the Engineer or other weaker classes.<br />
<br />
* Having a crit-boost will cause all reflected projectiles, excluding Stickybombs, to reflect as a critical hit. This is a situational perk that can make you even stronger during [[Kritzkrieg]] ÜberCharges.<br />
<br />
* Unusually, you can reflect projectiles at opponents even if they are looking the opposite way, although you have to be touching his back. This can be handy for instant burst damage if your enemy doesn't notice you.<br />
<br />
* Airblasting is generally easier the further you are from your target. At close range, you have less time to react to a projectile, so there are several tactics that can help in judging when to airblast.<br />
** It can be beneficial to think like your enemy. If you realize that your enemy tends to instantly fire at any opponent he notices, airblasting once he sees you can net you a point-blank reflect.<br />
** Watching the animation of your opponent can be difficult, but often helps to predict when he fires. If you are close enough to see a Soldier's Rocket Launcher or a Demoman's Grenade Launcher recoil due to firing, immediately respond with a compression blast.<br />
** Some panicky Soldier players will hold down their attack button down when firing, to kill you as quickly as possible and remove any delay. If you are used to the Rocket Launcher's firing pattern, you can often reflect the next rocket by prediction.<br />
** Soldiers will often choose the [[Direct Hit]] to counter you, due to its high projectile speed. Instead of attempting to reflect the projectile, consider setting the Soldier on fire and blasting him away. The above mentioned tactics can also help if you find yourself too close for comfort.<br />
<br />
* It's possible to use explosives to perform explosive jumps through the use of deflected explosives (excluding Stickybombs, which remain under the ownership of the Demoman who fired them).<br />
** Although difficult to master, explosive jumps can bring you into effective range faster. To perform one with an enemy rocket, make the rocket graze right near your head by walking beside it. Once the rocket passes you, turn in the direction the rocket is, and airblast downwards in that direction. This should cause the rocket to explode at your feet behind you, which will propel you forward just like a standard rocket jump.<br />
<br />
'''Enemy Re-positioning'''<br />
<br />
* Your compression blast also gives you a unique ability to control an enemy's movement and position. Use it to:<br />
** Knock enemies away from objectives like [[Control Point (objective)|Control points]] and [[Payload#Carts|Payload carts]].<br />
** Push enemies away from valuable items, preventing enemy pickup; particularly [[Intelligence#Intelligence|Intelligence]]-based pickups that can be carried.<br />
** Remove enemies from high positions by knocking them off ledges, making them walk up all the way again.<br />
** Knock enemies into environmental hazards on the map, such as the pit in [[Steel]].<br />
** Knock back attacking enemies, such as charging [[Demomen]], enemy Pyros, and other classes using [[melee]].<br />
** Prevent enemies from fleeing by pinning them in a corner.<br />
** Separate and distract [[ÜberCharge]]d enemies and prevent them from pushing forward.<br />
** When you must fight near water, blast enemies into the water and then jump them with the Neon Annihilator.<br />
<br />
* Your compression blast is useful for negating an [[ÜberCharge]], or separating a Medic from his patient.<br />
** When fighting a Heavy/Medic combo, try to compression blast either the Medic or Heavy away from the other, preferably off a high area. When done correctly, you can fight the enemy still up with you, and may be able to defeat that enemy before their ally comes back up. This plan works best when you sneak up and attack from behind, and if the pair are on higher ground.<br />
<br />
* When you see a Medic and an ÜberCharged patient, try to flank around them and airblast one away from the other. That will leave the Medic without a heal target, and the teammate he was healing will be left defenseless.<br />
** Even if you cannot do so, this will make the ÜberCharged pair lose ground, which may be enough for them to waste their charge entirely. This works more effectively on Heavies due to their slow movement and revved-up speed.<br />
** A one-on-one battle with an ÜberCharged Soldier can be in your favor: you can simply reflect his rockets once he approaches, though be wary of his [[Shotgun]] and his teammates. With luck, you can also negate a [[Kritzkrieg]] push by reflecting a critical projectile straight back at the patient or Medic.<br />
** As the [[Quick-Fix]] negates knockback, the compression blast is useless against it. You may want to burn your enemy instead to lower their high healing rate.<br />
* If a fight is not going well, you can simply compression blast your foe and run away. This is more useful around corners or in enclosed spaces. <br />
** This is less effective on faster targets like Scouts.<br />
<br />
* Your airblast can be essential in pushing back Intelligence carriers. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence, preventing it from returning to a team's base. You can turn it against them by airblasting the Intelligence carrier in the opposite direction, causing them to lose ground.<br />
** You can also reset the Intelligence by airblasting an Intelligence carrier into a pit, such as that on [[Double Cross]].<br />
<br />
* You can stop a Demoman's [[shield]] charge by airblasting them; this will stop them completely and make it count like a used charge. This will leave them vulnerable for a counterattack, since they cannot escape.<br />
<br />
* Although you can simply burn a Spy to death, you can also push him away with a compression blast if you see him poised for a backstab. This is useful if you catch him at the last second, or if it takes him a long time to return, such as off a high area.<br />
<br />
=== Ambushing/Roaming ===<br />
<br />
* Use alternate routes to organize a synchronized attack on the enemy. Igniting them from behind will soften them up for teammates attacking from the front.<br />
** If things don't go according to plan, be sure to have an escape route. Compression blast your enemies to give you time for a retreat.<br />
<br />
* Use elevation to get the drop on the enemy. Most players do not look above eye level.<br />
<br />
* Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.<br />
** When attempting to hide in a corner, equip your secondary or melee weapon, as your Flamethrower is long and can be seen easily behind a corner. If doing so, remember that it'll take longer to react efficiently due to your weapon switch speed. The [[Degreaser]] can make this strategy easier for you.<br />
<br />
* Be prepared for one-on-one combat. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.<br />
** Check for stragglers or other flankers before attempting to perform an ambush against enemy groups. Sometimes Snipers stay behind the enemy push to focus their fire on flanking classes such as Scouts, Spies, and Pyros, while Soldiers often hop in and out of combat using rocket jumps to heal up, which may pose a threat to you.<br />
<br />
* Once you in Flamethrower range, circle-strafe your enemy and constantly change directions to ensure you take the least damage.<br />
** If using the [[Backburner]], try and strafe in a way that keeps the enemy's back at you most of the time.<br />
<br />
=== Frontline combat/Support ===<br />
<br />
* Charging into a group of enemies and setting them on fire is a good way to disrupt an offensive push. Remember that Medics can heal up your damage with little trouble, however.<br />
<br />
* If an Engineer has left a Level 1 Sentry Gun near a corner, it's possible to pop around and take out the Sentry Gun at point-blank range.<br />
** In certain positions, you can attack a Sentry Gun by angling your flames without it targeting you.<br />
<br />
* When ÜberCharged, you can lay waste to a [[Sentry Gun]] faster than most other classes, but you are also more easily thwarted by knockback than other classes. Try to approach from around corners whenever possible.<br />
<br />
* Your [[Flare Gun]] can be used to weaken opponents at range, or eliminate burning targets. You will most often use it to disrupt an enemy Sniper's aim, as his scope will jerk while he is on fire.<br />
<br />
* Support your allies with your compression blast. You can potentially save a burning teammate at the brink of death, while you can also reflect projectiles that would otherwise kill injured buddies.<br />
<br />
=== Defensive ===<br />
<br />
* Stand near the Capture point or Intelligence, preferably out of sight, and ignite anyone who comes near.<br />
** You can also hide in a corner or somewhere no one can see you. When enemies come by, run behind them and torch them with your flames.<br />
<br />
* You are the Engineer's best friend when on the defense, due to your primary weapon being a great Spy-checking tool. Only a momentary burst of flame is needed to ignite an enemy Spy. If a Spy still manages to slip past you and tries to sap an Engineer's [[building]], use your [[Homewrecker]], [[Maul]], or [[Neon Annihilator]] to get rid of the Sapper(s).<br />
<br />
* Without the need to reload, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of [[Capture the Flag]] maps.<br />
** Similarly, you can utilize the infinite ammo supply of your team's [[Payload cart]] to spray a continuous stream of flames or compression blasts. This can be for combating threats to your team's cart, such as rockets and other such projectiles. It's especially useful in deterring and dispatching Spies.<br />
<br />
* The Compression Blast can save Sentry Guns, especially when the Engineer isn't around. Reflect away projectiles or push away ÜberCharged enemies that are targeting Sentry Guns, and push away Spies before they start sapping.<br />
** Also, if a Spy manages to sap a building, use your Homewrecker or Neon Annihilator to dispatch any Sappers, assuming you have any of them equipped.<br />
<br />
* Know what paths the enemy may try to take in order to attack the team's base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in [[2Fort]], try to ambush them by dropping through the grate and attacking them from behind.<br />
<br />
== Weapon specific ==<br />
===Primary weapons===<br />
==== [[Flamethrower]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Flamethrower|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
| rowspan="6"|200<br />
| rowspan="6"|6.82/particle<br />
| rowspan="6"|4.09/particle<br />
| rowspan="6"|60 over 10 seconds<br />
| rowspan="6"|12-21/particle<br />
|-<br />
! {{Table icon|Festive Flamethrower|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Flame Thrower|icon-size=40x40px}}<br><br />
'''[[Botkiller Flame Thrower]]'''<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Australium Flamethrower|Advanced+ Mann Up Reward|title={{common string|Australium item|Flamethrower}}}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Rainblower|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Rainblower}}<br />
|-<br />
! {{Table icon|Nostromo Napalmer|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Nostromo Napalmer}}<br />
|}<br />
<br />
* The Flamethrower is a close-quarters weapon with a very short range. It's devastating at point-blank range and sets all classes except other Pyros on [[fire]].<br />
<br />
* Ideally, you'll want to use the Flamethrower for ambushes to catch opponents off-guard, giving you enough time to burn them for several seconds. Alternatively, you can get in and do hit-and-run attacks, lighting enemies on fire before running off while the afterburn softens them up.<br />
<br />
* Your flames can penetrate multiple buildings and players in the line of fire, giving you additional utility against groups.<br />
** The Flamethrower also deals more damage the closer you are to your target. Range makes a huge difference to how fast you can kill an opponent, so always keep close.<br />
<br />
* Despite the Flamethrower's power, its short range makes you vulnerable to almost every other ranged weapon in the game. Fight back the urge to simply walk forward, and plan your route ahead of time.<br />
** An exception is when you're moving in with teammates; you can cause considerable chaos by burning opponents while your team causes a distraction, and the more enemies you can set alight, the easier it can be to overwhelm them.<br />
<br />
* The Flamethrower inflicts sixty points of afterburn damage if the target stays on fire for the entire duration. This is almost half the health of 125-health classes, which can often cause a hasty retreat. Meanwhile, bulkier classes will be weakened.<br />
** However, many sources can get rid of afterburn: this includes [[Medic]]s, [[Dispenser]]s, the [[Payload Cart]], [[Jarate]], [[Mad Milk]], dropped [[Sandvich]] variants, Health kits, compression blasts (or the [[Manmelter]]'s secondary fire) from allied Pyros, and sufficiently deep water. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.<br />
** Demomen with the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can also extinguish themselves by charging, but can be reignited if hit by the Flamethrower again.<br />
<br />
* Remember to use your [[compression blast]]. Optimal use of the Flamethrower mixes both offensive play with your flames, and defensive support with your compression blast to protect teammates and yourself.<br />
<br />
* The Flamethrower is very useful for destroying [[Building]]s; [[Sentry Gun]]s built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a bad angle to an entrance can be rushed, circle-strafed, and destroyed without taking significant damage.<br />
<br />
* If facing a Medic pair, aim for the Medic and try to kill him first. His overhealed target will take longer to kill compared to the Medic himself.<br />
<br />
* If you have a [[Rainblower]], consider using it over the default; it functions exactly the same but lets you perform the [[Armageddon]] taunt, which can instantly kill several unaware targets.<br />
** However, the Rainblower's model covers most of the screen and its fire particles can be very distracting (along with being opaque), which can make it hard to aim and keep track of your surroundings. Equipping it is dependent on your preference.<br />
<br />
* If using the the [[Isolated Merc]] set, be wary of [[Scout]]s who wear the [[Isolationist Pack]], as they will do more melee damage to you. Although this will rarely occur, simply keep your distance and burn them; your [[Nostromo Napalmer]] will do more damage due to their set.<br />
<br />
====[[Backburner]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Backburner|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
| rowspan="2" | 200<br />
| rowspan="2" | 6.82/particle<br />
| rowspan="2" | 4.09/particle<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 12-21/particle<br />
|-<br />
! {{Table icon|Festive Backburner|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
|}<br />
<br />
The Backburner is an unlockable primary weapon for the Pyro. It deals guaranteed [[critical hit]]s when attacking a target from behind, but cannot deal random critical hits and uses 150% more ammo when performing a compression blast (50 ammo instead of 20).<br />
<br />
* The Backburner makes your utility tool, the compression blast, riskier to use, but grants you stronger ambushing power to make up for it. Unaware targets will often go down in under a second of consistent fire, due to your critical hits. However, the 50 ammo per airblast is extremely costly; four blasts will completely use up your ammunition. When you really need a compression blast, this downside can be the difference between life or death.<br />
<br />
* While it acts just like the standard Flamethrower, the airblast cost means you'll be more defenseless against projectiles and enemies. Once you choose a battle, it will be very difficult to back out of it without dying.<br />
** As such, this weapon relies more on performing ambushes than in attacking in frontal assaults. Take alternate routes into enemy territory and loop back to the front lines.<br />
** Drop down from above! Because enemies rarely look up, you can effectively stop a party of enemies.<br />
<br />
* Apart from ambushes and unaware targets, the Backburner excels at chasing down escaping enemies. Panicky ones may turn around and run from you by instinct, which will cause your Backburner to deal critical hits.<br />
** An alternative is to find a group of enemies and strafe behind them while firing the Backburner. The accompanying chaos can often make them look around to find the source of your flames, and this can deal crits if their backs are exposed as they turn.<br />
<br />
* The Backburner will only crit if your flames hit at a 90 degree angle behind where your opponent is facing. If accounting for latency and the hectic movement of combat, the narrow hitbox for the Backburner's guaranteed crits may prove difficult to get.<br />
** You may opt to circle strafe your opponent and fake out in the other direction once he notices you. This will expose his back for several critical hits.<br />
* Remember that an ''expensive'' airblast doesn't mean that you ''can't'' airblast. You still get a maximum of four blasts per 200 ammo, so try to only use it in emergency situations.<br />
** Some examples include to deflect critical explosives, or for extinguishing multiple teammates at once. You can also push an opponent back and retreat to friendly territory, where you can refill your ammunition.<br />
<br />
* When you kill an enemy, they drop a medium ammo pack; this is equal to 100 Flamethrower ammo, which means you can pull off 2 airblasts and get away with minimal ammo loss if you pick up their ammo pack.<br />
<br />
* When facing a stronger enemy, such as a Heavy or overhealed Soldier outside of your range, back away. Hide somewhere inconspicuous and then nail them later with the crits when they do not see your incoming attack.<br />
<br />
* If a Medic pair is causing serious damage to your team, go around them and target the Medic, then his buddy. The damage from behind is so powerful that most Medics cannot even activate an ÜberCharge in time.<br />
<br />
* Enemy Pyros are as vulnerable to critical flames as anyone else. Try to circle-strafe around them to get critical hits in. Be wary that they can easily airblast you away if they're using the standard Flamethrower or [[Degreaser]], however.<br />
<br />
* Soldiers are your worst enemies! Do not try to rush against a Soldier unless you are sure you can kill him. The high airblast cost makes reflecting rockets so expensive that it's unwise to attempt it.<br />
** Demomen are also more dangerous for the same reasons.<br />
<br />
* Since this weapon encourages ambushing, it can be useful to equip the [[Detonator]] in order to access flank routes using flare jumps. The [[Scorch Shot]] provides a shorter and less damaging jump, which can be useful if you don't require as much height.<br />
** The [[Back Scratcher]] is also a good idea if you tend to roam around instead of stick with your team. The 50% extra health from health packs can keep you fighting behind enemy lines longer.<br />
** The [[Powerjack]]'s extra speed can get you where you want to be faster, although be wary of the increased damage taken while it's out.<br />
<br />
* The [[Manmelter]] pairs well with the Backburner, as it allows you to extinguish allies while conserving your ammunition.<br />
<br />
* Try not to equip the [[Axtinguisher]] with the Backburner. Your expensive airblasts means you'll have fewer opportunities to deal mini-crits with the Axtinguisher, while your crits can kill most classes outright, negating the use of the Axtinguisher.<br />
<br />
==== [[Degreaser]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Degreaser|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
| rowspan= 2|200<br />
| rowspan= 2|6.80/particle<br />
| rowspan= 2|4.76/particle<br />
| rowspan= 2|20 over 10 seconds<br />
| rowspan= 2|14-20/particle<br />
|-<br />
! {{Table icon|Festivized Degreaser|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
|}<br />
<br />
The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch to another weapon from itself 30% faster, and back to the Degreaser 60% faster than normal. Afterburn damage, however is reduced by 66%, meaning that enemies will take a maximum of 20 afterburn damage from being set on fire by the Degreaser, instead of the normal 60. Finally, the airblast cost for the Degreaser is slightly higher than normal, costing 25 ammo per airblast.<br />
<br />
* The Degreaser is a Flamethrower that is more dependent on using your ''other'' weapons to finish opponents off. Its extremely low afterburn damage makes it ineffective for hit-and-run tactics, but the extremely fast switch speed lets you combine weapons for potentially deadly "Puff and Sting" combos.<br />
<br />
* The reduced switch speed makes you less vulnerable whenever you decide to pull out a weapon. This means opponents who are dependent on [[Weapon heckling]] can find it very difficult to combat you, most notably Scouts and Soldiers.<br />
<br />
* Airblasting is more effective with the Degreaser, as the switch speed gives you more time to compression blast whenever you find yourself in trouble. Even if you're holding another weapon, you can instantly switch back to the Degreaser to protect yourself.<br />
** However, airblasting costs 25 ammo instead of 20, meaning you have to be more wary of ammo consumption.<br />
<br />
* While you can already counter Soldiers with your compression blast, it becomes generally easier if you know how to use the Degreaser's switch speed efficiently.<br />
** If fighting against a Soldier constantly switching between his Rocket Launcher and Shotgun to prevent you from reflecting his rockets, you can quickly attack him with your Shotgun or your Flare Gun, and reflect his rockets when he tries to surprise you.<br />
** If the enemy Soldier prefers to back away and you need to use your Shotgun or Flare Gun, the faster weapon switch can more easily enable you to reflect surprise rockets.<br />
<br />
* The Degreaser works well against enemy Pyros using any other Flamethrower. Afterburn does not affect Pyros anyway, and the increased switch time allows you to weapon heckle in an instant, while the enemy will still be fumbling to take another weapon out.<br />
** This doesn't apply for enemy Pyros equipped with their own Degreaser.<br />
<br />
* Your afterburn does a maximum of only 20 damage over time, making it weaker than a close-range [[Pistol]] shot. Burn your targets for as long as possible to maximize damage done.<br />
** The reduced afterburn will likely be unable to kill escaping targets that you would usually have no trouble eliminating, like Scouts and Spies. If a burning Scout retreats, use your secondary weapon to finish him off, and keep track of a Spy using your afterburn, which still exposes him.<br />
<br />
* You afterburn may be extremely weak, but makes lit opponents eligible for a critical hit by the [[Flare Gun]] and [[Axtinguisher]], and mini-crits from the [[Detonator]] and [[Scorch Shot]]. As such, use afterburn as a tool to "mark" targets for elimination, before rapidly switching to a secondary or melee weapon to finish him off.<br />
** The Reserve Shooter's additional weapon switch time stacks with the Degreaser's bonus; the switch time becomes effectively zero with both of these equipped. This makes the Reserve Shooter all the more useful.<br />
** Enable quick weapon switching in the options and get used to using the ''Q'', ''1'', ''2'', and ''3'' keys to quickly deal with any situation with the appropriate weapon(s).<br />
<br />
* The Degreaser is weaker for direct assaults that the Backburner and Phlogistinator excel at. Carefully consider what secondary weapon to use, as you will probably be using it a lot, accounting for the nigh-negligible afterburn damage.<br />
** The [[Shotgun]], with its large clip, is a reliable weapon and can deal the most damage just outside of your flamethrower's range. However, apart from random crits, it has no way to get mini-crits or critical hits, and it lacks damage at long range compared to your Flare Guns.<br />
** The [[Reserve Shooter]] does okay with the Degreaser. The decreased weapon switch time makes for a near-instant weapon switch, especially helpful if you use the Axtinguisher.<br />
** Any Flare Gun will help make up for the reduced afterburn. Shoot a fleeing enemy to reset their afterburn to the normal, stronger afterburn. However, without a Shotgun, you will be weaker against enemy Pyros.<br />
*** Using the [[Flare Gun]] will grant you a critical hit as well as resetting the afterburn, allowing for a very quick kill.<br />
*** Since you will often be at medium to long range with this weapon, where airblasting rockets is easiest, a Shotgun won't deal much damage and a flare can be easily dodged. The [[Detonator]] and [[Scorch Shot]] both explode and can make hitting your enemies easier. Use one of them if you expect to be fighting from a distance or airblasting projectiles.<br />
*** Although the [[Manmelter]]'s flares travel faster and are more useful at long range, the ability to extinguish teammates is redundant and best used with a flamethrower with reduced airblast capacities. It can be useful, however, if there are a number of Pyros on the enemy team.<br />
<br />
* Your choice of melee weapon will be as important as your secondary weapon, since they will be your go-to "burst damage" options at close range.<br />
** Preferably, you'd want to pair the Degreaser with the [[Axtinguisher]], as it helps curb the weapon's large deploy penalty. This lets you net a critical hit in around the same time as a standard weapon switch.<br />
** Since you can quickly airblast an opponent into the air for an immediate melee swing, weapons such as the [[Powerjack]] and [[Back Scratcher]] benefit immensely, due to the 25 health on kill and 20% extra damage, respectively.<br />
<br />
==== [[Phlogistinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Phlogistinator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Phlogistinator}}<br />
| 200<br />
| 6.80/particle<br />
| 4.76/particle<br />
| 60 over 10 seconds<br />
| 14-20/particle<br />
|}<br />
<br />
* The Phlogistinator is a craftable primary weapon for the Pyro. It is incapable of performing compression blasts and dealing random crits. However, it has a 'Mmmph' meter that charges through any fire damage dealt by any of the Pyro's weapons; it takes 300 damage to fill the meter completely. When the meter is full, secondary fire (or the taunt key) will cause the player to taunt (granting full immunity to damage and knockback while doing so), and the Phlogistinator will gain 10 seconds of guaranteed critical hits.<br />
** 'Mmmph' is not affected by damage resistance; this means you can burn a [[Dead Ringer]] Spy or a [[Battalion's Backup]] Soldier even during their resistance buffs and still gain the same amount of 'Mmmph'.<br />
<br />
* The Phlogistinator gives you potentially powerful offensive capabilities at the cost of your personal safety; with the inability to compression blast at all, you will have to choose your battles very wisely. Running forward blindly will often kill you before you can get your 'Mmmph' meter full, so you will have to plan your approaches carefully.<br />
<br />
* Activating 'Mmmph' grants you immunity to damage and knockback while taunting. If you're in a tough situation, do not hesitate to activate your taunt; survival is more important than wasting the critical hits.<br />
** However, you don't gain health by doing so, so don't expect to survive taunting in front of a Sentry Gun or out in the open.<br />
<br />
* Gaining 'Mmmph' charge will usually come down to two playstyles: hanging back and peppering opponents with your [[Flare Gun]] variants, or waiting for an opportunity to ambush an entire crowd of enemies to gain your crits immediately.<br />
** The former is safer, but more time consuming. Damage from your Flare Guns (including afterburn) still count as fire damage, so you can keep your distance and gain 'Mmmph'. However, this takes a while, as you require 300 fire damage to be fully charged.<br />
** The latter lets you build 'Mmmph' extremely fast, but may cost you your life. If enough enemies are around, you may be able to get a full charge and activate it, although this makes you vulnerable after the taunt unless your teammates back you up.<br />
<br />
* Finding alternate routes becomes even more important; even with a full 'Mmmph' bar, running straight towards enemies is risky due to your flame's low range and your lack of an airblast. The best way to utilize 'Mmmph' is to find your way behind enemy lines, activate your crits, then burn down unaware targets from behind.<br />
** If on defense, the crits are a wonder at stopping enemy pushes. Ambushing an enemy push from behind with your crits can kill them before they can react.<br />
** With team support, you become a frightening distraction. Enemies will run once they see your glowing weapon, and your teammates will be able to pick them off. Your crits will cut through any enemies who dare to stand against you.<br />
<br />
* Remember that your flames go through enemies, so your 'Mmmph' will charge very quickly if you find several unaware targets.<br />
** Weaker targets that have trouble fighting you, such as Snipers and Spies, can also be exploited to easily gain 'Mmmph'.<br />
** While extremely situational, you can hit an opponent with a [[Taunts#Special taunts|Hadouken]] to fully charge the 'Mmmph' meter.<br />
<br />
* The lack of airblasts forces you to avoid projectiles entirely. The most you can do is clear Stickybomb carpets using a Shotgun, the [[Detonator]], or the [[Scorch Shot]], but you lose a lot of your overall utility. This makes the Phlogistinator weak at defending Engineers or capturing objectives.<br />
** This especially harms your match-up against Soldiers. Never fight them one-on-one, unless you are confident he is at low health.<br />
<br />
* Any sort of friendly buff will make you more efficient. For example, mini-crits from [[Jarate]] or the [[Buff Banner]] will make it easier to gain 'Mmmph', the [[Battalion's Backup]] will make you more durable while rampaging, and the [[Concheror]] or [[Mad Milk]] will heal you immensely during your critical rampage.<br />
** The Phlogistinator also works well with a Medic. The healing will let you roam more confidently, and you will be able to deal crits and stay alive with impunity during an Übercharge.<br />
<br />
* Pair the Phlogistinator with weapons that help you gain 'Mmmph', or ones which help negate its weaknesses in a way.<br />
** The [[Flare Gun]]'s critical hits on burning targets will help immensely with gaining 'Mmmph', although you need to be accurate enough.<br />
** The [[Detonator]]'s manual detonation deals less damage than the Flare Gun, but can light opponents even if you miss slightly.<br />
** The [[Scorch Shot]] gives the biggest leeway for aiming, as it has both an area-of-effect and can detonate again after hitting a target.<br />
** The [[Manmelter]] pairs well since you can extinguish teammates, which a lack of an airblast would otherwise leave you unable to do.<br />
** The [[Powerjack]] lets you get into position even quicker, which is important due to your overall defenselessness.<br />
** The [[Axtinguisher]] can give you a massive boost of 'Mmmph' if you happen to net a critical hit on a burning opponent.<br />
** The [[Sharpened Volcano Fragment]] gives you another option for afterburn, but you will usually be better off simply burning the opponent.<br />
<br />
==== [[Dragon's Fury]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Dragon's Fury|Drop/Contract}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
| rowspan= 2|40<br />
| rowspan= 2|28-30<br />
| rowspan= 2|23-25<br />
| rowspan= 2|16 over 2 seconds<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Dragon's Fury|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
|}<br />
<br />
* Dragon's Fury is a primary weapon for the Pyro, possible to find through random drops or through completing specific [[Pyroland Contracts|Pyroland Contract]]. It is a single-shot weapon that, instead of throwing flames, shoots a fireball, which briefly sets enemies on fire and deals them triple damage if they were already on fire. In addition, each consecutive hit gives additional +50% repressurization rate, which allows for the weapon to be fired quicker and deal additional damage. As a downside, using airblast reduces the repressurization rate by -50%, and the fireball must hit the center of the burning target [[Hitbox]] to be able to deal critical damage to him.<br />
<br />
* Dragon's Fury is capable of dealing a lot of burst damage, under the condition that you aim precisely on the center of the target's hitbox and follow his movements, which means you have to use this weapon like [[Direct Hit]], as it also requires precise aim and the ability to predict the movement of your enemy.<br />
** However, being able to consistently Direct Hit enemies will reward you with additional damage and faster firing speed, which will further enhance the gun's offensive capability.<br />
<br />
* Your fireballs are able to penetrate through enemies and buildings - you can use this to your advantage if you're against several enemies that are moving close to each other, since the fireball hitbox is large enough for all of them to be hit. This also helps if you're trying to destroy a Sentry nest; peeking around the corner and attacking the nest while the [[Engineer]] is behind his [[Sentry Gun]] will quickly eliminate him and his building, sometimes almost simultaneously.<br />
** However, this strategy might not always work, as enemies might catch onto that fact and move away from each other (or from the building), forcing you to focus on a single target.<br />
<br />
* While using this weapon you'll be significantly weaker against projectile classes, as using airblast will slow down the firing speed of the weapon; that means that if you don't time your airblast well, you won't be able to defend yourself nearly as quickly as if you were to simply attack, without attempting to reflect an enemy rocket or grenade.<br />
<br />
* Dragon's Fury can briefly cause afterburn to enemy targets - that includes Pyros too! If you're not equipped with a [[Hitscan]] secondary, your primary will be able to deal with them relatively fast, as their normal Flamethrowers can't deal burst damage.<br />
** However, it should be noted that Dragon's Fury fireball is a projectile - which in turn means that enemy Pyros are able to reflect it, keep this in mind as more skilled opponents will use this to counter you!<br />
<br />
===Secondary weapons===<br />
====[[Shotgun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shotgun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
| rowspan="3" | 6<br />
| rowspan="3" | 32<br />
| rowspan="3" | 86-90<br />
| rowspan="3" | 24-67<br />
| rowspan="3" | 3-26<br />
| rowspan="3" | 180<br />
|-<br />
! {{Table icon|Festive Shotgun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|-<br />
! {{Table icon|Festivized Shotgun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|}<br />
<br />
* The Shotgun is an excellent backup weapon. It allows you to deal damage from a safer distance, follow up an attack with your Flamethrower, or pick off escaping targets from outside the Flamethrower's range.<br />
<br />
* Despite being a secondary weapon, the Shotgun is a decent weapon by itself. Its large clip size and good point-blank damage gives you reliable firepower even if you decide to use it on its own. However, it lacks ranged firepower that most weapons have, so find opportunities to get close to opponents.<br />
** If you excel with the Shotgun, consider keeping it in hand most of the time and engaging enemies at distance before closing to finish battles with the Flamethrower. The high burst damage from the Shotgun can also save your life if you're ambushed at close range and need to quickly dispatch an opponent.<br />
<br />
* The Shotgun is good for several situations.<br />
** Sneaking is effective with this weapon, as its shape is less visible than any of your primary weapons' long nozzles. It still lets you deal a fair amount of damage quickly if caught, meaning you will be far from helpless.<br />
** The Shotgun is great for when your Flamethrower's limited range won't cut it for defending yourself. Its hitscan nature lets you pepper opponents at medium range while retreating or capturing an objective.<br />
** Use the Shotgun to weaken enemies who are retreating whilst on fire. The damage may be enough to lower their health to the point where your afterburn will finish them off.<br />
<br />
* While weak at range, the Shotgun can still be a viable way to cause distractions.<br />
** If forced to cross Sniper-heavy areas, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Guns in keeping them suppressed, Shotgun rounds can shake the scopes of rifle-carrying Snipers long enough get back to a safe spot.<br />
** Constantly harassing opponents at long range using your Shotgun may distract them long enough for your team to take them out from another direction.<br />
<br />
* Since your Flamethrower doesn't work underwater, the Shotgun will be your main weapon if you need to access underwater routes.<br />
<br />
* Pyro battles will let the Shotgun shine. You can simply outrange another Pyro with your bullets if they decide to walk towards you with their Flamethrower. Once they are weakened, you can go in for a Flamethrower kill. As Pyros can't be lit on fire, you will also have a major advantage against Pyros equipped with any [[Flare Gun]] variant.<br />
<br />
* The Shotgun synergizes well with your compression blast. At close range, knock an opponent into the air and immediately fire to deal immense damage.<br />
** Similarly, if you are forced to airblast your opponent so you can escape, pedal backwards while firing your Shotgun to deal some damage.<br />
<br />
* Due to the point above, the Shotgun benefits from the [[Degreaser]]. The faster weapon switch will give an opponent less time to react while you [[Juggling|juggle]] them into the air, following up with Shotgun blasts.<br />
<br />
==== [[Flare Gun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Flare Gun|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 16<br />
| rowspan="2" | 30<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 90<br />
| rowspan="2" | 1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festive Flare Gun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
|}<br />
<br />
*The Flare Gun is an unlockable secondary weapon for the Pyro. A completely different weapon from the Shotgun, it fires one flare at a time and reloads slowly. Flares deal 30 damage but set opponents on fire, doing a maximum of 90 damage over time. Flares will also deal [[critical hits]] on burning targets.<br />
** The Flare Gun has a passive reload, so it will automatically reload if you are using your primary or melee weapon. This means that the reload time is not an issue if you switch weapons often. However, the reload takes some time, so remember this when trying to hit enemies from a long distance.<br />
<br />
* The Flare Gun, compared to the Shotgun, is far more adept at long range, as the Shotgun suffers from huge damage falloff over distance. Although flares are much harder to aim than bullets due to their travel time and arc, the Flare Gun is good for picking off enemies out of range of your Flamethrower. However, your constant reload leaves you more vulnerable to opponents than if you had your Shotgun.<br />
** Particularly, the Flare Gun leaves you almost helpless against enemy Pyros, as they cannot be lit on fire and they can outdamage you at range with a Shotgun. However, skilled Pyros can still perform a critical hit on enemy Pyros if they have the [[Degreaser]] equipped by leading with flames and firing the flare such that both hit the enemy Pyro at the same time.<br />
<br />
* Flares from this weapon have several attributes:<br />
** Flares will start to arc after traveling a fair distance, approximately the length of [[2Fort]]'s bridge. Be sure to compensate at long distances.<br />
** Flares do not have falloff damage, meaning that they do the same base amount of damage at all ranges (30 damage). The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.<br />
<br />
* This weapon can kill any fragile class in two hits, one from an initial igniting flare and afterburn damage, and one from a critical hit. Don't underestimate the power of this weapon; aiming correctly can eliminate opponents rather easily.<br />
** A Soldier takes two critical flares to go down. Keep your distance and reflect his rockets using your compression blast in order to get more opportunities to set him on fire. If a Soldier is constantly rocket jumping, you can wait until he lands, or predict his travel arc and ignite him as he flies.<br />
** A Heavy can survive two critical hits from your Flare Gun, so take advantage of his slow movement speed to constantly pepper him with flares. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to take them down.<br />
** Constantly healed enemies will be difficult to hit with critical flares, as healing lowers your afterburn's duration. In some cases it may require you to set them on fire with your Flamethrower before airblasting them and netting a critical hit. This reduces the chance of your afterburn simply being healed off.<br />
<br />
* One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low or medium health class, such as a Scout, Medic, or Demoman, is ignited, they will turn around and retreat for health, leaving their backs wide open for a critical flare.<br />
** Even if they continue fighting, you can still have the upper hand, since they will be eligible for critical flares.<br />
<br />
* The Flare Gun can also be your best tool for dispatching [[Engineer]]s hiding behind their buildings from outside of the range of the Engineer's Sentry Gun. A critical flare will instantly eliminate him, and you or your teammates can take out his Sentry Gun straight after.<br />
** Note that you will have a very short window to do so if he's being healed by a Dispenser. If so, it may be better to wait for teammates.<br />
<br />
* Flares can be a huge issue for Snipers. If an enemy Sniper is giving you trouble, fire in his direction when he stands still to scope. Once ignited, his scope will constantly shake, and a following flare will kill any Sniper inattentive enough not to run.<br />
** Enemy Snipers can get rid of afterburn using [[Jarate]] and will be difficult to take down if being constantly healed, so take note of these situations.<br />
** Also, if an enemy Sniper has the [[Cozy Camper]] equipped and ignores your shot, simply shoot him again to outright kill him.<br />
** If the enemy Sniper is equipped with [[Darwin's Danger Shield]], just avoid them — they take half damage from fire and will be immune to afterburn.<br />
<br />
* The Flare Gun can be used as an ambush and counterattack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy takes the bait, follow up with any of your weapons for a nasty surprise.<br />
<br />
* If an enemy is too close, light them on fire with your Flamethrower, compression blast them into the air, and then finish them off with a flare while they're disoriented.<br />
** If you plan to do this often, equip the [[Degreaser]] to speed up the process. You should be able to take out enemies without them being able to react. Additionally, if you manage to hit an opponent after igniting them with the Degreaser. the Flare Gun will replace the Degreaser's weaker afterburn with normal afterburn (along with granting a critical hit).<br />
** Even though you cannot do this combo with the [[Phlogistinator]] (since it lacks an airblast), the critical hits on burning targets will help immensely for building "Mmmph".<br />
<br />
==== [[Detonator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="56%" colspan=7 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="8%"| Base Damage<br />
! class="header" width="8%"| Afterburn<br />
! class="header" width="8%"| Flare Detonation<br />
! class="header" width="8%"| Flare Explosion<br />
! class="header" width="8%"| Self-Damage<br />
! class="header" width="8%"| Critical<br />
! class="header" width="8%"| Projectile Speed<br />
|-<br />
! {{Table icon|Detonator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|23<br />
| rowspan= 2|60 over 10 seconds<br />
| rowspan= 2|11-25<br />
| rowspan= 2|33-38<br />
| rowspan= 2|33-38<br />
| rowspan= 2|69<br />
| rowspan= 2|1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festivized Detonator|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
|}<br />
<br />
The Detonator is a craftable secondary weapon for the Pyro. While it functions like the Flare Gun, alternate fire will detonate any flares in mid-flight, causing a small explosion that ignites any enemies within its radius. Flares that impact on a surface can harm the Pyro, but allows players to [[Jumping#Detonator Jump|Detonator jump]] a slight distance into the air. However, the Detonator deals 25% less damage to enemies, and only mini-crits burning players (both from the flare and explosion). The player additionally takes 50% more self-damage from this weapon, making Detonator jumps damaging in the long run.<br />
<br />
* Out of all the Pyro's Flare Guns, the Detonator offers the most versatility, sacrificing the pure damage of the Flare Gun in exchange for more leeway while aiming. While the [[Scorch Shot]] offers an even larger margin for error, the Detonator can also be relied on for its Detonator jumps, granting the player an extra edge in mobility.<br />
<br />
* The ability to detonate projectiles makes it more likely to hit an opponent compared to relying on direct hits, especially for hitting airborne targets. This makes it easier to hit and heckle fast foes such as Scouts and can discourage them from attempting to chase you or engage you in combat.<br />
** Like the Demoman and Soldier's explosive weapons, the blast radius from the Detonator's alt-fire can be used to hit targets around corners. This can be useful when retreating to ignite any enemies pursuing you, holding off advances at choke points, and flushing out foes using cover to hide from you.<br />
<br />
* Though the mini-crits of the Detonator aren't as powerful as the Flare Gun's full crits, they are still potent enough to kill a weakened class, particularly as a follow up to an attack by one of your primaries. Keep a close eye on any retreating opponents; a well-placed detonation could finish them off with afterburn before they can reach a source of health.<br />
** Remember that the Detonator lacks the damage that the Flare Gun and Shotgun excel at. If you need to take down enemies as soon as you can instead of over time, you'll be better off using either of those.<br />
<br />
* Detonated flares can be used to destroy enemy Stickybombs, useful if you need to clear them off an objective or around a corner. Take note that the flare itself cannot do so, so time your detonations before your flare hits a wall.<br />
<br />
* The Detonator is very useful in open areas, as it is more reliable at dealing consistent damage at mid distance than the Shotgun or the other Flare Guns. <br />
** This also makes it more effective for long-range Spy-checking than the Flare Gun, since you can detonate flares to cover a wider area.<br />
<br />
* The Detonator excels in large drawn-out mid-range battles where you can't rely on ambushes. It is also a good team-oriented weapon, since enemies softened by afterburn will be easier for your teammates to take out.<br />
** Aim for clusters of enemies for maximum effect, and keep landing a constant stream of exploding flares to reset the burn timer, increasing your chance of an afterburn kill.<br />
** This works particularly well should the opposing team be lacking a Medic or another way of extinguishing your flames. Done successfully, you can effectively stall an attack by forcing numerous opponents to seek out health.<br />
<br />
* The self-damaging explosion of the Detonator permits the Pyro to perform a [[Jump#Detonator jump|Detonator jump]], a maneuver similar to a small rocket jump. The distance granted is lacking compared to [[jumping#rocket jumping|explosive jumping]] (roughly the height of a shipping container), but it allows you to jump over obstacles, hide on certain ledges, and take routes and shortcuts that are otherwise unavailable.<br />
** Detonator jumps can promote a very ambush-heavy style of gameplay, letting you attack from angles that enemies don't usually expect a Pyro to be, such as jumping straight onto Sniper balconies. This is very beneficial on maps with platforms that are normally too high to reach with standard jumping (i.e [[2Fort]], [[Thunder Mountain]]'s RED spawn).<br />
<br />
* Take note that Detonator jumping costs quite a bit of health. Make sure to pick up health packs so you can survive any encounters after you flare jump. Detonated flares will also damage you, although this is weaker and does not allow you to Detonator jump.<br />
** The self-damage can be exploited to help a [[Medic]] build his [[ÜberCharge]] more quickly.<br />
<br />
* Since Detonator jumps can take up a huge part of your fighting style, pair it up with certain weapons for maximum efficiency.<br />
** The [[Backburner]] already encourages ambushing with its 100% crits from behind. Pairing it up with Detonator jumps lets you get behind opponents more efficiently, potentially granting you several easy kills.<br />
** Similarly, you can easily gain "Mmmph" for the [[Phlogistinator]] by Detonator jumping into enemy territory. If that is not possible, you can use detonated flares to ignite multiple opponents for charge while staying back.<br />
* Pairing the Detonator with the [[Back Scratcher]] lets you maximize the healing gained from any health kits you will certainly rely on, especially if you are planning to be fighting behind enemy lines. Even a small health kit will heal most of the damage from two consecutive Detonator jumps.<br />
<br />
==== [[Reserve Shooter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
| rowspan= 2|4<br />
| rowspan= 2|32<br />
| rowspan= 2|86-90<br />
| rowspan= 2|24-67<br />
| rowspan= 2|3-26<br />
| rowspan= 2|180<br />
|-<br />
! {{Table icon|Festivized Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
|}<br />
<br />
The Reserve Shooter is a craftable secondary weapon for the Pyro. It deals mini-crits to any opponent sent airborne by knockback, such as from the [[Thermal Thruster]], explosions, and the [[Grappling Hook]]. It also speeds up weapon draw and holster speed by 20% and 15%, respectively. However, the Reserve Shooter has a 34% smaller clip size, allowing only four shots.<br />
<br />
<br />
* Note that the mini-crits apply to any enemy sent flying due to knockback, not enemies launched in the air by your compression blast. It is possible to juggle enemy Soldiers and Demomen by reflecting their explosives at their feet, before finishing them off with the Reserve Shooter.<br />
** However, this weapon does ''not'' do mini-crits to enemies doing a standard jump. Scouts, in particular, will not be eligible for mini-crits during their double jump.<br />
<br />
* Because [[mini-crits]] ignore damage falloff, this weapon is slightly more adept at long range than the Shotgun. Although more situational and less effective than the Flare Gun, you can shoot [[Jumping|explosive-jumping]] Soldiers or Demomen, and enemies juggled by your teammates for some damage.<br />
<br />
* The Reserve Shooter only has four shells, making it less effective for self-protection and prolonged combat. However, a point-blank mini-crit shot is very powerful, allowing you to eliminate opponents very quickly.<br />
** Try to aim for the center of the target as much as possible to reduce risk of missing and wasting ammo. You don't want to be caught reloading, since it leaves you wide open.<br />
<br />
* Since the Reserve Shooter grants decreased switch speed, you can pair it with the [[Degreaser]] to switch weapons extremely quickly.<br />
<br />
==== [[Manmelter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Manmelter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Manmelter}}<br />
| 4<br />
| ∞<br />
| 30<br />
| 60 over 10 seconds<br />
| 90<br />
| 3000 Hammer units/sec<br />
|}<br />
<br />
* The Manmelter is a craftable secondary weapon for the Pyro. It is a Flare Gun which carries unlimited reserve ammunition, and fires flares that are 50% faster than those from other Flare Guns. Additionally, it has the ability to extinguish burning teammates using alternate fire, which grants a stored [[Critical hits|critical hit]], similar to the [[Frontier Justice]] and [[Diamondback]]. Up to 35 crits can be stored in this way, which are lost upon death. As a drawback, the Manmelter cannot deal random critical hits.<br />
** Extinguishing a teammates also grants 20 health in a similar manner to compression blasting. However, the Manmelter's alternate fire can ''only'' extinguish, and cannot reflect projectiles.<br />
<br />
* The Manmelter is more often a tool than a weapon; its alternate fire does not have a cooldown and uses no ammunition, making it a cheaper option to extinguish teammates, and the crits you gain from doing so can be very powerful burst-damage options. However, without any burning teammates around, the Manmelter's inability to deal extra damage on burning targets makes it lack in power when compared to the other Flare Guns.<br />
** Note that the alternate fire's vortex can only extinguish one teammate at a time, compared to the compression blast, which can extinguish any teammates in front of your weapon. If extinguishing multiple teammates, it will take some time.<br />
<br />
* The Manmelter's extremely fast projectile makes a negligible difference at close/mid range, but it will hit first at long range when compared to your other Flare Guns. This makes it hit distant opponents more consistently.<br />
<br />
* Since the Manmelter's crits are guaranteed, it is a reliable finishing weapon even against Pyros; they may be immune to afterburn, but not to the damage from your flares.<br />
** Players often flee when hit by a regular Flare Gun, which can make landing a critical hit with a second shot difficult. With a stored crit, you will do a total of 130 damage (afterburn included), which can kill any fragile class that can't reach sources of health in time. This can help you combat Snipers or Scouts, who will often retreat after being ignited.<br />
<br />
* Remember to avoid wasting stored crits on enemies immune to critical hits, such as a building, a group being buffed by the [[Battalion's Backup]], or on a [[Vaccinator]] Medic or his patient if the weapon is set to fire-resistance.<br />
<br />
* Whilst it makes sense to take a Shotgun when against other Pyros, remember the Manmelter's power increases with the number of enemy Pyros. It's somewhat situational, but should it be used against the right enemy composition, the Manmelter can practically harvest guaranteed crits off of burning allies.<br />
** Even just one enemy Pyro can still set multiple allies on fire. It's very possible to provide support by constantly extinguishing them as they are being burned, harvesting a good handful of crits in the process, while they focus on killing the attacking Pyro.<br />
<br />
* Since the Manmelter provides a free extinguishing ability, it pairs excellently with the [[Backburner]] or [[Phlogistinator]]. With help from this weapon, the Backburner's expensive airblast can be saved for more important times, while the Phlogistinator will be granted an alternate extinguishing capability that the weapon itself lacks.<br />
** The Manmelter's increased projectile speed also pairs well with the Phlogistinator, as it is much easier to keep your distance while charging your "Mmmph" gauge.<br />
<br />
==== [[Scorch Shot]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Scorch Shot|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|15<br />
| rowspan= 2|60<br />
| rowspan= 2|45<br />
| rowspan= 2|1450 Hammer units/sec <br />
|-<br />
! {{Table icon|Festivized Scorch Shot|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
|}<br />
<br />
The Scorch Shot is a craftable secondary weapon for the Pyro. It fires special flares that explode upon contact with a surface, regardless of whether it hits a player, the ground, or other objects. Initial direct hits on an enemy or teammate will cause the flare to bounce before it drifts to the ground and explodes; the flare itself and its explosion will set opponents on fire. The world explosion can be used to [[jumping#flare jumping|flare jump]], which grants comparatively lower height but lower self-damage compared to the [[Detonator]]. Additionally, any enemy hit directly by a flare will be sent backwards by [[knockback]], while the flare will mini-crit (direct hits and explosion alike) and deal increased knockback against burning targets. As a downside, the Scorch Shot deals 35% less damage, and grants 35% less self-knockback, making flare jumps less effective.<br />
<br />
* The Scorch Shot was designed to grant the player an easy method of igniting enemies.<ref>[http://i.imgur.com/yTU9k.png3 Explanation E-Mail from a Valve employee]</ref>. While its flares cannot be manually detonated like the [[Detonator]], its lasting, exploding flares can easily set groups of enemies alight without needing careful aim.<br />
<br />
* While it comes with a damage penalty, this weapon excels at keeping opponents on fire rather than dealing direct damage. This makes it useful for constantly pestering and softening opponents, especially if they lack a Medic or source of healing.<br />
** That being said, this weapon cannot deal immense damage with a "Puff and Sting" tactic (igniting an enemy before airblasting them and firing your secondary weapon). This makes you disadvantaged if you need to eliminate an enemy immediately.<br />
<br />
* An enemy Pyro wielding something other than the Scorch Shot will have an advantage over you due to the Scorch Shot's minimal damage. However, you can use the flare's knockback to push the Pyro away as you retreat.<br />
<br />
* The knockback of this weapon makes it useful for support, as you can knock opponents that are out of reach of your compression blast. Note that the angle in which the flare hits does not affect the direction an enemy is sent flying; they will always be sent backwards, even if you pelt them from above or below.<br />
** With your flares, push enemies away from an important area or knock them into a hazard. Such an example can be seen on [[Doomsday]], where your flare is capable of knocking the Australium carrier off, potentially lighting any nearby enemies as well.<br />
<br />
* The Scorch Shot's explosive radius makes it great for attacking bunched-up opponents. Additionally, the projectile fired by the Scorch Shot falls on the ground after hitting an enemy and can ignite targets a second time once it hits the ground, so it is ideal to use in corridors leading from the enemy spawn or in narrow areas where enemies are constantly advancing.<br />
** These advantages also make the Scorch Shot a potent Sniper deterrent. Fire at Sniper-heavy areas to keep enemy Snipers distracted and constantly searching for health, thus removing them from the battle entirely.<br />
<br />
* The explosion from the flares can also destroy Stickybombs, making this an ideal weapon for clearing traps and defending Engineer buildings. It is arguably more effective at doing so than the [[Detonator]], as it can be very difficult to manually detonate flares near a wall.<br />
<br />
* Keep in mind that burning targets will be eligible for mini-crits and will be knocked further. As the Scorch Shot tends to set enemies on fire easily, opportunities to finish opponents with mini-crits or push them back a distance will show themselves often.<br />
<br />
* Since direct hits send enemies flying, the Scorch Shot is ineffective for close-range combos utilizing your airblast. You can work around this by using the knockback to pin someone in a corner while you pull out your [[Axtinguisher]].<br />
<br />
* The Scorch Shot's explosion can be used to perform a shorter, less damaging [[jumping#flare jumping|flare jump]]. This can be useful to access low ledges with a smaller self-damage penalty, and can potentially save you from a near-fatal blow if timed right. To help visualize the jump height, a Pyro can scorch jump slightly higher than a [[Double Jump]] from the Scout.<br />
** Outside of flare jumps, shooting at one's feet with the Scorch Shot can cause all enemies surrounding you to be lit on fire. This is good for tight situations where you're low on ammo on your primary and want to get as much damage done as possible.<br />
<br />
* If using the [[Phlogistinator]] or [[Backburner]], the Scorch Shot can be used just like an airblast to knock opponents away as you retreat. However, you will still be disadvantaged at extinguishing teammates; if that is the bigger priority, consider equipping the [[Manmelter]].<br />
<br />
* The Scorch Shot is an effective anti-Sniper weapon due to its knockback and fire throwing off the Sniper's aim, plus it does not need as precise of an aim as the Flare Gun. In the right situation, a hit can knock a Sniper off of his high perch. At the very least, you'll be an annoyance to a Sniper.<br />
<br />
====[[Panic Attack]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=5 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Panic Attack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
| rowspan= 2|6<br />
| rowspan= 2|32<br />
| rowspan= 2|6.3-94<br />
| rowspan= 2|4.2-63<br />
| rowspan= 2|2.1-31.5<br />
| rowspan= 2|189<br />
[4.2 damage × 15 pellets]<br />
|-<br />
! {{Table icon|Festivized Panic Attack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
|}<br />
<br />
The Panic Attack is a craftable secondary weapon for the Pyro. It is a Shotgun that has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 30% less damage, and has a bullet spread that increases with each consecutive shot.<br />
<br />
* The Panic deploys 50% faster compared to the Shotgun. This means you can pull it out immediately once you are threatened.<br />
* Because of the 50% faster deploy speed, you can pair it with the [[Degreaser]] for an insane switch speed of 0.125 seconds.<br />
<br />
====[[Thermal Thruster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Thermal Thruster|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br/>({{item link|Gas Blast}})<br />
| 1<br />
| ∞<br />
| colspan= 5|x3 Fall Damage<br />
|}<br />
<br />
The Thermal Thruster is a contract reward secondary weapon for the Pyro. The Thermal Thruster functions as a mobility tool, which stores two jetpack charges. Each charge is regained after 15 seconds and charges can be used underwater. On use, the Pyro performs an initial liftoff, sending it a short distance upwards. Shortly after, the Pyro will take off with a quick blast that launches the player in the direction they are aiming; the beginning of the jump also extinguishes any nearby teammates and pushes nearby enemies away. Upon landing, the Pyro will knock nearby enemies back; should the Pyro fall from a high enough altitude and land on an enemy (when the player makes a cartoony "falling" noise), the resultant stomp will deal 3x standard falling damage, much like the Mantreads. The knockback dealt on enemies is determined by how high the Pyro jumps from when the Thermal Thruster is activated. If a jetpack charge is not used, the Pyro will not cause stomp damage even if landing on an opponent.<br />
<br />
* This jetpack can be paired with the [[Backburner]] to drop in on unsuspecting enemies and take advantage of the flamethower's full crits from behind.<br />
<br />
====[[Gas Passer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Gas Passer|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Common string|n/a}}<br />
| 1<br />
| ∞<br />
| colspan="6" | {{Common string|n/a}}<br />
|}<br />
<br />
The Gas Passer is a contract reward secondary weapon for the Pyro. This weapon has a "Gas" meter that fills up slowly over time, and with damage dealt. Unlike other rechargeable weapons, the meter starts out empty when the Pyro first spawns or equips the item, will not fill or be affected by touching a Resupply locker, and charge is retained upon death and respawning. The meter takes 60 seconds and/or 750 damage dealt to fill, after which the Gas Passer can be pulled out. The Gas Passer acts somewhat like the Jarate or Mad Milk; upon being thrown, it leaves a team-colored gas cloud on the floor that lingers for several seconds. If the gas can bursts in midair, the gas cloud will slowly descend during its lifetime, potentially reaching the floor. The Gas Passer can also be used to extinguish burning teammates. Any enemy that comes in contact with the gas cloud will be doused with gasoline for 10 seconds (5 if constantly healed). Doused enemies, including other Pyros, will suffer from Afterburn if they take any form of damage, including bullets and projectiles. The afterburn effect lasts for 10 seconds. If the victim lingers in the gas cloud, the afterburn duration will not reset.<br />
<br />
* The gas lingers when it gets released, be sure to throw it onto control points and into tight doorways to ensure most of the enemies get doused.<br />
<br />
* Unlike the Jarate or Mad Milk, players soaked by this weapon are not considered as "wet", so it can not be used in conjunction with the Neon Annihilator to utilize its crits aganist wet players.<br />
<br />
===Melee weapons===<br />
==== [[Fire Axe]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Fire Axe|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
| rowspan=11 |0.8 seconds<br />
| rowspan=11 |65<br />
| rowspan=11 |195<br />
|-<br />
! {{Table icon|Festivized Fire Axe|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Lollichop|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Lollichop}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|}<br />
<br />
* When used, the Fire Axe's effect is much more likely to be passed off as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end, it can be used to knock down a target's health before attacking with the Flamethrower.<br />
<br />
* While not as effective as the [[Axtinguisher]] with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random critical hits have the same effect. This can be effective on enemy Pyros, since the Axtinguisher deals little damage to enemies not on fire.<br />
<br />
* Considering that you're already at melee range with your [[Flamethrower]], the Fire Axe is somewhat redundant, as the Flamethrower can deal far greater damage in a shorter amount of time. Thus, it's a good idea to use the Fire Axe to conserve Flamethrower ammo, or opt to use a different melee weapon. The additional benefits supplied by other melee weapons can be more useful to you than the neutrality of the Fire Axe.<br />
<br />
==== [[Axtinguisher]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | On Burning Enemies<br />
! class="header" width="13%" | On Non-Burning Enemies and Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Axtinguisher|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
| rowspan="4" |1 second<br />
| rowspan="4" |44<br />
| rowspan="4" |11<br />
| rowspan="4" |131<br />
|-<br />
! {{Table icon|Festive Axtinguisher|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Australium Axtinguisher|Advanced+ Mann Up Reward|title={{common string|Australium item|Axtinguisher}}}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Postal Pummeler|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Postal Pummeler}}<br />
|}<br />
<br />
The Axtinguisher is an unlockable melee weapon for the Pyro. It deals guaranteed critical hits on any enemies that are on fire. However, this comes with several downsides: the Axtinguisher has a 75% increased draw speed, 20% slower swing speed, deals 33% less damage, and cannot roll for random critical hits.<br />
<br />
* The Axtinguisher is an immensely powerful weapon, but its downsides make it considerably difficult to land a hit on an opponent. Your target will almost be guaranteed to be on fire since your primary weapons set enemies alight, but the Axtinguisher's massively sluggish draw speed and slow swing speed will give your opponents ample time to react, and makes it likely for you to miss swings.<br />
<br />
* It is ineffective to run straight towards burning enemies expecting to get a hit. Ambushing or using "Puff and Sting" tactics will help you get opponents in the perfect position while you draw your Axtinguisher.<br />
** "Puff and Sting" tactics work very well with this weapon. Blasting targets into a corner or into a wall will restrict their movements, disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is coming down.<br />
** Drop down from above or take alternate routes whenever possible. This maximizes the amount of time you have before your opponent can react.<br />
<br />
* If your target is burning, it takes one hit to kill a non-overhealed Scout, Engineer, Sniper, and Spy, while a Medic and Demoman will die in two hits (or a few seconds later if afterburn is accounted for).<br />
** Soldiers (and Demomen equipped with [[Ali Baba's Wee Booties]] or the [[Bootlegger]]) require two hits to take down effectively, while a Heavy needs three. Be careful when going up against these classes, as you may not be able to swing that many times before you get noticed.<br />
** If used to ambush bigger classes, the Flare Gun may give you a better chance of successfully landing an Axtinguisher hit, as it sets them on fire from a longer distance and thus gives you more time to switch to the Axtinguisher while closing the distance, as well as increasing the burn duration.<br />
<br />
* The [[Degreaser]] is a natural pair with the Axtinguisher, as it allows the player to draw the Axtinguisher in around the same time as a regular weapon switch. This makes it all the more potent for close range combat, as enemies will have very little time to react.<br />
** This combo is very useful for ambushing classes with high health, such as Heavies, Soldiers, and Demomen. While these classes can react easily should you be using another Flamethrower, they will only have a second to react to a Degreaser-Axtinguisher combo, and can be taken down relatively quickly.<br />
** Additionally, the [[Reserve Shooter]]'s decreased switch speed stacks with the Degreaser, allowing you to draw the Axtinguisher even faster. Use this for an excellent 'Puff And Sting' method.<br />
<br />
* Working with a Medic can help you net critical hits more easily. The constant healing will make you more durable even if you attempt an Axtinguish head-on.<br />
<br />
* If using the Axtinguisher and Degreaser combo, you can exploit the physics of flames to your advantage by firing flames while dropping from above, then using the improved weapon switch speed to ready the Axtinguisher just before reaching your target. Because flames travel at a fixed speed, it is possible to fall faster than your fire travels, letting you reach an enemy at the same time as your flames do, and thus net a critical hit. Notably, this is one of the few ways to kill an enemy Pyro with a critical hit from the Axtinguisher without the help of another allied Pyro.<br />
<br />
==== [[Homewrecker]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | On Enemies<br />
! class="header" width="13%" | On Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Homewrecker|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Homewrecker}}<br />
| rowspan=2 |0.8 seconds<br />
| rowspan=2 |42-55<br />
| rowspan=2 |130<br />
| rowspan=2 |147<br />
|-<br />
! {{Table icon|Maul|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Maul}}<br />
|}<br />
<br />
The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer [[Buildings]] and has the ability to destroy [[Sapper]]s placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.<br />
<br />
* The Homewrecker does less damage against players than the stock [[Fire Axe]]. As such, the Homewrecker is not a good choice for those who often engage in melee combat. However, the Homewrecker's positive attributes more than make up for its lower damage rate against enemies, giving you a more effective support role than an offensive one.<br />
** Random critical hits still deal 147 damage, enough to take out any fragile class.<br />
<br />
* The Homewrecker can readily two-shot any building at full health in 1.6 seconds, or 0.8 seconds after the first swing, which is marginally less time than the Flamethrower in certain circumstances. Notably, you can destroy [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] in a single hit.<br />
** However, considering that you're already at melee range as a Pyro in any case with your [[Flamethrower]], it may be more efficient to simply burn the building and any enemies near it. Depending on the situation, the extra damage against buildings may be harder to take advantage of.<br />
<br />
* Do not approach a Sentry Gun while it is active. If possible, hit a Sentry while the Engineer is building it to weaken the enemy's defenses, or work alongside a friendly [[Übercharge]] to get close to one.<br />
* One of the best times to use the Homewrecker is on Wrangled Sentry Guns once the Engineer controlling it is dead, as you stand a good chance of destroying the Sentry Gun before it can re-activate.<br />
<br />
* With the Homewrecker equipped, you are a best friend to any Engineer. Your Flamethrower's flames will keep out Spies, while your Compression Blast will toss away rockets, grenades, Stickybombs, and ÜberCharged players. The Homewrecker also allows you to remove [[Sapper]]s, which can save the work of an Engineer while he's away.<br />
** Even if you are not actively playing as the Pyro, you can prepare the Homewrecker in your loadout and switch to it once you see a Sapper being placed. This will happen most often with [[Teleporter]]s, as it takes very long to get a Teleporter system up; spare a few seconds to switch classes in order to save one from going down.<br />
<br />
* Like most [[Strange]] weapons, the Homewrecker counts player kills. If you want to keep track of any buildings you've destroyed, or Sappers removed, you'll need to add the relevant [[Strange Part]].<br />
<br />
==== [[Powerjack]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=1 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | From Kill<br />
|-<br />
! {{Table icon|Powerjack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|65<br />
| rowspan= 2|195<br />
| rowspan= 2|25<br />
|-<br />
! {{Table icon|Festivized Powerjack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
|}<br />
<br />
The Powerjack is a craftable melee weapon for the Pyro. It grants the user 15% faster movement speed while active, and killing an enemy with this weapon restores 25 HP, which grants [[Overheal]] should the player be at maximum health. However, the user will take 20% more damage from all sources while the Powerjack is held.<br />
<br />
* Compared to your other melee weapons, the Powerjack grants the most utility. Its speed boost lets you get in and out of battles faster than normal, and the health on kill, though minor, can be enough reason to use it for melee combat. Since you take more damage while it is out, it is inadvised to walk around with this weapon; instead, use it whenever you are safe to maximize its efficiency.<br />
<br />
* Due to the damage vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to counter. In direct combat, most kills will be gained with the "Puff and Sting" tactic, where you ignite then airblast an unaware opponent into a corner or otherwise restrictive space before finishing off with melee hits.<br />
** Considering you already excel at melee combat, the extra damage you take can be negligible so long as you time your weapon switches well.<br />
<br />
* Unless fully overhealed, it can be useful to attempt getting a Powerjack kill as often as you can, due to its health on kill. However, don't start fights you can't finish.<br />
** If facing an enemy you are sure you can defeat, such as an idle Sniper or a lone Spy, be opportunistic and whack away at them. It is better to gain 25 health from a Powerjack kill than to burn him down with a Flamethrower and gain no benefits.<br />
<br />
* Whittling down the foe's health using a Flamethrower or a secondary, then ending off with a Powerjack hit is a good way to kill enemies without having them retaliate with an attack of their own. This is a better strategy compared to rushing in with the Powerjack, as attentive opponents can simply strafe out of the way and hit you while your have increased damage vulnerability.<br />
<br />
* The faster move speed allows you to get to the fight faster and ambush enemies quicker; you'll often get to the front lines right after the Scout. The speed is also useful as a means of escape, especially since you'll be fighting at melee range often and will often be at low health.<br />
** If using the Powerjack to retreat, only do so if you know you can reach a health source with friendlies providing cover fire, as the 20% extra damage vulnerability will make you easy to kill, especially at low health.<br />
<br />
* The Powerjack's versatility can be useful with several weapons.<br />
** The [[Backburner]] works well with the Powerjack, as you can run to flank locations faster, thus making ambushes easier to pull off.<br />
** The [[Phlogistinator]] works in the same way, letting you get to battles quickly to gain "Mmmph" before retreating faster than usual.<br />
** The [[Detonator]] amplifies your mobility with its flare jumps, and you can use the Powerjack whenever you aren't jumping to maximize your movement speed.<br />
** The [[Degreaser]]'s decreased switch speed lets you deal "Puff and Stings" much faster, and significantly lowers the odds of you getting hit while you have the Powerjack out. This makes weapon heckling and gaining a Powerjack kill much easier.<br />
<br />
====[[Back Scratcher]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="10%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="10%" rowspan=2 | Attack Interval<br />
! class="header" width="20%" colspan=2 | Damage<br />
! class="header" width="50%" colspan=5 | Healing<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | From Small Health Packs<br />
! class="header" width="10%" | From Medium Health Packs<br />
! class="header" width="10%" | From Mediguns<br />
! class="header" width="10%" | From Dispensers<br />
! class="header" width="10%" | From Payload Carts<br />
|-<br />
! {{Table icon|Back Scratcher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|81<br />
| rowspan= 2|244<br />
| rowspan= 2|54<br />
| rowspan= 2|132<br />
| rowspan= 2|6-18/sec<br />
| rowspan= 2|2.5-5/sec<br />
| rowspan= 2|2.5/sec<br />
|-<br />
! {{Table icon|Festivized Back Scratcher|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
|}<br />
<br />
The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and passively raises healing gained from health packs by 50%. However, it reduces the player's healing rate from Medics, Dispensers, and the Payload cart by 75%.<br />
<br />
* The Back Scratcher is ideal for Pyro players who prefer a "Roamer" playstyle; the added healing from health packs makes surviving while behind enemy lines considerably easier. Conversely, the Back Scratcher is generally less effective if you tend to depend on friendly healing sources, as it will take a considerably long time to regain your health.<br />
** For this reason, do not use this weapon if you're on offense on a Payload map, and constantly pushing the cart. Healing from the cart will be diminished, which prevents you from actively gaining health while pushing.<br />
<br />
* Try not to ask for healing from Medics if you have this weapon equipped, as it will force Medics to heal you for a much longer time. This can be a huge issue if there are many injured teammates around, as you will distract the Medic from patients who need the most help.<br />
** For the same reason, avoid being a pocket for a Medic, as the decreased healing rate makes it ineffective for tanking damage.<br />
*** However, if you're in a safe spot, you can help a Medic build up his ÜberCharge quickly. As Medi Guns build more ÜberCharge while healing injured targets, your decreased healing will keep the Medi Gun building at the maximum charge rate for a very long time.<br />
<br />
* Compared to your other weapons, the Back Scratcher doesn't deal incredibly high damage like the [[Axtinguisher]], and does not grant increased movement speed and health on kill like the [[Powerjack]]. However, it has no draw time penalty like the former, and its increased damage and no damage vulnerability makes it more effective for melee combat than the latter, making it as viable for melee combat as either weapon.<br />
** As always, "Puff and Sting" tactics will help you get a Back Scratcher kill. Compression blast an opponent into the air before swinging; the higher damage means less swings for a kill.<br />
<br />
* Critical hits from this weapon deal 244 damage, making the Back Scratcher one of the few melee weapons that can one-shot a Soldier at full health. As such, do not underestimate the power of the Back Scratcher, especially with random crits enabled.<br />
<br />
* The Back Scratcher is an ideal weapon against enemy Pyros. If you consistently land hits, you will be able to out-damage any of his weapons, with the exception of the [[Backburner]] from behind. <br />
** Pyros equipped with any [[Flare Gun]] variant or the Axtinguisher will be especially disadvantaged, as these weapons require an opponent to be on fire for high damage, and you can't be lit on fire.<br />
<br />
* The Back Scratcher is a great weapon for [[Medieval Mode]]. Since all enemies drop health packs and only melee weapons are allowed, the damage bonus and increased healing from packs can make you a force to be reckoned with.<br />
** A coordinated Back Scratcher Pyro and [[Candy Cane]] Scout can make for strong allies, both in and out of Medieval Mode. The Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.<br />
<br />
* The Back Scratcher pairs well with the [[Detonator]] and the [[Scorch Shot]], as both cause self-damage through flare jumping. The added healing from the Back Scratcher allows you more attempts to reach ledges with health kits only easily accessible to Scouts, Demomen, and Soldiers with the reward of a large healing boost.<br />
<br />
* Since the Back Scratcher promotes roaming, both the Backburner and [[Phlogistinator]] have synergy with this weapon. Both weapons work very well when working behind enemy lines, and the boosted health kits will help you with your playstyle.<br />
<br />
====[[Sharpened Volcano Fragment]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Sharpened Volcano Fragment|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sharpened Volcano Fragment}}<br />
| 0.8 seconds<br />
| 52<br />
| 60 over 10 seconds<br />
| 156<br />
|}<br />
<br />
The Sharpened Volcano Fragment is a [[Promotional items|promotional]] and craftable melee weapon for the Pyro. It ignites enemies on hit, but deals 20% less base damage than the Fire Axe.<br />
<br />
* The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.<br />
<br />
* Because the Sharpened Volcano Fragment deals heavy damage and has standard afterburn duration and damage, it's much better suited for hit-and-run tactics, rather than attacking enemies head-on. <br />
** However, considering that your primary weapon already sets opponents on fire, has a longer range, and can kill most classes quickly with focused fire, the Sharpened Volcano Fragment's advantages may be negligible in most situations. Furthermore, your other melee weapons generally have more utility over the Sharpened Volcano Fragment (such as the Axtinguisher's extreme damage, Powerjack's overall versatility, and Homewrecker's ability to remove Sappers), which may be more tempting to have than afterburn-on-hit.<br />
<br />
* Despite its lower base damage, a critical hit with the Sharpened Volcano Fragment can be extremely lethal on classes that are not overhealed. Counting afterburn, a critical hit can deal enough damage to kill every non-overhealed class except for the Heavy, and overhealed Scouts, Snipers, Spies, and Engineers.<br />
<br />
* As the Sharpened Volcano Fragment sets opponents on fire with no ammo cost, it can be useful for [[Spycheck]]ing teammates when conserving ammunition is a priority. This is especially true with the [[Backburner]] or [[Phlogistinator]], weapons that burn through ammunition quickly due to their reliance on primary fire or an expensive airblast cost.<br />
<br />
* Be careful against enemy Pyros; since they cannot be set on fire, the Sharpened Volcano Fragment's lower base damage will make you disadvantaged against them should both of you fight in melee combat, unless the enemy Pyro is equipped with the [[Axtinguisher]].<br />
<br />
* In Medieval Mode, the Sharpened Volcano Fragment is one of only two weapons capable of igniting enemies. This can provide a useful tactical advantage for teammates, both doing damage over time and "marking" targets for a Scout with the [[Sun-on-a-Stick]] or fellow Pyro wielding the [[Axtinguisher]].<br />
<br />
* The Sharpened Volcano Fragment can work well with several weapons.<br />
** Use the Fragment to negate the afterburn penalty of the [[Degreaser]]. As the most recent afterburn takes priority, simply hit an opponent with the Fragment after you set them on fire with the Degreaser to keep the Fragment's more damaging afterburn on them.<br />
** At close range, a hit from the Sharpened Volcano Fragment deals more damage than a puff of flame, allowing you to do more burst damage with a [[Flare Gun]] combo than if you switched from the Flamethrower.<br />
<br />
====[[Third Degree]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Third Degree|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Third Degree}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Third Degree is a craftable melee weapon for the Pyro. It deals standard Fire Axe damage, but will transfer all damage done to all targets being healed by a [[Medi Gun|Medic beam]] or the [[Medicating Melody]].<br />
<br />
* Compared to the [[Fire Axe]], the Third Degree has no downsides. As such, it is recommended to use the Third Degree if the player has it.<br />
** However, the Third Degree is situational compared to your other melee weapons. Do you know if the opposing team has Medics? If they don't, stick with a different weapon, as the Third Degree is simply a Fire Axe if so.<br />
<br />
* If more than one Medic is healing a single target or Medics are forming a "chain", hitting just one player will damage them all.<br />
** The same applies for an enemy Medic's [[Medicating Melody]]; hitting the Medic will damage all enemies in the healing radius, which can prove immensely useful.<br />
<br />
* Although situational, critical hits transfer to all targets too, letting you deal immense burst damage to multiple healed targets at once. While this may be able to kill a Medic and his injured pocket, any Medics being [[overheal]]ed (such as being healed by other accompanying Medics) will only be left at severely low health since they can be overhealed to 225 health. If possible, swing twice.<br />
<br />
* The Third Degree is a useful tool for ambushing strong 'pocket' duos. Timed suicide attacks on an unaware pocketed class may succeed in taking down their [[Medic]].<br />
** However, since your Flamethrower already does high damage at close range, it may be worthwhile to simply burn a pocket duo to the ground due to how distracting flames can be. The Third Degree shines when you can take down an injured Medic and his patient together, so look out for opportunities.<br />
<br />
* Depending on the situation, the [[Axtinguisher]] can do a quicker and more reliable job at Medic pair killing compared to the Third Degree, but has its own downsides. While you can take down a Medic or his pocket quickly by puffing him on fire before netting a guaranteed critical hit, the Axtinguisher's slower draw speed leaves you more open. Weigh your options and choose the most reliable weapon.<br />
<br />
====[[Neon Annihilator]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Neon Annihilator|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Neon Annihilator}}<br />
| 0.8 seconds<br />
| 52<br />
| 156<br />
|}<br />
<br />
The Neon Annihilator is a promotional melee weapon for the Pyro. It deals guaranteed critical hits on wet opponents (one covered in water, [[Jarate]], or [[Mad Milk]]), and any player for 5 seconds after they have been in contact with [[water]]. It can also remove Sappers from friendly buildings in two hits. As a drawback, this weapon deals 20% less damage against players and does not roll for random critical hits.<br />
<br />
* The weapon may seem to contrast with the Pyro's fire-based abilities, but it does give some powerful utility in maps with a lot of water. Because your primary weapons and flare guns do not work underwater, the Neon Annihilator allows the Pyro to be effective where he would otherwise be at a large disadvantage.<br />
** The effectiveness of this weapon depends almost entirely on the terrain; on maps with little or no water, you will be much better off using a different melee weapon. You may also find opportunities to net a critical hit if your team has a Scout using [[Mad Milk]] or a Sniper using [[Jarate]], but this shows itself less often than setting opponents on fire for a critical hit from the [[Axtinguisher]], for example.<br />
<br />
* Burning enemies will likely rush to the nearest source of water to extinguish themselves. This allows you to chase them down and finish them off with a critical hit. You can also use the compression blast to force them into water, and the Annihilator should do the rest; two critical hits will kill any class except a fully overhealed Heavy.<br />
<br />
* Pairing with a Scout using Mad Milk can be a very effective combination; you can deal critical hits on drenched opponents, gaining a lot of health in the process. If the Scout also wields the [[Sun-on-a-Stick]], he can deal full critical hits to opponents once you ignite them.<br />
<br />
* Most waterways are low, secluded, and often tight spaces. This weapon is great for ambushing people trying to get behind friendly lines and can prove great for securing locations for Engineer nests in enemy bases.<br />
<br />
* The Neon Annihilator can remove [[Sapper]]s from friendly buildings, albeit with two hits compared to one from the [[Homewrecker]] or [[Maul]], making it less reliable for the job. However, it can be a better option that the Homewrecker on maps with water, as it can function both as a powerful weapon and an utility to save an Engineer's buildings.<br />
<br />
====[[Hot Hand]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Hot Hand|Contract}}<br />
| align="center" | {{Icon killicon|weapon=Hot Hand}}<br />
| 1.0 seconds<br />
| 28<br />
| 84<br />
|}<br />
<br />
The Hot Hand is a contract reward melee weapon for the Pyro. Unlike other melee weapons, pressing primary fire (default key:MOUSE1) will cause two consecutive melee attacks. The weapon deals less damage than the Fire Axe, which is split between the two slaps (28 x 2, for a total of 56 damage). Upon hitting an enemy with this weapon, the player gains a very short speed boost (similarly to the Disciplinary Action, but with a much shorter duration) and the hit is announced in the kill feed, similar to the Holy Mackerel and the Unarmed Combat. Kills with this weapon are shown as "SLAP KILL!" in the killfeed; like the aforementioned weapons, this message does not show if the victim is a Spy using an active Dead Ringer.<br />
<br />
* You could slap someone then instantly switch to one of your weapons, though the speed boost only lasts one second, so be quick.<br />
* Because every hit you land shows in the kill feed, you can hide your teammate's kills as a sort of vanishing act.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
===[[Armageddon]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Armageddon}} <br />
| align="center" | {{Icon killicon|weapon=Armageddon}}<br />
| [[Rainblower]]<br />
| 400/15<br />
| 5 seconds <br />
| The [[Pyro]] blows a stream of bubbles as a rainbow forms over him, complete with a sparkling [[Balloonicorn]] in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames while the Pyro laughs demonically. Players not in [[Pyroland]] see a stream of fire instead of a rainbow. <br />
|}<br />
<br />
* The Pyro's Armageddon taunt possesses the largest damaging radius of any taunt kill, capable of immolating several unaware enemies in flame. <br />
<br />
* Unlike other taunt kills, for each player caught in the taunt's radius, damage is halved. The closest will receive 400 damage, the next closest will receive 200 damage, and so on. Foes in the taunt's radius that are not immediately killed will suffer afterburn damage as normal.<br />
** Its damage means it will be unable to kill an overhealed Heavy, although the opportunity should not present itself often.<br />
<br />
* Lurk around corners in populated areas in the hopes of catching large groups of players by surprise; even if you die in the attack, you will still have dealt a significant amount of damage.<br />
<br />
* Being one of the most noticeable and longest taunts, achieving one kill requires an extreme amount of luck and skill.<br />
<br />
===[[Hadouken]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Hadouken}}<br />
| align="center" | {{Icon killicon|weapon=Hadouken}}<br />
| [[Shotgun]]<br />[[Reserve Shooter]]<br />[[Flare Gun]]<br />[[Detonator]]<br />[[Manmelter]]<br />[[Panic Attack]]<br />
| 500<br />
| 3 seconds<br />
| The Pyro winds his hands back, concentrates, then releases his inner fire energy as a Hadouken. Capable of hitting multiple enemies and can destroy buildings. If the enemy survives the attack, he will be set on fire.<br />
|}<br />
<br />
* At the beginning of a round, on a level with setup time (like [[Gold Rush]] or [[Dustbowl]]), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open and may catch more inattentive players in the blast.<br />
<br />
* The Hadouken can be effective during [[Match outcomes#Stalemate|Stalemate]] and [[Match outcomes#Humiliation|Humiliation]].<br />
<br />
* An inattentive Sniper or an idle player can be the perfect target for a surprise attack or humiliation.<br />
<br />
* This taunt can take out multiple enemies, so it's very useful against groups of enemies, if timed well.<br />
<br />
* A successful Hadouken hit can instantly fill the [[Phlogistinator]]'s "Mmmph" meter.<br />
<br />
* Note that the Hadouken can destroy unattended buildings. This can be useful during [[Match outcomes#Humiliation|Humiliation]], or if you want to cut down on time and ammunition. Use it to destroy [[Dispenser]]s and the like - but be warned. If an enemy [[Engineer]] catches you whilst attempting to Hadouken, you will be unable to prevent him from dispatching you with his [[Shotgun]], for instance.<br />
<br />
===[[Execution]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Execution}} <br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| [[Scorch Shot]]<br />
| 400/15<br />
| 3 seconds <br />
| The Pyro holds his Scorch Shot upwards, before bringing it down to aim ahead and fire. The shot uses ammo, and point blank shots do potent damage; shots beyond that range do standard damage.<br />
|}<br />
<br />
* Since the taunt takes about three seconds and takes considerable accuracy and luck to catch an opponent up close, it's recommended that this taunt is saved for the end of rounds.<br />
<br />
* When an enemy is hit from [[Range#Distance and randomness modifier|point-blank range]], the shot will do 400 damage against them; however, shots beyond said range will do standard damage.<br />
** Like the Armageddon taunt, this will not be able to kill an overhealed Heavy, although attempting it is reckless in any case.<br />
<br />
* Like the [[Showdown]] taunt, your shot will be aimed towards wherever your crosshair is looking at. This means despite the animation's looks, you can aim up or down and still hit an opponent, though remember that only point blank shots do full damage.<br />
<br />
* This taunt is roughly three seconds long and completely silent before it fires, giving the option to surprise enemies rounding corners.<br />
<br />
* Remember that the shot will damage you if the projectile hits an obstacle or enemy too close to you.<br />
<br />
* A successful point blank shot will fill up the [[Phlogistinator]]'s "Mmmph" meter completely.<br />
<br />
* Since this taunt uses up ammo per shot, you won't be able to attempt it as often as the [[Hadouken]] taunt unless you're alright with wasting ammunition.<br />
<br />
====[[Gas Blast]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Gas Blast}} <br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br />
| [[Thermal Thruster]]<br />
| 500<br />
| 6 seconds<br />
| The Pyro simultaneously jumps and reaches behind their back with both hands to take out a match and a match box. The Pyro stares at the match box for a second before striking the match against the match box and holding the lit match in front of them, staring at the flame for another second before turning around, reaching between their legs to place the match in front of the rear area, and letting loose a magnificent burst of flame while watching over their shoulder. The Pyro then stops and jumps around again as the flame disappears.<br />
|}<br />
<br />
* A Gas Blast kill will completely fill the Pyro's "Mmmph" bar if equipped with the [[Phlogistinator]].<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}} <br />
{{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}} <br /><br />
'''[[Shotgun]]''' or '''[[Reserve Shooter]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Powerjack|icon-size=40x40px}} <br /><br />
'''[[Axtinguisher]]''' or '''[[Powerjack]]'''<br />
|<br />
<br />
A good general loadout that allows the player to take on a wide range of foes and deal reliable damage.<br />
<br />
The stock Flamethrower is the most well-rounded of all your primary weapons, having both reliable compression blasts and afterburn damage. Use this versatility to outflank the enemy team and attack them by surprise on offense, while protecting teammates on defense. Your Shotgun will play several roles, from softening burning enemies who are retreating or finishing off those who come too close. Use the "Puff and Sting" tactic for such instances by airblasting and shooting airborne enemies for a damaging combo, which can be enhanced with the Reserve Shooter, although you sacrifice clip size for the ability to mini-crit targets affected by knockback. The hitscan nature of your Shotguns also gives you the upper hand against other Pyros, especially if they are equipped with a Flare Gun. Finally, choose a melee weapon that suits your playstyle; the Axtinguisher lets you eliminate unaware or high-profile enemies like overhealed Heavies quickly, while the Powerjack makes flanking easier and heals you on kill, and doesn't suffer from the sluggish draw speed of the Axtinguisher.<br />
<br />
While useful overall, you'll be ineffective at range due to the lack of a Flare Gun; Snipers in particular will be a nuisance. Additionally, take note of your loadout's disadvantages; the Reserve Shooter's smaller clip makes it less efficient for self-defense if you can't airblast enemies, while both your melee weapons make you vulnerable when using them (sluggish swing and draw speed for the Axtinguisher, and damage vulnerability while active when holding the Powerjack).<br />
|-<br />
<br />
! align="center" | {{Icon weapon|weapon=Backburner|icon-size=100x100px}} <br />
'''[[Backburner]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}} <br />
'''[[Shotgun]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Back Scratcher|icon-size=40x40px}}<br /><br />
'''[[Powerjack]]''' or '''[[Back Scratcher]]'''<br />
| <br />
{{anchor|Spyro}}<br />
For the patient "Roaming Pyro" or "Spyro" that favors working alone, this loadout allows the player to slay unaware opponents while sneaking around the map and avoiding direct confrontations.<br />
<br />
The Backburner's crits from behind makes it the perfect ambushing weapon. Attack any unaware or distracted enemies; ambushing groups of enemies from behind can also produce devastating results since flames go through targets, which can single-handedly stop pushes. Use the Shotgun against enemies that are fighting from outside of the Backburner's range, or simply to cover a retreat if you are discovered behind enemy lines. Your choice of melee weapon is based on your priorities and tactics: the Powerjack makes you more vulnerable to damage, but grants 25 health on kill and increased movement speed while active, which can help you get into position quicker. Meanwhile, the Back Scratcher is a potent killing tool due to its increased damage, and helps you survive behind enemy lines since it boosts health gained from health packs, but greatly decreases survival when fighting alongside teammates, further emphasizing your role as a "roaming" ambush class. Either melee weapon supports a highly mobile tactic of cycling between attacks and healing pickups; identify routes that allow you to attack, escape, quickly heal, and repeat.<br />
<br />
As the Backburner has a restricted compression blast, be wary of your increased vulnerability to explosives and enemies who notice you; it will be harder to retreat as you can only airblast opponents and projectiles four times before you run out of ammo. Good positioning and circle-strafing is required to use this set effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=40x40px}}{{Icon weapon|weapon=Degreaser|icon-size=40x40px}}<br />
'''[[Flame Thrower]]''' or '''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
'''[[Scorch Shot]]''' or '''[[Detonator]]'''<br />
! |{{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}<br />
'''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pybro}}<br />
This setup is ideal for dedicated support Pyros, also called "Pybros", rather than for players that like to take the fight to the enemy.<br />
<br />
Whether guarding an Engineer nest or covering your team's backside, the Flamethrower can be used to deflect projectiles, [[Spy checking|Spy check]], shepherd Sentry Guns, and push back ÜberCharges. Meanwhile, the Degreaser can be used in more hectic matches that have aggressive Spies as well as constant assaults from Soldiers. The Scorch Shot and Detonator allow players to easily ignite enemies at a distance, making things easier for teammates, and can be used to harass enemy Snipers, reducing the enemy's ability to support their own team. Which you use is mostly down to preference: the Scorch Shot is more reliable for ignition and harassment, but the Detonator grants you some extra mobility and deals more damage. The Homewrecker can save friendly Buildings from Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineers may try to place.<br />
<br />
Since this loadout sacrifices damage for team support, you won't be able to deal high burst damage, which is especially disadvantageous against bulky classes. Keep to supporting your team while staying close to them at all times, and switch away from this loadout if it is necessary to have more offensive power.<br />
<br />
The usual presence of a Dispenser in a nest can largely nullify the Compression Blast penalty of the Backburner, permitting the Spyro to step in as Engineer's Pybro as needed.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}} <br />
'''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Flare Gun|icon-size=100x100px}} <br />
'''[[Flare Gun]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}<br />
'''[[Axtinguisher]]'''<br />
| <br />
<br />
This setup is for the assassin Pyro who likes to kill single enemies quickly.<br />
<br />
The Degreaser's faster switch time allows players to pull off weapon combos with ease. Notably, it speeds up the Axtinguisher's extremely slow draw time, making "Puff and Sting" combos especially devastating. The critical hits gained against burning targets by the Flare Gun and Axtinguisher gives you a tremendous advantage in 1-on-1 situations, and allows players to whittle down large-HP targets with relative ease. The increased switch speed is also beneficial for defense; it widens the window in which you can switch to the Degreaser to airblast projectiles, making you less vulnerable to weapon heckling. Keep in mind that you should sneak behind enemy lines and ambush enemies as they are approaching an objective; this lets you set groups on fire and take them out with crits before they notice. However, you can also lead your team into combat; most enemies can be damaged or killed swiftly with a critical blow.<br />
<br />
While powerful, this loadout is especially disadvantaged against enemy Pyros since you cannot set them on fire for critical damage with your other weapons. An enemy Pyro that keeps a moderate distance while shooting you with a Shotgun or Reserve Shooter can outdamage you in the long run, so either airblast them and retreat, or simply burn them with the Degreaser. The Degreaser also comes with its own downsides: you cannot be as reckless with airblasting due to the Degreaser's slightly increased airblast cost, while its extremely weak afterburn damage will seldom kill enemies over time. All in all, this loadout requires good aim and usage of your compression blast to defeat enemies as fast as possible, without depending on afterburn to finish the job.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! |{{Icon weapon|weapon=Flare Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Manmelter|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Flare Gun]]''' or '''[[Detonator]]''' or '''[[Manmelter]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Sharpened Volcano Fragment|icon-size=100x100px}} <br />
'''[[Sharpened Volcano Fragment]]'''<br />
|<br />
{{anchor|Phlogro}}<br />
This set emphasizes on using all available options to build the Phlogistinator's "Mmmph" meter.<br />
<br />
As the Phlogistinator charges with fire damage from any of the Pyro's weapons, both your Flare Guns and the Fragment will help keep your enemies on fire as much as possible: Flare Guns for long range, and the Fragment should you run out of ammo. Each Flare Gun has its own up and downs, so pick one of your preference. The Detonator is good for those unsure of their aim or who want to ignite multiple enemies at once, but only mini-crits burning targets. The Flare Gun guarantees full crits on burning targets but requires careful aim on the player's part. The Manmelter lets you to retain your ability to extinguish teammates and ensures you don't have to worry about running out of flares, but has a slow firing speed and cannot crit without extinguishing a teammate. Finally, the Scorch Shot can knock foes back and destroy Stickybombs, acting as pseudo-airblast at long ranges, while being able to ignite multiple foes with one flare; rapidly landing two Scorch Shot hits into a cluster of enemies (the second hit mini-critting multiple targets) can rapidly charge "Mmmph" while you stay at a safe distance). Using this set, killing 2-3 people in any way should net you a full "Mmmph" bar so you can heal, unleash the Phlogistinator's crits, and prolong your assault.<br />
<br />
As usual, the Phlogistinator's lack of an airblast makes you lose an essential supportive tool, so you won't be able to protect your team apart from spychecking with your flames. Choose your battles wisely since you can't airblast enemies or projectiles away to escape, and stay behind your team firing flares to gain "Mmmph". Once you are charged, flank the enemy or move in with your teammates before activating your crits to mow them down.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! {{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Reserve Shooter]]''' or '''[[Panic Attack]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|<br />
<br />
A "glass cannon" loadout that focuses on popping in and out of combat speedily in order to quickly gain "Mmmph" charge with kills.<br />
<br />
The Powerjack is key in this loadout, providing the speed needed to pop in and out of battle to burn opponents down with the Phlogistinator. While the Reserve Shooter's mini-crits cannot be capitalized on due to your lack of an airblast, its decreased switch speed will enhance your ability to choose which weapon to have out. If needed, the Panic Attack can be used as an effective backup weapon, since you will often find yourself at low health due to your risky playstyle. The Scorch Shot is also a good choice on objective-based maps, as allows its user to set multiple enemies on fire at once to gain "Mmmph".<br />
<br />
While much riskier than a Phlogistinator loadout focused on Flare Guns (see above example), the key point of this setup is to cover as much ground as possible and charge straight into enemies you know you can take down -- in short, similar to a Scout. Direct combat will help you gain "Mmmph" much faster than with Flare Guns alone, allowing you to constantly keep up the pressure against the enemy. However, keep in mind the Phlogistionator's lack of airblast, which is a severe disadvantage against any enemy who knows you're coming.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
'''[[Shotgun]]''' or '''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Neon Annihilator|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Homewrecker|icon-size=40x40px}}<br /><br />
'''[[Neon Annihilator]]''' or '''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pyroshark}}<br />
An effective "[[Glossary of player terms#Pyroshark|Pyroshark]]" set-up, suited for water-heavy maps or those with submerged flanking routes, such as 2Fort and Well.<br />
<br />
The Flamethrower's overall stats allow you to control enemy movement more than the Backburner or the Phlogistinator would, which lets you decide if you want to engage any enemies who venture into your waters. Meanwhile, you will be heavily reliant on your secondary and melee weapons while underwater, so the Degreaser's upsides of switching to-and-fro from itself would not be beneficial to you.<br />
<br />
The Shotgun is your most reliable secondary that works underwater, and will be your main tool for ranged combat if you prefer to stay submerged. Alternatively, you can bring the Panic Attack instead and deliberately keep yourself injured in order to blast any unfortunate enemies with four shots once they take a swim. <br />
<br />
The Neon Annihilator is built for water and is the forefront of this loadout, as enemies will almost be guaranteed to be touching water if they want to fight you, and you can put off potential enemies from entering any watery areas just by holding the weapon out. The Homewrecker can also work if the enemy team has a pesky Engineer who is devoted to building Sentry Guns or Teleporters underwater, allowing you to take him out with ease; make sure that you enter above water level if you decide to do this, as your lowered mobility while underwater can get you killed quite easily.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Detonator|icon-size=100x100px}}<br />
'''[[Detonator]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|'''The Gas Jockey's Gear'''<br />
<br />
The Gas Jockey set supports the Pyro's speed and mobility and lets you control the fights you participate in.<br />
<br />
The Pyro has the best health-to-speed ratio, and this loadout takes advantage of that speed and enhances it further to allow the Pyro to run at 115% of base speed--faster than all stock classes save the [[Scout]]. This version of the Pyro operates as a flanker or back-capper, avoiding direct confrontation with enemies, and is best suited to showing up unexpectedly via ambush from surprising angles. Use the Powerjack to speed around the map and the Detonator to [[Jumping#Flare jump|flare jump]] to unexpected perches or routes. While you take more damage with the Powerjack active, it also grants some health upon a kill, extending survivability slightly. The Degreaser's switch speed buff reduces the odds of being caught off-guard with the damage vulnerability of the Powerjack. The Detonator does full afterburn and excels at damaging groups of enemies at long range, while the Degreaser is fast and effective at close range. Its switch speed buff allows you to risk equipping the Powerjack to finish off an enemy and gain health. Finally, when all else fails, the Powerjack aids in making a hasty escape.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Panic Attack|icon-size=100x100px}}<br />
'''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Third Degree|icon-size=40x40px}}<br />
'''[[Axtinguisher]]''' or '''[[Third Degree]]'''<br />
|<br />
<br />
This highly situational loadout is a "suicide pick" setup. It is focused on taking out a priority target (usually a Medic) with no regard to survival afterwards, and seeks to unload the maximum amount of burst damage as quickly as possible while unsupported by the rest of your team.<br />
<br />
The main playstyle requirement is stealth--players have to make their way towards their target unseen to take maximum advantage of the first few shots. Ideally, the initial attack is made with the Panic Attack, then switching to the Degreaser, then finally your melee weapon as the range closes. A fully loaded Panic Attack can bring down a lone Medic without a ready Übercharge at medium-close range. The Axtinguisher still works for the Puff and Sting, though its power is diminished by its lengthy draw time in non-ambush situations. If targeting a Medic or groups of Medics, the Third Degree can damage them by attacking their healing targets as well. Escaping after launching your attack is unlikely with this high-risk setup, but the trade of a Pyro for a Medic is usually more than acceptable.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Rainblower|icon-size=100x100px}}<br />
'''[[Rainblower]]'''†<br />
! {{Icon weapon|weapon=Thermal Thruster|icon-size=100x100px}}<br />
'''[[Thermal Thruster]]'''<br />
! align="center" | {{Icon weapon|weapon=Hot Hand|icon-size=100x100px}}<br />
'''[[Hot Hand]]'''<br />
|<br />
<br />
This loadout may appear goofy at first glance, and there is no denying that it is; however, its oddity masks a very useful combination of abilities. As a stock reskin, the Rainblower deals continuous fire damage over a wide area for no real drawback. The Thermal Thruster is by far the Pyro's best mobility option, while the Hot Hand also provides additional speed boosts for a minor loss in hitting power. This setup encourages a Pyro to make good use of their newfound mobility to leap onto high vantage points or take odd avenues of attack, then get close to punish an enemy with either widespread flames or quick blows at close range, then retreat before enemy attention can be turned on them. However, this loadout also shares the distinct weakness of lacking ''any'' ranged option at all. All engagements will have to be at melee range or from ambush/surprise, as the lack of a secondary weapon makes this loadout very vulnerable when an opponent is aware of the Pyro's presence.<br />
<br />
Most notably, this is the only loadout in the game where ''every'' equipped weapon possesses a taunt kill. While this isn't anything to rely on, it does mean that Pyros thus equppied are never unarmed, especially in Humiliation.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
The Pyro and Scout are both excellent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.<br />
* Due to the Scout's low health, your compression blast will often be a life-saver for him, whether it be saving him from afterburn or reflecting a potentially deadly rocket. This also allows higher-priority teammates to grab health packs (eg. Medics), which benefits the entire team. <br />
** If a Scout is constantly being ignited, you can also take advantage and use the [[Manmelter]] to gain free crits.<br />
** Protecting Scouts is especially true if he has the [[Pretty Boy's Pocket Pistol]], as he takes 20% extra damage from all sources with it out.<br />
* Your ability to airblast syncs well with the Scout's single-target playstyle. Airblasting an enemy into the air can let him get close to deal heavy damage to the confused enemy.<br />
** This can help a Scout aim his usually slow projectiles with relative ease as well. Pinning an enemy against a wall while the Scout launches a [[Sandman]] ball, [[Mad Milk]], or [[Flying Guillotine]] can result in an easy elimination.<br />
* Enemies set on fire tend to focus on the Pyro if he's close, or retreat towards nearby health packs if ignited from afar. A Scout can take advantage of these distractions to shoot enemies in the back.<br />
**Alternatively, that foe can be finished off quickly by a Scout with the [[Sun-on-a-Stick]].<br />
* If the Scout is equipped with the [[Force-A-Nature]], the two of you can become huge distractions and push opponents around as you please at close range, especially when combined with your compression blast and long range [[Scorch Shot]] shots.<br />
** Likewise, a Scout and Pyro team working close together can get behind enemy lines and eliminate foes with their ambush-suitable weapons such as the [[Back Scatter]] and [[Backburner]].<br />
* The pair of you are capable of taking out a sentry nest all by yourselves. Have the Scout go in with a [[Bonk! Atomic Punch]] to attract the [[Sentry Gun]]'s attention. As a Pyro, you can now go in and rapidly damage the Sentry Gun, potentially killing the Engineer as you do so.<br />
** If the Engineer decides to [[Wrangler|wrangle]], you can sneak up and kill him quickly before he notices you. If you have the Homewrecker equipped, you can use that to break the sentry before it reactivates.<br />
** Note that this strategy will likely not work if a sentry nest has more than one Sentry Gun, or if the Engineer has backup from his team.<br />
* As bleeding and burning damage stack with each other, you can combine the damage of your flames with the bleeding from a Scout's [[Boston Basher]], [[Three-Rune Blade]], [[Wrap Assassin]], or Flying Guillotine, resulting in very powerful gradual damage.<br />
* The Scout's [[Mad Milk]] benefits you greatly due to the Flamethrower's strong close-range damage. You will often be able to survive fighting against a small group of enemies while tanking damage with the milk's healing. This is especially useful with the [[Phlogistinator]], letting you gain "Mmmph" quickly with less risk.<br />
** The [[Neon Annihilator]] will also deal guaranteed crits against milked targets, and will grant massive amounts of health on hit.<br />
** Every tick of afterburn will heal you should you ignite a milked target. You can use any Flare Gun variant if you are fighting alongside a Scout with Mad Milk, letting you pelt retreating opponents and getting you healed up in the process. This becomes more effective with the Detonator or Scorch Shot, as they can ignite multiple milked foes at once.<br />
* A Scout equipped with a [[Candy Cane]] that kills an enemy will drop a health pack for you, especially beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by airblasting explosives.<br />
* If the Scout manages to hit your opponent with the [[Fan-O-War]], you can easily go in with your primary to finish them off. Mini-crits from the Flamethrower will often melt an opponent quicker than they can react.<br />
<br />
==={{class link|Soldier}}===<br />
Paired together, Pyros and Soldiers are the most mobile-yet-bulky pairs in the entire game. While both classes have their own effective ranges, the Pyro's supportive tools and the Soldier's overall firepower makes the duo excellent for carrying out a small [[push]].<br />
* Whereas mid-to-long-range combat are your weaknesses, a Soldier can cover your shortcomings by firing rockets at enemies that wander outside the range of your primary.<br />
** Likewise, the Soldier is prone to close range self-damage and enemy Pyros who can reflect his rockets. You are able to prevent these issues by going in for any close-range fighting and by airblasting deflected rockets right back at enemies.<br />
** If you both hide in high, hard-to-reach places, you can ambush anyone that wanders through below.<br />
* In your stock loadouts alone, the Pyro and Soldier are capable of producing all four main types of [[damage]]: [[Hitscan]], [[Projectiles#Explosions|Explosive]], [[Fire]], and [[Melee]]. Using this to your advantage, the two of you can exploit any existent vulnerability in the enemy.<br />
** This is especially useful for countering the [[Vaccinator]], as the pair of you can use two different types of damage to confuse a Medic.<br />
* Both of you are able to use the Reserve Shooter, which works extremely well between your ability to airblast and the Soldier's ability to [[Juggling|juggle]]. Coordinating attacks that keep your enemy in the air can result in quick airborne kills.<br />
** Soldiers with the [[Direct Hit]] will have a much easier time taking advantage of their ability to mini-crit airborne targets if you juggle them with your airblast.<br />
* Staying in range of your Soldier while he uses any of the [[Buff Banner]], [[Battalion's Backup]], or [[Concheror]] can result in great benefits for the two of you. The Buff Banner and Concheror buff your damage and staying power respectively, while the Battalion's Backup can let you use melees like the Axtinguisher or Powerjack with less risk.<br />
** Offensive weapons such as the Backburner and Phlogistinator become even more potent with a Soldier's buffs, making you an even bigger threat.<br />
* Soldiers are a common target for backstabs due to their high power, low speed, and team-boosting abilities. As always, spycheck. Any Spy you ignite can be eliminated by you or your buddy with little issue. If the Spy has the [[Spy-cicle]], he may enjoy temporary safety from your flames, but communicating his presence to the Soldier makes him a similarly easy target for your buddy's rockets.<br />
* Soldiers are comparatively more mobile than Pyros due to their [[rocket jump]]s, which can be an issue if you are required to travel a distance. Using the [[Detonator]] can better allow you to keep up with your partner, further increasing the dynamic of you and your Soldier's ability to push together.<br />
<br />
==={{class link|Pyro}}===<br />
While Pyros are often confined to close range, there is usually nothing scarier than seeing a pair of Pyros causing plenty of havoc. Whether you and your partner have similar loadouts or not, there is a larger dynamic in your firepower being doubled; enemies will usually have a hard time dealing with you.<br />
* Spies are absolutely hopeless in a fight against two Pyros so long as it takes place up close. If the two of your regularly spycheck, your team will have virtually no issues with Sappers or backstabbing.<br />
** Remember your range weakness; a sneaky Spy can still snipe you from afar with the [[Ambassador]].<br />
* When two Pyros pair up with friendly Engineers, you become a complete fortress that almost nothing can get past. By doubling the efficiency of pushing back ÜberCharges, airblasting projectiles, killing Spies, and removing Sappers with the Homewrecker, the pair of you are a blanket of safety for your team's Engineers.<br />
* If both Pyros have the same play-styles, your efficiency increases overall. Ambushes are successful more often, airblast fights are in your favor, enemy Pyros will be overwhelmed by your combined firepower, etc.<br />
** Some weapon pairs can potentially shut down unprepared teams if you coordinate; a Degreaser/Flare Gun/Axtinguisher set or a pair of Phlogistinators can cut down any unaware enemies almost instantly.<br />
* If the two of you have different play-styles, the complexity of fighting you two increases for any enemy.<br />
** One Pyro may have a flamethrower that focuses on utility, while the other might have an offensively inclined one, such as the Backburner or Phlogistinator. The utility Pyro can set up the offense Pyro for an attack by either pinning an enemy against a wall or other obstacle or reflecting incoming projectiles.<br />
** Your secondaries, if one is a Shotgun while the other is a Flare Gun, can result in two advantages in mid-range combat at once. The Pyro with a Shotgun or Reserve Shooter can more aggressively attack the enemy while the Flare Gun Pyro can hang back to carefully aim Flare Gun shots to crit or Scorch Shot attacks to deter the enemy's movement.<br />
** Your melee weapons, while not often used in direct combat, can alter your strengths and weaknesses. The Axtinguisher, Powerjack, or Back Scratcher allow for more front-line attacks. The Homewrecker, Third Degree, or Neon Annihilator are more situational, but can provide coverage where your partner might be at a disadvantage.<br />
* Accurate Pyro partners will find that coordinated Flare Gun fire can bring down tough opponents quicker than by oneself. An Engineer or Sniper caught out of place can be put down instantly with paired flares. Flares will have a hard time hitting Scouts, however, so be prepared to switch to your Flamethrowers to deal with the agile but fragile threat.<br />
* Solo Scouts tend to be less inclined to try to weapon heckle a Pyro duo, thanks to your ability to cover each other's weak areas. Two Shotgun Pyros can safely protect each other from potential heckling Scouts due to the Scout's inability to maintain range overlaps on both Pyros.<br />
* A Pyro duo will dominate close range combat, but will still be all but helpless at range. Unless the both of you use tactics beneficial to the class (such as taking flank routes and staying out of direct sight), you can be easily picked off by anything from Snipers to Sentry Guns. Plan ahead in order to let your strengths shine.<br />
<br />
==={{class link|Demoman}}===<br />
The Pyro and Demoman are opposites in the way their classes produce damage; the Pyro focuses on gradual and close-range damage, while the Demoman focuses on sudden, mid-range damage. However, working together allows you to fill in several team roles or perform more efficiently.<br />
* Like the Soldier, the two of you can produce all four damage types, letting you attack Vaccinator Medics in whatever resistance they are not using.<br />
* Together, you can both work as an attacking or defending duo.<br />
** On Offense, a Pyro can be the first to approach enemies in order to distract them with flames and soften targets for the Demoman. Alternatively, the Pyro can hang back and fire flares while the Demoman begins an approach with his immense firepower.<br />
** On Defense, the Demoman can arm Stickybombs around the objective and fire grenades into choke-points while you're able to Spy-check and pick off any missed targets. When paired with another bulky teammate, you become the basis for your team's defensive ability.<br />
* When the Demoman takes up a [[Glossary of player terms#Demoknight|Demoknight]] style of play, your dynamic shifts entirely. You are now both at a disadvantage at ranged combat, but you also are now the two most deadly close-combat classes in the game, capable of taking down multiple foes in a single push should you get within range.<br />
** This gives you an advantage against identical classes in a two-on-two setting. Opposing Demoknights are still vulnerable to any bullet damage the Pyro creates, and can still be killed in one hit with a Puff and Sting. Likewise, a Pyro can be killed in one fell swoop if the Demoknight makes the most of his charge.<br />
** Having the Pyro airblast a target to pin them against a wall works wonders for your Demoknight, as he can go in for an easy kill with any of his melee weapons.<br />
*Both classes are weak at long range, so sticking together is key. A Pyro will benefit from a Demoman's excellent Sentry Gun killing power in order to get into effective distance, while a Demoman can survive longer if a Pyro constantly fires flares to distract enemy Snipers.<br />
<br />
==={{class link|Heavy}}===<br />
While not the most dynamic pairing out there, a Heavy benefits immensely from having a friendly Pyro defending them.<br />
* A Heavy's prior fear of being backstabbed, headshot, or eliminated by a Puff-and-Stinging Pyro are all relieved when a competent Pyro spychecks, uses a Flare Gun, and airblasts, respectively. This allows the Heavy to focus on attacking while the Pyro defends the two of them from pursuit.<br />
* The Pyro's greater speed but lower power neatly offsets the Heavy's weaknesses of great power but low speed, especially in regards to spinning up a primary weapon. If you are ambushed, the Flamethrower's speed and ease of use allows you to protect the Heavy and give him the valuable time he needs to ready his Minigun.<br />
* A Heavy and Pyro pair is especially fearsome when they flank their opponents. Heavies are extremely attention grabbing, letting the Pyro slip in to ambush opponents who are focused on or hiding from the Heavy. <br />
** If attempting this, the Heavy may find more success with the [[Tomislav]] due to its faster spin-up, higher accuracy and silence.<br />
* Heavies and Pyros are excellent defensive "turrets". When left with a [[Dispenser]], the two become a never-ending stream of firepower.<br />
** Heavies with the [[Huo-Long Heater]] provide even more fire coverage in addition to the Pyro's weapons, meaning the two become a literal firewall when working together near a sentry nest.<br />
* Regardless of the Heavy's large health pool, always extinguish them from afterburn. They may thank you back by giving you a well-needed [[Sandvich]].<br />
* Both of you have several weapons that can work well in tandem together.<br />
** [[Natascha]] can slow down enemies and allow the Pyro to go in for the kill. Likewise, the Pyro can airblast targets to make them easier for the Heavy to hit.<br />
** Pyros can airblast to set a Heavy up with a kill using the [[Killing Gloves of Boxing]], allowing Heavies using the Shotgun, [[Family Business]], or Tomislav to take advantage of their crits.<br />
** Heavies using the [[Fists of Steel]] and [[Gloves of Running Urgently]] can both take good advantage of the protection the Pyro provides, as the Heavy's apparent close-range weaknesses are nullified by the Pyro's close-range strength.<br />
* While not to be taken seriously, the Pyro and Heavy have two of the three most potent taunt kills. Pyros can destroy multiple foes and buildings relatively quickly with [[Hadoken]] while the Heavy can kill from a ranged distance using [[Showdown]]. A notable last-ditch effort to survive in [[humiliation]].<br />
* Much like you, a Heavy suffers from range issues, which may be a problem if there are multiple enemy Snipers. It is usually wise to always bring a Flare Gun in order to offset this; your Shotgun is far outclassed by the power of your buddy's Minigun. Additionally, he is very slow, so always keep around him as you may often find yourself in the fight before he does.<br />
<br />
==={{class link|Engineer}}===<br />
As an Engineer is constantly dealing with enemy projectiles and Spies, you are unsurprisingly the most useful pairing. While you may spend most of your time defensively, the plentiful benefits of working hand-in-hand more than make up for it.<br />
* Most Engineers are capable of fending for themselves as long as at least one Pyro is nearby, meaning you alone can provide protection for two or more Engineers in a sentry nest and maximize your team's defense.<br />
* The Pyro can airblast projectiles, hold off ÜberCharges, and spycheck with most flamethrowers. As long as you stay alive and do your job right, the Engineer has very little to fear in the chance of losing his buildings during an enemy push.<br />
** Most often, you will be dealing with Spies; they will usually be denied by your presence if you constantly fire flames around the nest. This does not prevent them from sniping you from afar with the Ambassador, so it is best to be on the move.<br />
** Another issue would be Stickybombs; the instant you see a Demoman firing a stream of bombs, push them away with your compression blast or destroy them with your Shotgun.<br />
** When an Übercharged enemy approaches, approach them while they are distracted by the Sentry Gun and airblast them. If they manage to get close, the knockback from the sentry will usually be enough to send them flying backwards.<br />
* The Engineer provides health and protection for the Pyro with his Dispenser and Sentry Gun, respectively. They shelter you from any chance of ambush, as any attacks made onto you will likely target the Sentry Gun first.<br />
* A Pyro with the Homewrecker, Maul, or Neon Annihilator can remove Sappers placed onto the Engineer's buildings, leaving a sentry nest alive even in the event that a Spy kills your Engineer.<br />
** This is beneficial even if you aren't being an Engineer buddy, as whacking a Sapper off a Teleporter can save precious resources and traveling time.<br />
* The Engineer can use his Wrangler to attack enemies from any range, providing you survival against enemy Snipers and Soldiers shooting from far away. This is respectively complimented by your flare guns and compression blast.<br />
** If your Engineer ally is using the Wrangler, be proactive in protecting him from flanking attacks so he can maximize the effectiveness of his Sentry Gun's increased fire rate and protective shield without worrying that he may be suddenly killed by a surprise Spy or Scout.<br />
* Remember to pick off attackers who are avoiding the Sentry Gun's field of vision. Enemy Pyros that squeeze just around sentry positions can kill your Engineer if you don't protect him.<br />
** Your airblast can also support a Sentry Gun by forcing threats it cannot see into its FOV (such as enemies hiding behind corners) before attempting to destroy the Sentry Gun.<br />
* The Backburner's from-behind crits will kill any inattentive Medic before they can deploy their Über, even if they are fully charged when you attack. As such, if you see a Medic combo moving towards your teams' Sentry Guns, getting behind them to kill the Medic will prevent them from using the Über.<br />
** Similarly, a well-timed critical Phlogistinator will melt them before they can react.<br />
* While you are the perfect Engineer buddy, you and the Engineer are vulnerable to Snipers due to being in a fixed position. The most you can do is use your Flare Guns to interrupt his sniping, or if your Engineer buddy decides to shoot him with the Wrangler.<br />
<br />
==={{class link|Medic}}===<br />
You are a Medic's fastest patient and the only pocket capable of directly defending your healer from damage with compression blasts. While not truly the strongest offensive combo, the duo are formidable at close-quarters fighting and picking.<br />
* As you can reflect projectiles and extinguish a burning Medic, this combo gives you the niche of mutual protection only rivaled by the Heavy himself. You are also quick enough to walk at the same pace as your healer, letting the pair get to places together while watching each other's backs.<br />
* The health buff given to you by the Medic is just enough to allow for more dangerous offensive approaches.<br />
** Tactics such as eliminating targets with the Axtinguisher or causing panic among a group of enemies become more effective, but be sure to look out for your healer due to your dependence of close range combat.<br />
* When Übered by your Medic's [[Medi Gun]], you are the truest counter to any enemy Übercharge. This is due to your ability to airblast, sending your targets to die from either being juggled by a sentry or dying from environmental damage. Even without an Über, you can still distract an Übercharged enemy by constantly keeping them in the air, wasting their charge in the process.<br />
** If the opponent uses a [[Megaheal]] and can't be knocked back, you can still use the Axtinguisher or its variants to finish off the enemy Medic with no risk.<br />
* When charged by a [[Kritzkrieg]], you are a complete force to be reckoned with in that you provide extremely high damage output very quickly. The sight of a crit-charged Pyro alone is enough to make the entire enemy team retreat from a push.<br />
** This is best done in enclosed spaces or as an ambush, since your enemies will have little space to maneuver and won't see you coming.<br />
* Vaccinators are excellent for Pyros, as you benefit from each of the resistances. Enemy Pyros using a Shotgun, Snipers, and other hitscan enemies will be less of a nuisance when given bullet resistance. Explosive resistance is complimented by your ability to reduce the damage of projectiles by reflecting them, and fire damage is nonexistent between your afterburn immunity, added resistance, and ability to extinguish your Medic.<br />
* Compared to a Soldier or Demoman, you are mostly ineffective for destroying Sentry Guns head-on due to their bullets having high knockback. If you attempt an ambush from above, you will likely get sent flying a ways off.<br />
** Always take on Sentry Guns from the side, where they will take some time to turn.<br />
* Some weapon combinations work well in tandem with a healer.<br />
** The Phlogistinator's "Mmmph" charge can be gained much easier, allowing you to be extremely aggressive.<br />
** In a duel between Medic-pairs, the odds will be tipped in your favor if you use a Third Degree.<br />
** Airblasting your opponent to let the Medic finish them off with an [[Ubersaw]] can allow for some quickly-built ÜberCharges, potentially winning you the game.<br />
** Bring along the Homewrecker if you are committed to taking on a Sentry Gun while Übercharged.<br />
* As your effectiveness is limited by your short range, you will be forced to play more defensively on open maps. It might be more effective to let a Medic pocket a class with a higher effective range in that case, while acting as a supportive defender yourself.<br />
<br />
==={{class link|Sniper}}===<br />
Given the Pyro and Sniper's range differences, you will not often interact with one. However, there is still a bit of chemistry to be had with a friendly Sniper.<br />
* The duo offer extreme opposites in combat. While you fight at close-range, the Sniper supports at long-range. Coordinating with one an can compliment well, as the opponent will have to avoid both flames and accurate bullets.<br />
** Your flames can be an excellent distraction tool too, as burning enemies will usually be too focused on getting away and towards a health source, which a Sniper can capitalize on.<br />
* Hanging around a Sniper can benefit them greatly.<br />
** If the Sniper is using a Sniper Rifle, being around them offers protection from Spies, allowing the Sniper to use a different secondary from the [[Razorback]], and your Flare Gun can harass enemy Snipers in addition to your own Sniper's attacks. Additionally, enemy Pyros that harass your Snipers can be relieved of the afterburn that would mess up their aim by using your airblast.<br />
** For front-line Snipers who use the [[Huntsman]], you can light their arrows on fire to provide afterburn on any enemies they hit, and airblast their targets to provide them with an easy shot.<br />
* [[Jarate]] is the most beneficial secondary the Sniper can provide for you. Enemies that are both on fire and doused in Jarate will take mini-crit afterburn damage, causing rapid damage that can fill up a Phlogistinator's 'Mmmph', should you be carrying one. A group of Jarate-doused enemies is also a great target for the Detonator or Scorch Shot, since you will deal mini-crit fire damage to all of them, and the Neon Annihilator, which deals full crits against wet targets.<br />
** Similarly, a Sniper carrying the [[Sydney Sleeper]] can be a great help, even from the rear lines. Inflicting Jarate on enemies from across the battlefield can quickly turn an otherwise fair or losing fight back in your favor thanks to the mini-crit damage of your weapons and afterburn. Fighting nearer to the enemy also means that they are less likely to target the Sniper. As the Sydney Sleeper does not require accurate headshots to be effective, this allows the Sniper a little more leeway and therefore more speed in placing a shot that can help you. Don't be afraid to request an assisting shot on a target for if you know one of your team's Snipers carries the Sleeper. Finally, the Sleeper can extinguish teammates from afar, allowing the both of you to keep teammates safe from flames.<br />
** If a Sniper lands a hit with the [[Tribalman's Shiv]] on an enemy covered in Jarate and on fire, it's essentially guaranteed that any 125 HP class will die from the gradual damage alone should they not reach a [[Medkit]].<br />
* If you are receiving supporting fire from a Sniper, be mindful of the limitations of the game's rendering, and do not aim your flames into the line of sight between them and their targets. Flames are translucent, but they can obscure some of the opponent's model while active, which may make headshots more difficult to place.<br />
* Due to the Sniper being fit for long range, expect either of you to be vulnerable at any given point; protecting one teammate means sacrificing the safety of another. If you need to fight together, try not to position yourself with your teammate, as enemies might end up eliminating the both of you.<br />
<br />
==={{class link|Spy}}===<br />
A Spy and Pyro duo seem counterproductive, as they are only usually seen combating each other when on opposite teams. It's rare for the two on the same team to be found doing something together, but possible nonetheless.<br />
* Predictably, friendly Spies will usually be on fire. Put them out as soon as possible to keep their disguise up. As a perk, you'll know if it is an enemy Spy right away if the compression blast pushes him back.<br />
** This can also allow you to gain multiple crits with the Manmelter.<br />
* The Spy's Revolvers and ability to see enemy health helps a lot with picking off weakened enemies. As your afterburn usually leaves injured enemies retreating, he can land the last hit against them before they reach a health source.<br />
* Both classes are excellent ambushers, with the Pyro being better at direct confrontations and the Spy having the advantage of surprise. A simultaneous ambush between the two can potentially take out an entire group before they know what hits them.<br />
** In situations where you are cooperating with a Spy for an ambush, consider allowing the Spy to go and take out the heavier classes first, such as Heavies and Soldiers. As he can approach without being easily detected, this lets him remove the most dangerous threats immediately, and allows you to come in and clean up distressed Medics or other, less powerful classes. Remember to switch to a weapon other than your Flamethrower to avoid having its long barrel give away your hiding places while you two wait for the other team.<br />
* If the Spy goes in to sap a Sentry Gun, you can jump in and finish up the sentry and Engineer before he has time to remove it. This is very beneficial since you can actually approach the sentry without getting knocked back, and flames go straight through buildings.<br />
** Alternatively, going in with a Homewrecker can break the Engineer's building before he has time to save it.<br />
* Do not be afraid to split up from a Spy and attack from two directions, especially if the Spy is able to get behind the Medic combo or a group of enemies. As the instinctive response of many players is to backpedal away from a rampaging Pyro, this presents plenty of juicy targets for an opportunistic Spy who can backstab enemies as they unwittingly back up into him.<br />
** This is especially useful if you equip strong offensive weapons such as the Backburner or Phlogistinator, allowing you to be extremely attention-grabbing. Enemies focused on fighting you will only be avoiding your flames at all costs, giving your Spy the perfect opportunity to backstab while waiting safely with the [[Cloak and Dagger]].<br />
** Roles can be reversed if the Spy functions as a decoy with the [[Dead Ringer]], as you can capitalize on enemies distracted by his fake death by ambushing them. The Backburner works well in this way, as it functions much like the Spy's [[backstab]].<br />
* Play bait for one another. If a Spy is being chased by a faster but weaker class like a Scout or Medic, lure the pursuer into a room where the Pyro can toast them. Conversely, if the Pyro finds themselves opposed by a powerful but slower combat class like the Soldier or Demoman, they can lure these larger enemies into giving chase, leaving themselves vulnerable to a sudden backstab.<br />
* As the Spy can completely disappear and walk through enemy territory without being detected, it is likely that you might not be able to follow him. Similarly, a Spy that follows too close to a Pyro will often get fired upon by complete accident. Strike a balance if you plan to work together as a team.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Ambushing]]<br />
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== References ==<br />
<references/><br />
<br />
{{Class strategy}}<br />
{{Pyro Nav}}<br />
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[[Category:Strategy]]<br />
[[Category:Pyro]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Pyro_strategy&diff=2394400Community Pyro strategy2019-02-14T20:44:21Z<p>MK38993: Updated Axtinguisher tips, shifted tone of article to be more formal</p>
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<div>[[File:Pyroblows.png|250px|right|Technique|Mphawaawhh!]]<br />
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{{Quotation|'''The Pyro''' on strategizing|Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}<br />
<br />
The [[Pyro]] is a class whose combat strategies revolve around close-range combat. The Pyro's [[Flamethrower]] can dish out huge amounts of damage at close range, while the resultant [[afterburn]] can cause panic among enemies by slowly sapping their health. In conjunction with the [[Shotgun]], the Pyro is effective for eliminating unaware targets at point blank, though comparatively weaker at ranged combat even while equipping weapons such as the [[Flare Gun]]. Despite being categorized as an [[Offensive]] class, the Pyro is not restricted in support tools: the Flamethrower's [[compression blast]] can also alter the flow of gameplay, being able push back enemies (even [[ÜberCharge|ÜberCharged]] enemies, except for those under [[Quick-Fix]] ÜberCharge), deflect or move projectiles, and extinguish teammates on fire. A good Pyro will constantly switch between both offensive and support play, protecting the team from projectiles and fire, while working to find opportunities to enter enemy territory and set them ablaze.<br />
{{TOC limit|limit=3}}<br />
==Quick tips==<br />
* As a general rule, [[Glossary of player terms#W+M1|simply charging forwards]] can easily get you killed, especially if your enemy notices you first. Find alternate routes to catch opponents off-guard, as your Flamethrower has limited range and works best when opponents don't notice you until it's too late.<br />
<br />
* [[Afterburn]] can be very distracting and can force weaker classes to retreat from the battle for a while to find a health pack.<br />
** Used your ranged [[Flare Gun|Flare Guns]] to set [[Snipers]] on fire and throw off their aim, or force [[Scouts]] to fall back.<br />
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* Always [[spycheck]] for your team. Your flames will instantly expose [[cloak]]ed [[Spies]], preventing them from remaining unnoticed. Regularly shoot flames around your teammates, just in case.<br />
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* Stay away from [[water]] and open areas, which is where you are the weakest. If you can't avoid them, wait to follow another friendly player.<br />
** The former tip on avoiding water can be disregarded somewhat if you use the [[Neon Annihilator]]; however, it is only effective at melee range, making reliance on it somewhat questionable.<br />
** You can use your Flamethrower to attack people that are above a body of water, but depending on the depth of the water, they may be extinguished instantly, making Flamethrower or Flare Gun tactics ineffective. Consider using your Shotgun in such situations.<br />
<br />
* Your [[compression blast]] is extremely useful. Save it for the right situations, such as forcibly re-positioning enemies that are [[ÜberCharge|ÜberCharged]], if you intend to follow up with your Shotgun, Reserve Shooter, or Flare Gun, or if you need to escape.<br />
** Pushing enemies to their left and right usually works better than forward or back. If an enemy gets pushed forward or back, they can still walk forwards to deal with you. However, there are exceptions (such as distracted enemies).<br />
<br />
* You are immune to the afterburn of other Pyros (unless you're covered in the liquid from the [[Gas Passer]]), but not the initial damage of their Flamethrower and Flare Gun. Using your Shotgun will let you fight other Pyros at a distance where their Flamethrower cannot reach. <br />
** If the other Pyro has a Flamethrower that is disadvantaged in airblasting (such as the [[Phlogistinator]]), you can use your compression blast to disorient them; they usually won't be able to counter you as easily. They can still hurt you with their secondary weapons, so being mindful of what your enemy has equipped will give you a better idea of how to fight them.<br />
** While fighting enemy Pyros, run backward if you are using the Flamethrower. You will receive less damage while dealing more to your opponent, since the enemy Pyro will be running straight into your flames while you run away from theirs. The aforementioned strategy is also helpful for luring them into your base and letting your teammates finish them off.<br />
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* Your afterburn decreases [[Medi Gun]] healing and shield abilities by 20%, allowing you to be an even bigger nuisance to teams that have Medics. If your teammates are fighting a Medic and his teammate, igniting the patient will give your team the upper hand.<br />
<br />
== General ==<br />
* Playing Pyro requires a different mindset than other classes. You tend to be weak at direct attacks; you will lose to most other classes if they have time to react. If you catch the enemy by surprise, however, you can be the most dangerous class in the game.<br />
** As such, always try to ambush the enemy. Learn the maps and use flanking routes rather than main ones. Several of your weapons can help open up more routes, such as the [[Detonator]] and [[Thermal Thruster]] with their respective [[jumping#Flare jump|jumps]].<br />
<br />
* While your playstyle can be risky, the Pyro's attributes are designed to help you. The Pyro class has the overall best health-to-speed ratio in the game, meaning you can get to the fight easily while being durable enough to survive most close-range encounters or run away if needed.<br />
<br />
* Be aware of how the game treats your Flamethrower's flames.<br />
** Flames have a "lifetime"; upon firing a puff, your flames will hang in the air for a moment, which can set enemies on fire even while you aren't actively firing. This is most useful for catching enemy [[Spies]].<br />
** Due to this lingering property, walking forwards and firing will actually give you '''less''' range than normal, while walking back and flaming will make it more likely to hit an opponent, since you will leave a temporary trail of fire. This may allow Spies to backstab you, however.<br />
** Since flames take a while to reach their target, a burst of flame may not hit an actively moving opponent if they are at maximum Flamethrower distance. Lead your target at medium range.<br />
<br />
* Any enemy hit by your flames (other than the [[Degreaser|Degreaser’s]] fire) will suffer moderately damaging [[afterburn]], except other Pyros, who are immune to afterburn. This means you can use hit-and-run tactics by lighting a target on fire and then escaping to either weaken them up for your teammates, or simply let them burn to death over time.<br />
* Enemies that have been damaged sufficiently by fire can usually be finished off with the Shotgun. The sounds produced by an ignited enemy can help you track them down more easily if you have lost a line of sight to them.<br />
** Weaker classes like [[Scouts]] tend to flee when they are on fire. Light them up and quickly follow up with the Shotgun. This is often enough to kill them, as afterburn deals up to 60 damage - nearly half of their health.<br />
** Because other classes such as [[Medic|Medics]] and [[Sniper|Snipers]] lack efficient close-combat skills, they are the easiest to ignite and finish off with an ambush attack. While you are less effective against bulkier targets since they stand a higher chance of surviving the full damage of your afterburn, they may be damaged sufficiently for your teammates to finish off.<br />
* Despite the potential of afterburn, there are many ways to put it out, such as [[water]] and [[health]] sources like [[Dispensers]]. Do not rely on afterburn to finish opponents off all the time.<br />
** If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.<br />
<br />
* You are the best class for [[Spychecking]]. Fire instantly negates a Spy's [[cloak]], making him easy pickings for you and your team. Due to your decent ammo pool, always fire flames around your teammates to expose any Spies who may be trying to find opportunities to [[backstab]] any friendlies.<br />
** Note that the [[Dead Ringer]] will grant a Spy immunity to afterburn and up to 65% damage resistance during its initial 3 seconds, though you will still be able to see his silhouette if you keep attacking him. If you can predict his movements, you can kill him before he can uncloak again; if not, try to catch him off-guard the next time he approaches.<br />
** Also stay alert if a Spy is using the [[Spy-cicle]] because when you ignite him, the flames will be extinguished immediately and he will gain 10 seconds of afterburn immunity. However, there will be a loud ''hissing'' sound as the Spy-cicle melts, and the Spy only will recieve 1 second of fire immunity. Be ready to chase him down before he can escape.<br />
<br />
* Your primary weapons passively reduce the effectiveness of healing and shield effects on your current target; a Soldier (or any other class except another Pyro) being burned by you while ''also'' being healed by a Medic will only get 75% of the healing he would usually gain. As such, you can sometimes support your team just by igniting enemies; in a pocket-vs-pocket battle, this may be the difference between a win or loss.<br />
<br />
* Your most powerful tool is arguably your [[compression blast]]. Use it generously to support teammates by deflecting enemy projectiles or extinguishing burning teammates, or to set up a combo attack.<br />
** The compression blast can knock opponents around. Take every opportunity to light the enemy up first so they take afterburn damage while you are pushing them, and to make it harder for them to aim.<br />
<br />
* Your array of weapons suffer the most at range compared to the rest of the mercenaries, so stay away from open areas. Snipers and Heavies are your biggest counter classes, as the former can pick you off easily and the latter easily outdamages you. In this case, it may be useful to equip the Flare Gun to wear them down at a distance.<br />
** While you can take down Sentry Guns very quickly, it will be difficult to get in range without dying. Depending on the situation, it may be more viable to let other classes like the Soldier or Demoman take care of the Sentries.<br />
<br />
== [[Compression blast]] ==<br />
[[Image:Hot_potato.png|right|100px|thumb|Your compression blast is an extremely useful tool for protecting teammates and positioning targets. Use it well.]]<br />
<br />
* The Flamethrower's compression blast (or airblast) is one of your defining features. It allows a Pyro to fulfill a number of roles, from extinguishing teammates, forcibly moving opponents, or reflecting projectiles.<br />
<br />
* A single compression blast costs 20 ammo for the Flamethrower and [[Rainblower]], 25 for the [[Degreaser]], and 50 for the [[Backburner]]. Be sure to keep track of your ammunition, as spamming your compression blast will easily leave you without ammunition.<br />
** Note that the [[Phlogistinator]] cannot airblast at all, which can be a huge disadvantage in some situations.<br />
** The [[Dragon's Fury]] requires 5 ammo to airblast, but carries only 40 in the first place, so it only gets up to 8 airblasts before requiring more ammo - the same effective cost as the Degreaser.<br />
<br />
* There is a slight cooldown after every compression blast before you can fire another. This can be a matter of life-or-death; a Soldier or Demoman can bait an airblast from you, then fire while you're vulnerable and cannot airblast. Learn to keep yourself from airblasting prematurely by timing them properly.<br />
<br />
'''Extinguishing'''<br />
<br />
* You are the only class with a consistent method of putting out [[fire]] (apart from constant healing by [[Medi Gun]]s or [[Dispenser]]s). Other sources (such as the Scout's [[Mad Milk]] or the Sniper's [[Jarate]]) have a cooldown, making them less reliable. On maps or areas without water or [[pickups|health packs]], you will be much needed, especially if your team lacks a Medic or Engineer.<br />
<br />
* Remember to airblast burning teammates, as it saves them from extended burn damage or potentially death.<br />
** You gain 20 health for every teammate extinguished, so you are encouraged to do so. Extinguishing several in tandem can heal you significantly.<br />
<br />
* The [[Manmelter]] can also extinguish teammates with its secondary fire. Use it if your primary weapon makes it too costly to compression blast (the Backburner) or if it lacks the ability to do so entirely (the Phlogistonator).<br />
<br />
'''Reflecting'''<br />
<br />
* Airblasts make you an invaluable minesweeper class. Use it to:<br />
** Deflect ''most'' [[projectile]]s, including rockets (be it from a [[Rocket Launcher]] or level 3 [[Sentry Gun]]), grenades, Stickybombs (shot or stuck), [[Flare gun|flares]], [[Huntsman]] arrows, and balls from the [[The Sandman|Sandman]] and [[Wrap Assassin]], back at the attacker or other enemies. You can also reflect enemy [[Jarate]] and [[Mad Milk]] back at the thrower and their teammates to apply it to them instead.<br />
** Reflected projectiles deal mini-crits (or crits if the projectile is a critical one), making this even more beneficial. Reflected arrows can [[headshot]] enemies, while all reflected enemy projectiles (excluding Stickybombs) become harmless to allies (but may still harm yourself).<br />
** You '''cannot''' reflect the projectiles from the [[Syringe Gun]] and other Medic primaries (excluding the [[Crusader's Crossbow]]), the [[Pomson 6000]], and the [[Righteous Bison]], so dodge them instead.<br />
<br />
* Reflected projectiles are considered to be "shot" from your screen, meaning it will fire where your crosshair points. This allows you to control where your reflected projectile goes, although this is more difficult if it is affected by gravity (i.e Grenades).<br />
<br />
* Push [[Stickybomb Launcher|Stickybombs]] away from important objectives like Control Points or Intelligence. Deflected Stickybombs remain dangerous to teammates and friendly buildings, but can also damage the Demoman who fired them. Note that deflected Stickybombs do not deal mini-crits.<br />
<br />
* Level 3 Sentry Guns that are far away or sit around a corner can be damaged with their own rockets by airblasting. This can separate Engineers from their Buildings, destroy the supplying [[Dispenser]], or cause a distraction long enough for another teammate to take care of the nest. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire a few bullets (for about 48-72 damage) along with the rocket before losing its target, if performed correctly.<br />
** Reflected Sentry Gun rockets deal 135-147 damage, which can easily kill an unaware Engineer or other light classes.<br />
<br />
* Having a crit-boost will cause all reflected projectiles, excluding Stickybombs, to reflect as a critical hit. This is a situational perk that can make you even stronger during [[Kritzkrieg]] ÜberCharges.<br />
<br />
* Occasionally, you can reflect projectiles at opponents even if they are looking away from you, although you have to be touching his back. This can be handy for instant burst damage if your enemy doesn't notice you.<br />
<br />
* Airblasting is generally easier the further you are from your target. At close range, you have less time to react to a projectile, so there are several tactics that can help in judging when to airblast.<br />
** It can be beneficial to think like your enemy. If you realize that your enemy tends to instantly fire at any opponent he notices, airblasting once he sees you can net you a point-blank reflect.<br />
** Watching the animation of your opponent can be difficult, but often helps to predict when he fires. If you are close enough to see a Soldier's Rocket Launcher or a Demoman's Grenade Launcher recoil due to firing, immediately respond with a compression blast.<br />
** If you get close to a Soldier, he may panic and hold his attack button down when firing, to kill you as quickly as possible and remove any delay. If you are used to the Rocket Launcher's firing rate, you can often predict when the Soldier will fire next and instantly reflect the next rocket.<br />
** Soldiers will often choose the [[Direct Hit]] to counter you, as its high projectile speed makes it difficult to reflect. Instead of attempting to reflect the projectile, consider setting the Soldier on fire and blasting him away. The above mentioned tactics can also help if you find yourself too close for comfort.<br />
<br />
* It's possible to use explosives to perform explosive jumps through the use of deflected explosives (excluding Stickybombs, which remain under the ownership of the Demoman who fired them).<br />
** Although difficult to master, explosive jumps can bring you into effective range faster. To perform one with an enemy rocket, make the rocket graze right near your head by walking beside it. Once the rocket passes you, turn in the direction the rocket is, and airblast downwards in that direction. This should cause the rocket to explode at your feet behind you, which will propel you forward just like a standard rocket jump, at the cost of a significant amount of health.<br />
<br />
'''Enemy Re-positioning'''<br />
<br />
* Your compression blast also gives you a unique ability to partially control an enemy's movement and position. Use it to:<br />
** Knock enemies away from objectives like [[Control Point (objective)|Control points]] and [[Payload#Carts|Payload carts]].<br />
** Push enemies away from valuable items (such as health or ammo packs), preventing enemy pickup; particularly [[Intelligence#Intelligence|Intelligence]]-based pickups that can be carried.<br />
** Remove enemies from high positions by knocking them off ledges, forcing them to walk up all the way again.<br />
** Knock enemies into environmental hazards on the map, such as the pit in [[Steel]] or off the cliffs on [[Upward]].<br />
** Push away attacking enemies, such as charging [[Demomen]], enemy Pyros, and other classes using [[melee]].<br />
** Prevent enemies from fleeing by pinning them in a corner.<br />
** Separate and distract [[ÜberCharge|ÜberCharged]] enemies and prevent them from pushing forward.<br />
** When you must fight near water, airblast enemies into the water and then charge them with the Neon Annihilator.<br />
<br />
* Your compression blast is useful for slowing or negating an [[ÜberCharge]], or separating a Medic from his patient.<br />
** When fighting a Heavy/Medic combo, try to compression blast either the Medic or Heavy away from the other, preferably off a high area. When done correctly, you can fight the enemy still next to you, and may be able to defeat him before his ally comes back up. This plan works best when you sneak up and attack from behind, and if the pair are on higher ground.<br />
<br />
* When you see a Medic and an ÜberCharged patient, try to flank around them and airblast one away from the other. That will leave the Medic without a heal target, and the teammate he was healing will be left defenseless.<br />
** Even if you cannot do so, this will make the ÜberCharged pair lose ground, which may be enough for them to waste their charge entirely. This works more effectively on Heavies due to their slow movement and revved-up speed.<br />
** A one-on-one battle with an ÜberCharged Soldier can be in your favor: you can simply reflect his rockets once he approaches, though be wary of his [[Shotgun]] and his teammates. With luck, you can also negate a [[Kritzkrieg]] push by reflecting a critical projectile straight back at the patient or Medic.<br />
** As the [[Quick-Fix]] negates knockback, the airblast is useless against it. You may want to burn your enemy instead to lower their high healing rate - the only way to repulse a Quick-Fix charge is to work together with teammates to focus fire on the ÜberCharged duo, outdamaging their healing and killing them.<br />
* If a fight is not going well, you can simply compression blast your foe and run away. This is more useful around corners or in enclosed spaces. <br />
** This is less effective on faster targets like Scouts.<br />
<br />
* Your airblast can be essential in pushing back Intelligence carriers. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence, preventing it from returning to your team's base. You can turn it against them by airblasting the Intelligence carrier in the opposite direction, causing them to lose ground.<br />
** You can also reset the Intelligence by airblasting an Intelligence carrier out-of-bounds, such as the pit on [[Double Cross]].<br />
<br />
* You can stop a Demoman's [[shield]] charge by airblasting them; this will stop them in their tracks. This will leave them vulnerable for a counterattack, since they cannot escape as easily.<br />
<br />
* Although you can simply burn a Spy to death, you can also push him away with a compression blast if you see him poised for a backstab. This is useful if you catch him at the last second, or if it takes him a long time to return, such as off a high area.<br />
**Be careful not to airblast him towards a potential target, however - he may surf the airblast and backstab your teammate anyway.<br />
<br />
=== Ambushing/Roaming ===<br />
<br />
* Use alternate routes to organize a synchronized attack on the enemy. Igniting them from behind will weaken them for teammates to finish off.<br />
** If things don't go according to plan, be sure to have an escape route. Airblast your enemies back to give you time to retreat.<br />
<br />
* Take advantage of elevation to land surprise attacks on the enemy. Players rarely look up.<br />
<br />
* Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.<br />
** When attempting to hide in a corner, deploy your secondary or melee weapon, as your Flamethrower is long and can be seen around a corner by enemies. If doing so, remember that it will take longer to react due to your weapon’s switch speed. The [[Degreaser]] can make this strategy easier for you.<br />
<br />
* Be prepared for one-on-one combat. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.<br />
** Check for stragglers or other flankers before attempting to perform an ambush against enemy groups. Sometimes Snipers stay behind the enemy push to focus their fire on flanking classes such as Scouts, Spies, and Pyros, while Soldiers often hop in and out of combat using rocket jumps to heal up, which may pose a threat to you.<br />
<br />
* Once you are in Flamethrower range, circle-strafe your enemy and constantly change directions to ensure you take less damage.<br />
** If using the [[Backburner]], try and strafe in a way that keeps the enemy's back at you most of the time.<br />
<br />
=== Frontline combat/Support ===<br />
<br />
* Charging into a group of enemies and setting them on fire is a good way to disrupt an offensive push. Remember that Medics can reverse your damage with little trouble, so don’t jump in without thinking.<br />
<br />
* If an Engineer has left a Level 1 Sentry Gun near a corner, it's possible to pop around and take out the Sentry Gun at point-blank range before it has time to kill you.<br />
** In certain positions, you can attack a Sentry Gun by angling your flames without it being able to target you.<br />
<br />
* When ÜberCharged, you can lay waste to a [[Sentry Gun]] faster than most other classes, but you are also more easily thwarted by knockback than other classes. Try to approach from around corners whenever possible. Don’t jump, as it allows sentries (and other enemies) to push you away from your Medic much more easily.<br />
<br />
* Your [[Flare Gun]] can be used to weaken opponents at range, or eliminate burning targets. You will most often use it to disrupt an enemy Sniper's aim, as he will flinch continuously while he is on fire.<br />
<br />
* Support your allies with your compression blast. You can potentially save a burning teammate at the brink of death, while you can also reflect projectiles that would otherwise kill injured teammates.<br />
<br />
=== Defensive ===<br />
<br />
* Stand near the Capture point or Intelligence, preferably out of sight, and ignite anyone who comes near.<br />
** You can also hide in a corner or somewhere no one can see you. When enemies come by, run behind them and kill them with your flames.<br />
<br />
* You are the Engineer's best friend when on the defense, due to your primary weapon being a great Spy-checking tool. Only a momentary burst of flame is needed to ignite an enemy Spy. If a Spy still manages to slip past you and tries to sap an Engineer's [[building]], use your [[Homewrecker]], [[Maul]], or [[Neon Annihilator]] to get rid of the Sapper(s).<br />
<br />
* Without the need to reload, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of [[Capture the Flag]] maps.<br />
** Similarly, you can utilize the infinite ammo supply of your team's [[Payload cart]] to spray a continuous stream of flames or compression blasts. This can be for combating threats to your team's cart, such as rockets and other such projectiles. It's especially useful in deterring and dispatching Spies.<br />
<br />
* The Compression Blast can save Sentry Guns, especially when the Engineer isn't around. Reflect away projectiles or push away ÜberCharged enemies that are targeting Sentry Guns, and push away Spies before they can place a Sapper.<br />
** If Spies begin to target the Engineer’s buildings, use the Homewrecker or Neon Annihilator to break the Sappers.<br />
<br />
* Know what paths the enemy may try to take in order to attack the team's base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in [[2Fort]], try to ambush them by dropping through the grate and attacking them from behind.<br />
<br />
== Weapon specific ==<br />
===Primary weapons===<br />
==== [[Flamethrower]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Flamethrower|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
| rowspan="6"|200<br />
| rowspan="6"|6.82/particle<br />
| rowspan="6"|4.09/particle<br />
| rowspan="6"|60 over 10 seconds<br />
| rowspan="6"|12-21/particle<br />
|-<br />
! {{Table icon|Festive Flamethrower|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Flame Thrower|icon-size=40x40px}}<br><br />
'''[[Botkiller Flame Thrower]]'''<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Australium Flamethrower|Advanced+ Mann Up Reward|title={{common string|Australium item|Flamethrower}}}}<br />
| align="center" | {{Icon killicon|weapon=Flamethrower}}<br />
|-<br />
! {{Table icon|Rainblower|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Rainblower}}<br />
|-<br />
! {{Table icon|Nostromo Napalmer|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Nostromo Napalmer}}<br />
|}<br />
<br />
* The Flamethrower is a close-quarters weapon with a very short range. It's devastating at point-blank range and sets all classes except other Pyros on [[fire]] (Pyros are immune to afterburn, but will still take full Flamethrower damage).<br />
<br />
* Ideally, you'll want to use the Flamethrower for ambushes to catch opponents off-guard, giving you enough time to burn them for several seconds. Alternatively, you can perform hit-and-run attacks, lighting enemies on fire before running off while the afterburn weakens them.<br />
<br />
* Your flames can penetrate multiple buildings and players in the line of fire, giving you additional utility against groups.<br />
** The Flamethrower also deals more damage the closer you are to your target. Range makes a huge difference to how fast you can kill an opponent, so always keep close.<br />
<br />
* Despite the Flamethrower's power, its short range makes you vulnerable to almost every other ranged weapon in the game. Fight back the urge to simply walk forward, and plan your route ahead of time.<br />
** An exception is when you're moving in with teammates; you can cause considerable chaos by burning opponents while your team causes a distraction, and the more enemies you can set alight, the easier it can be to overwhelm them.<br />
<br />
* The Flamethrower inflicts an additional sixty points of afterburn damage if the target is unable to put themselves out. This is almost half the health of 125-health classes, which can often force a hasty retreat to find a health pack. Bulkier classes will be weakened, often allowing your team to finish them off.<br />
** However, many sources can get rid of afterburn: this includes [[Medic]]s, [[Dispenser]]s, the [[Payload Cart]], [[Jarate]], [[Mad Milk]], dropped [[Sandvich]] variants, Health kits, compression blasts (or the [[Manmelter]]'s secondary fire) from allied Pyros, and sufficiently deep water. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.<br />
** Demomen with the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can also extinguish themselves by charging, but can be reignited if hit by the Flamethrower again.<br />
<br />
* Remember to use your [[compression blast]]. Optimal use of the Flamethrower mixes both offensive play with your flames, and defensive support with your compression blast to protect teammates and yourself.<br />
<br />
* The Flamethrower is very useful for destroying [[Building]]s; [[Sentry Gun]]s built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a convenient angle to an doorway can be rushed, circle-strafed, and destroyed without taking significant damage.<br />
<br />
* If facing a Medic pair, aim for the Medic and try to kill him first. His overhealed target will take longer to kill compared to the Medic himself.<br />
<br />
* If you have a [[Rainblower]], consider using it over the default; it functions exactly the same but lets you perform the [[Armageddon]] taunt, which can instantly kill several unaware targets. This is especially useful when defending a Control Point, as it is capable of igniting or outright killing multiple enemies at once.<br />
** However, the Rainblower's model covers most of the screen and its fire particles can be very distracting, which can make it harder to aim and keep track of your surroundings. Consider turning on “minimize viewmodels” in the Advanced Options menu, or disabling viewmodels altogether.<br />
<br />
* If using the the [[Isolated Merc]] set, be wary of [[Scout]]s who wear the [[Isolationist Pack]], as they will do more melee damage to you. Although this will rarely occur, simply keep your distance and burn them; your [[Nostromo Napalmer]] will deal 4x damage against them, usually instantly killing them.<br />
<br />
====[[Backburner]] + reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Backburner|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
| rowspan="2" | 200<br />
| rowspan="2" | 6.82/particle<br />
| rowspan="2" | 4.09/particle<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 12-21/particle<br />
|-<br />
! {{Table icon|Festive Backburner|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Backburner}}<br />
|}<br />
<br />
The Backburner is an unlockable primary weapon for the Pyro. It deals guaranteed [[critical hit]]s when attacking a target from behind, but cannot deal random critical hits and uses 150% more ammo when performing a compression blast (50 ammo instead of 20).<br />
<br />
* The Backburner makes your utility tool, the compression blast, riskier to use, but grants you stronger ambushing power to make up for it. Unaware targets will often go down in under a second of consistent fire, due to your critical hits. However, the 50 ammo per airblast is extremely costly; four blasts will completely use up your ammunition. When you really need to airblast, this drawback can be the difference between living or dying.<br />
<br />
* While it acts much like the standard Flamethrower, the airblast cost means you'll be more vulnerable against projectiles and enemies. Once you choose a battle, it will be more difficult to retreat.<br />
** As such, this weapon relies more on performing ambushes than in attacking in frontal assaults. Take alternate routes into enemy territory and loop back to the front lines.<br />
** Drop down from above! Because enemies rarely look up, you can stop a party of unaware enemies faster than any other class.<br />
<br />
* Apart from ambushes and unaware targets, the Backburner excels at preventing enemies from escaping. Players will be forced to back away from you, slowing them down - you cannot run backwards as fast as you run forwards. This gives you more time to chase faster enemies such as Scouts down.<br />
** An alternative is to find a group of enemies and strafe behind them while firing the Backburner. The accompanying chaos can often make them look around frantically to find the source of your flames, and this can deal crits if their backs are exposed as they turn.<br />
<br />
* The Backburner will only deal criticals if your flames hit at a 90 degree angle behind where your opponent is facing. If accounting for latency and the hectic movement of combat, the narrow hitbox for the Backburner's guaranteed crits may prove difficult to get.<br />
** You may opt to circle strafe your opponent and fake out in the other direction once he notices you. This will expose his back for several critical hits.<br />
* Remember that an ''expensive'' airblast doesn't mean that you ''can't'' airblast. You get a maximum of four blasts per 200 ammo, so try to only use it in emergency situations.<br />
** Some examples include deflecting critical explosives, or for extinguishing multiple teammates at once. You can also push an opponent back and retreat to friendly territory, where you can refill your ammunition.<br />
<br />
* When you kill an enemy, they drop a medium ammo pack; this is equal to 100 Flamethrower ammo, which means you can pull off 2 airblasts and get away with minimal ammo loss if you pick up their ammo pack.<br />
<br />
* When facing a stronger enemy, such as a Heavy or overhealed Soldier outside of your range, back away. Hide somewhere inconspicuous and then kill them later with the crits when they have forgotten about you.<br />
<br />
* If a Medic pair is causing serious damage to your team, try to flank them and target the Medic, then his buddy. The critical damage from behind is so powerful that most Medics cannot react fast enough to save themselves with an ÜberCharge.<br />
<br />
* Enemy Pyros are as vulnerable to critical flames as anyone else. Try to circle-strafe around them to get critical hits in. Be wary that they can easily airblast you away if they're using the standard Flamethrower or [[Degreaser]], however.<br />
<br />
* Soldiers are your worst enemies! Do not try to rush against a Soldier unless you are sure you can kill him. The high airblast cost makes reflecting rockets so expensive that it's unwise to attempt it.<br />
** Demomen are also more dangerous for the same reasons.<br />
<br />
* Since this weapon encourages ambushing, it can be useful to equip the [[Detonator]] in order to access flank routes using flare jumps. The [[Scorch Shot]] provides a shorter and less damaging jump, which can be useful if you don't require as much height.<br />
* The [[Thermal Thruster]] allows you to jump much further for much less damage, at the cost of a significantly longer switch speed.<br />
** The [[Back Scratcher]] is also a good idea if you tend to roam around instead of sticking with your team. The 50% extra health from health packs can keep you fighting behind enemy lines longer.<br />
** The [[Powerjack]]'s extra speed can get you where you want to be faster, although be wary of the increased damage taken while it's out.<br />
<br />
* The [[Manmelter]] pairs well with the Backburner, as it allows you to extinguish allies while conserving your ammunition.<br />
<br />
* Try not to equip the [[Axtinguisher]] with the Backburner. Your expensive airblasts means you'll have fewer opportunities to deal mini-crits with the Axtinguisher, while your criticals can kill most classes outright, negating the use of the Axtinguisher.<br />
<br />
==== [[Degreaser]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Degreaser|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
| rowspan= 2|200<br />
| rowspan= 2|6.80/particle<br />
| rowspan= 2|4.76/particle<br />
| rowspan= 2|20 over 10 seconds<br />
| rowspan= 2|14-20/particle<br />
|-<br />
! {{Table icon|Festivized Degreaser|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Degreaser}}<br />
|}<br />
<br />
The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch to another weapon from itself 30% faster, and back to the Degreaser 60% faster than normal. Afterburn damage, however is reduced by 66%, meaning that enemies will take a maximum of 20 afterburn damage from being set on fire by the Degreaser, instead of the normal 60. Finally, the airblast cost for the Degreaser is slightly higher than normal, costing 25 ammo per airblast.<br />
<br />
* The Degreaser is a Flamethrower that is more dependent on using your ''other'' weapons to finish opponents off. Its extremely low afterburn damage makes it ineffective for hit-and-run tactics, but the extremely fast switch speed lets you combine weapons for potentially deadly "Puff and Sting" combos - briefly set the enemy on fire, airblast him into the air to prevent him from escaping, then shoot him with your flare gun to deal crits, for 90 damage. Sometimes, you’ll be able to land an additional [[Axtinguisher]] blow before the enemy can react, for a total of around 250 damage (minus the damage from the Degreaser’s flames).<br />
<br />
* The reduced switch speed makes you less vulnerable whenever you decide to pull out a weapon. This means opponents who are dependent on [[Weapon heckling]] can find it much more difficult to combat you, such as Scouts and Soldiers.<br />
<br />
* Airblasting is more effective with the Degreaser, as the switch speed gives you more time to compression blast whenever you find yourself in trouble. Even if you're holding another weapon, you can near instantly switch back to the Degreaser to protect yourself.<br />
** Airblasting costs 25 ammo instead of 20 - the extra 5 ammo cost is usually negligible.<br />
<br />
* While you can already counter Soldiers with your compression blast, it becomes significantly easier if you know how to use the Degreaser's switch speed efficiently.<br />
** If fighting against a Soldier constantly switching between his Rocket Launcher and Shotgun to prevent you from reflecting his rockets, you can quickly attack him with your Shotgun or your Flare Gun, and reflect his rockets when he tries to surprise you.<br />
** If the enemy Soldier prefers to back away and you need to use your Shotgun or Flare Gun, the faster weapon switch can more easily enable you to reflect surprise rockets.<br />
<br />
* The Degreaser works well against enemy Pyros using any other Flamethrower. Afterburn does not affect Pyros, and the increased switch time allows you to weapon heckle in an instant, while the enemy will still be fumbling to take another weapon out.<br />
** This doesn't apply for enemy Pyros equipped with their own Degreaser, as they have the same benefit.<br />
<br />
* Your afterburn does a maximum of 20 damage over time, making it weaker than a close-range [[Pistol]] shot. Burn your targets for as long as possible to maximize damage done.<br />
** The reduced afterburn will usually fail to kill escaping targets that you would usually have no trouble eliminating, like Scouts and Spies. If a burning Scout retreats, use your secondary weapon to finish him off, and keep track of burning Spies.<br />
<br />
* You afterburn may be extremely weak, but still makes you eligible for a critical hit from the [[Flare Gun]], and mini-crits from the [[Axtinguisher]], [[Detonator]], and [[Scorch Shot]]. As such, use afterburn as a tool to "mark" targets for elimination, before rapidly switching to a secondary or melee weapon to finish him off.<br />
** The Reserve Shooter's additional weapon switch time stacks with the Degreaser's bonus; the switch time becomes nearly instant with both of these equipped. This makes the Reserve Shooter all the more useful for shooting down blast-jumping Soldiers and Demomen.<br />
** If you haven’t already, enable quick weapon switching in the options and get used to using the ''1'', ''2'', and ''3'' keys to quickly deal with any situation with the appropriate weapon(s).<br />
<br />
* The Degreaser is weaker for direct assaults that the Backburner and Phlogistinator excel at. Carefully consider what secondary weapon to use, as you will probably be using it a lot, accounting for the nigh-negligible afterburn damage.<br />
** The [[Shotgun]], with its large clip, is a reliable weapon and can deal the most damage just outside of your flamethrower's range. However, apart from random crits, it has no way to get mini-crits or critical hits, and it lacks damage at long range compared to your Flare Guns.<br />
** The [[Reserve Shooter]] does okay with the Degreaser. The decreased weapon switch time makes for a near-instant weapon switch, especially helpful if you use the Axtinguisher, which holsters slower.<br />
** Any Flare Gun will help make up for the reduced afterburn. Shoot a fleeing enemy to reset their afterburn to the normal, more damaging afterburn. However, without a Shotgun, you will be weaker against enemy Pyros.<br />
*** Using the [[Flare Gun]] will grant you a critical hit as well as resetting the afterburn, allowing for a very quick kill, especially if you follow up with the Axtinguisher.<br />
*** Since you will often be at medium to long range with this weapon, where airblasting rockets is easiest, a Shotgun won't deal much damage and a flare can be easily dodged. The [[Detonator]] and [[Scorch Shot]] both explode and can make hitting your enemies easier. Use one of them if you expect to be fighting from a distance or airblasting projectiles.<br />
*** Although the [[Manmelter]]'s flares travel faster and are more useful at long range, the ability to extinguish teammates is redundant and best used with a flamethrower with reduced airblast capacities. It can be useful, however, if there are a number of Pyros on the enemy team, as it will grant critical flare strikes in return for extinguishing teammates.<br />
<br />
* Your choice of melee weapon will be as important as your secondary weapon, since they will be your go-to "burst damage" options at close range.<br />
** Preferably, you'd want to pair the Degreaser with the [[Axtinguisher]], as it lets you attack before the enemy can back away. This is offset by the reduced mini-crit damage, however - an Axtinguisher blow with normal afterburn deals up to 160 damage, while the same attack with Degreaser afterburn will only deal about 120 damage.<br />
** Since you can quickly airblast an opponent into the air for an immediate melee swing, weapons such as the [[Powerjack]] and [[Back Scratcher]] benefit immensely, due to the 25 health on kill and 20% extra damage, respectively.<br />
<br />
==== [[Phlogistinator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Phlogistinator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Phlogistinator}}<br />
| 200<br />
| 6.80/particle<br />
| 4.76/particle<br />
| 60 over 10 seconds<br />
| 14-20/particle<br />
|}<br />
<br />
* The Phlogistinator is a craftable primary weapon for the Pyro. It is incapable of performing compression blasts or dealing random crits. However, it has a 'Mmmph' meter that charges through any fire damage dealt by any of the Pyro's weapons; it takes 300 damage to fill the meter completely. When the meter is full, secondary fire (or the taunt key) will cause the player to taunt (granting full immunity to damage and most knockback while doing so), and the Phlogistinator will gain 8 seconds of guaranteed critical hits.<br />
** 'Mmmph' is not affected by damage resistance; this means you can burn a [[Dead Ringer]] Spy or a [[Battalion's Backup]] Soldier even during their resistance buffs and still gain the same amount of 'Mmmph'.<br />
<br />
* The Phlogistinator gives you potentially powerful offensive capabilities at the cost of your personal safety; with the inability to compression blast at all, you will have to choose your battles very wisely. Running forward blindly will often get you killed before you can fill your 'Mmmph' meter, so you will have to plan your approaches carefully.<br />
<br />
* Activating 'Mmmph' grants you immunity to damage and most knockback while taunting. If you're in a tough situation, do not hesitate to activate your taunt; survival is more important than wasting the critical hits.<br />
** However, you don't gain health by doing so, so don't expect to survive taunting in front of a Sentry Gun or out in the open.<br />
<br />
* Gaining 'Mmmph' charge will usually come down to two playstyles: hanging back and peppering opponents with your [[Flare Gun]] variants, or waiting for an opportunity to ambush an entire crowd of enemies to gain your crit-boost immediately.<br />
** The former is safer, but more time consuming. Damage from your Flare Guns (including afterburn) still count as fire damage, so you can keep your distance and gain 'Mmmph'. However, this takes a while, as you require 300 fire damage to be fully charged.<br />
** The latter lets you build 'Mmmph' extremely fast, but may cost you your life. If enough enemies are around, you may be able to get a full charge and activate it, although this makes you vulnerable after the taunt unless your teammates back you up.<br />
<br />
* Finding alternate routes becomes even more important; even with a full 'Mmmph' bar, running straight towards enemies is risky due to your flame's low range and your lack of an airblast. The best way to utilize 'Mmmph' is to find your way behind enemy lines, activate your crits, then burn down unaware targets from behind.<br />
** If on defense, the crits are a wonder at stopping enemy pushes. Ambushing an enemy push from behind with your crits can kill them before they can react.<br />
** With team support, you become a frightening distraction. Enemies will usually flee once they see your glowing weapon, and your teammates will be able to pick them off. Your crits will mow down any enemy too slow, oblivious, or simply unlucky enough to get in your way.<br />
<br />
* Remember that your flames penetrate through enemies, so your 'Mmmph' will charge very quickly if you find several unaware targets.<br />
** Weaker targets that have trouble fighting you, such as Snipers and Spies, can also be exploited to easily gain 'Mmmph'.<br />
** While extremely situational, you can hit an unaware opponent with a [[Taunts#Special taunts|Hadouken]] to fully charge the 'Mmmph' meter.<br />
<br />
* The inability to airblast forces you to avoid projectiles entirely. The most you can do is clear Stickybomb carpets using a Shotgun, the [[Detonator]], or the [[Scorch Shot]], but you lose a lot of your overall utility. This makes the Phlogistinator weak at protecting friendly Engineers or capturing objectives.<br />
** This especially harms your match-up against Soldiers. Never fight them directly, unless you are confident he is at low health.<br />
<br />
* Any sort of friendly buff will make you more efficient. For example, mini-crits from [[Jarate]] or the [[Buff Banner]] will make it easier to gain 'Mmmph', the [[Battalion's Backup]] will make you more durable while rampaging, and the [[Concheror]] or [[Mad Milk]] will heal you immensely during your critical rampage.<br />
** The Phlogistinator also works well with a Medic. The healing will let you roam more confidently, and you will be able to deal crits with impunity during an Übercharge.<br />
<br />
* Pair the Phlogistinator with weapons that help you gain 'Mmmph', or ones which help negate its weaknesses in a way.<br />
** The [[Flare Gun]]'s critical hits on burning targets will help immensely with gaining 'Mmmph', although you need to be very accurate.<br />
** The [[Detonator]]'s manual detonation deals less damage than the Flare Gun, but can light opponents even if you miss slightly.<br />
** The [[Scorch Shot]] gives the biggest leeway for aiming, as it has both an area-of-effect and can detonate again after hitting a target, dealing more damage.<br />
** The [[Manmelter]] pairs well since you can extinguish teammates, a function which the Phlogistinator cannot perform.<br />
** The [[Powerjack]] lets you get into position faster, which is important due to your overall vulnerability at range.<br />
** The [[Axtinguisher]] can give you a massive boost of 'Mmmph' if you happen to net a mini-crit hit on a burning opponent.<br />
** The [[Sharpened Volcano Fragment]] gives you another option for afterburn, but you will usually be better off simply burning the opponent with the Phlogistinator.<br />
<br />
==== [[Dragon's Fury]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=1 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" | Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Afterburn<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Dragon's Fury|Drop/Contract}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
| rowspan= 2|40<br />
| rowspan= 2|28-30<br />
| rowspan= 2|23-25<br />
| rowspan= 2|16 over 2 seconds<br />
| rowspan= 2|75<br />
|-<br />
! {{Table icon|Festivized Dragon's Fury|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Dragon's Fury}}<br />
|}<br />
<br />
* Dragon's Fury is a primary weapon for the Pyro, possible to find through random drops or through completing specific [[Pyroland Contracts|Pyroland Contract]]. It is a single-shot weapon that, instead of throwing flames, shoots a fireball, which briefly sets enemies on fire and deals triple damage if they were already on fire. In addition, each consecutive hit gives additional +50% repressurization rate, which allows for the weapon to be fired quicker and deal additional damage with consecutive shots. As a downside, using an airblast reduces the repressurization rate by -50%, and the fireball must hit the center of the burning target [[Hitbox]] to be able to deal critical damage to him.<br />
<br />
* The Dragon's Fury is capable of dealing massive damage, under the condition that you aim precisely on the center of the target's hitbox and follow his movements, which means you have to use this weapon like [[Direct Hit]], as it also requires precise aim and the ability to predict the movement of your enemy.<br />
** However, being able to consistently hit enemies will reward you with additional damage and faster firing speed, which will further enhance the weapon’s offensive capability.<br />
<br />
* Your fireballs are able to penetrate through enemies and buildings - you can use this to your advantage if you're against several enemies that are moving close to each other, since the fireball hitbox is large enough for all of them to be hit. This also helps if you're trying to destroy a Sentry nest; peeking around the corner and attacking the nest while the [[Engineer]] is behind his [[Sentry Gun]] will quickly eliminate him and his building, sometimes almost simultaneously.<br />
** However, this strategy might not always work, as enemies might catch onto that fact and move away from each other (or from the building), forcing you to focus on a single target.<br />
<br />
* While using this weapon you'll be significantly weaker against projectile classes, as using airblast will slow down the firing speed of the weapon; that means that if you don't time your airblast well, you won't be able to defend yourself nearly as quickly as if you were to simply attack, without attempting to reflect an enemy rocket or grenade.<br />
<br />
* Dragon's Fury can briefly cause afterburn to enemy targets - that includes Pyros too! If you're not equipped with a [[Hitscan]] secondary, your primary will be able to deal with them relatively fast, as their normal Flamethrowers can't deal burst damage (though they may airblast your fireball back to protect themselves).<br />
<br />
===Secondary weapons===<br />
====[[Shotgun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shotgun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
| rowspan="3" | 6<br />
| rowspan="3" | 32<br />
| rowspan="3" | 86-90<br />
| rowspan="3" | 24-67<br />
| rowspan="3" | 3-26<br />
| rowspan="3" | 180<br />
|-<br />
! {{Table icon|Festive Shotgun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|-<br />
! {{Table icon|Festivized Shotgun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shotgun}}<br />
|}<br />
<br />
* The Shotgun is an excellent backup weapon. It allows you to deal damage from a safer distance, follow up an attack with your Flamethrower, or pick off escaping targets from outside the Flamethrower's range.<br />
<br />
* Despite being a secondary weapon, the Shotgun is a decent weapon by itself. Its decent clip size and heavy point-blank damage gives you reliable firepower even if you decide to use it on its own. However, it lacks ranged firepower that most weapons have, so find opportunities to get close to opponents.<br />
** If you excel with the Shotgun, consider keeping it in hand most of the time and engaging enemies at distance before closing to finish battles with the Flamethrower. The high burst damage from the Shotgun can also save your life if you're ambushed at close range and need to quickly dispatch an opponent.<br />
<br />
* The Shotgun is good for several situations.<br />
** Sneaking is effective with this weapon, as its shape is less visible than any of your primary weapons' long nozzles. It still lets you deal a fair amount of damage quickly if caught, meaning you will be far from helpless.<br />
** The Shotgun is great for situations when your Flamethrower's limited range won't cut it for defending yourself. Its hitscan nature lets you pepper opponents at medium range while retreating or capturing an objective.<br />
** Use the Shotgun to weaken enemies who are retreating whilst on fire. The damage may be enough to lower their health to the point where your afterburn will finish them off.<br />
<br />
* While weak at long range, the Shotgun can still be a viable way to cause distractions.<br />
** If forced to cross Sniper-heavy areas, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Guns at protecting yourself, Shotgun rounds will still cause Snipers to flinch, often throwing off their aim long enough get back to a safe spot.<br />
** Constantly harassing opponents at long range using your Shotgun may distract them long enough for your team to take them out from another direction.<br />
<br />
* Since your Flamethrower doesn't work underwater, the Shotgun will be your main weapon if you need to access underwater routes.<br />
<br />
* Pyro battles is where the Shotgun shines. You can simply outrange another Pyro with your bullets if they decide to charge you with their Flamethrower. Once they are weakened, you can go in for a Flamethrower kill. As Pyros can't be lit on fire, you will also have a major advantage against Pyros equipped with any [[Flare Gun]] variant.<br />
<br />
* The Shotgun synergizes well with your compression blast. At close range, knock an opponent into the air and immediately fire to deal immense damage.<br />
** Similarly, if you are forced to airblast your opponent so you can escape, run backwards while firing your Shotgun to deal some damage and force them to stop pursuing you.<br />
<br />
* Due to the point above, the Shotgun benefits from the [[Degreaser]]. The faster weapon switch will give an opponent less time to react while you [[Juggling|juggle]] them into the air, following up with Shotgun blasts.<br />
<br />
==== [[Flare Gun]] +reskins====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Flare Gun|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | 16<br />
| rowspan="2" | 30<br />
| rowspan="2" | 60 over 10 seconds<br />
| rowspan="2" | 90<br />
| rowspan="2" | 1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festive Flare Gun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Flare Gun}}<br />
|}<br />
<br />
*The Flare Gun is an unlockable secondary weapon for the Pyro. A weapon with a completely different playstyle than the Shotgun, it fires one flare at a time and reloads slowly. Flares deal 30 damage but set opponents on fire, doing a maximum of 90 damage over time. Flares will also deal [[critical hits]] on burning targets, for a maximum of 150 damage.<br />
** The Flare Gun has a passive reload, so it will automatically reload if you are using your primary or melee weapon. This means that the reload time is not an issue if you switch weapons often. However, the reload takes some time, so remember this when trying to hit enemies from a long distance.<br />
<br />
* The Flare Gun, compared to the Shotgun, is far more adept at long range, as the Shotgun suffers from huge damage falloff over distance. Although flares are much harder to aim than bullets due to their travel time and arc, the Flare Gun is good for picking off enemies out of range of your Flamethrower. However, your constant reload leaves you more vulnerable to opponents than if you had your Shotgun.<br />
** Particularly, the Flare Gun leaves you almost helpless against enemy Pyros, as they cannot be lit on fire and they can outdamage you at range with a Shotgun. However, skilled Pyros can still perform a critical hit on enemy Pyros if they have the [[Degreaser]] equipped by leading with flames and firing the flare such that both hit the enemy Pyro at the same time.<br />
<br />
* Flares from this weapon have several attributes:<br />
** Flares will start to arc significantly after traveling a fair distance, approximately the length of [[2Fort]]'s bridge. Be sure to compensate at long distances by aiming above your target.<br />
** Flares do not have falloff damage, meaning that they do the same base amount of damage at all ranges (30 damage). The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.<br />
<br />
* This weapon can kill any fragile class in two hits, one from an initial igniting flare and afterburn damage, and one from a critical hit. Don't underestimate the power of this weapon; aiming correctly can eliminate opponents rather easily.<br />
** A Soldier takes two critical flares to go down. Keep your distance and reflect his rockets using your compression blast in order to get more opportunities to set him on fire. If a Soldier is constantly rocket jumping, you can wait until he lands, or predict his travel arc and ignite him as he flies.<br />
** A Heavy can survive two critical hits from your Flare Gun, so take advantage of his slow movement speed to constantly pepper him with flares. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to weaken them.<br />
** Constantly healed enemies will be difficult to hit with critical flares, as healing lowers your afterburn's duration. In some cases it may require you to set them on fire with your Flamethrower before airblasting them and netting a critical hit. This reduces the chance of your afterburn being canceled by healing.<br />
<br />
* One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low or medium health class, such as a Scout, Medic, or Demoman, is ignited, they will turn around and retreat for health, not realizing that you can still hit them.<br />
** Even if they continue fighting, you can still have the upper hand, since they will be eligible for critical flares.<br />
<br />
* The Flare Gun can also be your best tool for dispatching [[Engineer]]s hiding behind their buildings from outside of the range of the Engineer's Sentry Gun. A critical flare will often eliminate him instantly, allowing you or your teammates can take out his Sentry Gun more easily.<br />
** Note that you will have a very short window to do so if he's being healed by a Dispenser. If so, it may be better to wait for teammates.<br />
<br />
* Flares can be a huge issue for Snipers. If an enemy Sniper is giving you trouble, fire in his direction when he stands still to scope. Once ignited, his scope will constantly shake, and a following flare will kill any Sniper inattentive enough not to run.<br />
** Enemy Snipers can get rid of afterburn using [[Jarate]] and will be difficult to take down if constantly healed, so take note of these situations.<br />
** Also, if an enemy Sniper has the [[Cozy Camper]] equipped and ignores your shot, simply shoot him again to kill him.<br />
** If the enemy Sniper is equipped with [[Darwin's Danger Shield]], just avoid them — flares will deal negligible damage.<br />
<br />
* The Flare Gun can be used as an ambush and counter-attack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy takes the bait and pursues, follow up with any of your weapons to catch them off-guard.<br />
<br />
* If an enemy is too close, light them on fire with your Flamethrower, compression blast them into the air, and then finish them off with a flare while they're disoriented.<br />
** If you plan to do this often, equip the [[Degreaser]] to speed up the process. You should be able to take out enemies without them being able to react. Additionally, if you manage to hit an opponent after igniting them with the Degreaser. the Flare Gun will replace the Degreaser's weaker afterburn with normal afterburn (along with granting a critical hit).<br />
** Even though you cannot perform this combo with the [[Phlogistinator]] (since it lacks an airblast), the critical hits on burning targets will help immensely for building "Mmmph".<br />
<br />
==== [[Detonator]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="56%" colspan=7 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="8%"| Base Damage<br />
! class="header" width="8%"| Afterburn<br />
! class="header" width="8%"| Flare Detonation<br />
! class="header" width="8%"| Flare Explosion<br />
! class="header" width="8%"| Self-Damage<br />
! class="header" width="8%"| Critical<br />
! class="header" width="8%"| Projectile Speed<br />
|-<br />
! {{Table icon|Detonator|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|23<br />
| rowspan= 2|60 over 10 seconds<br />
| rowspan= 2|11-25<br />
| rowspan= 2|33-38<br />
| rowspan= 2|33-38<br />
| rowspan= 2|69<br />
| rowspan= 2|1450 Hammer units/sec<br />
|-<br />
! {{Table icon|Festivized Detonator|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Detonator}}<br />
|}<br />
<br />
The Detonator is a craftable secondary weapon for the Pyro. While it functions like the Flare Gun, alternate fire will detonate any flares in mid-flight, causing a small explosion that ignites any enemies within its radius. Its flares can harm the Pyro, but allows him to [[Jumping#Detonator Jump|Detonator jump]] a slight distance into the air. However, the Detonator deals 25% less damage to enemies, and only mini-crits burning players (both from the flare and explosion). The player additionally takes 50% more self-damage from this weapon, making multiple Detonator jumps heavily damaging.<br />
<br />
* Out of all the Pyro's Flare Guns, the Detonator offers the most versatility, sacrificing the raw damage of the Flare Gun in exchange for more leeway while aiming. While the [[Scorch Shot]] offers an even larger margin for error, the Detonator can also be relied on for its Detonator jumps, granting the player an extra edge in mobility.<br />
<br />
* The ability to detonate projectiles makes it more likely to hit an opponent compared to relying on direct hits, especially for hitting airborne targets. This makes it easier to hit and heckle fast foes such as Scouts and can discourage them from attempting to chase you or engage you in combat.<br />
** Like the Demoman and Soldier's explosive weapons, the blast radius from the Detonator's alt-fire can be used to hit targets around corners. This can be useful when retreating to ignite any enemies pursuing you, holding off advances at choke points, and flushing out foes using cover to hide from you.<br />
<br />
* Though the mini-crits of the Detonator aren't as powerful as the Flare Gun's full criticals, they are still potent enough to kill a weakened class, particularly as a follow up to an attack by one of your primaries. Keep a close eye on any retreating opponents; a well-placed detonation could finish them off with afterburn before they can reach a source of health.<br />
** Remember that the Detonator lacks the damage that the Flare Gun and Shotgun excel at. If you need to take down enemies as soon as you can instead of over time, you'll be better off using one of the two.<br />
<br />
* Detonated flares can be used to destroy enemy Stickybombs, useful if you need to clear them off an objective or around a corner. Take note that the flare itself cannot do so, so time your detonations before your flare hits a wall.<br />
<br />
* The Detonator is very useful in open areas, as it is more reliable at dealing consistent damage at medium distance than the Shotgun or the other Flare Guns. <br />
** This also makes it more effective for long-range Spy-checking than the Flare Gun, since you can detonate flares to cover a wider area.<br />
<br />
* The Detonator excels in large drawn-out mid-range battles where you can't rely on ambushes. It is also a good team-oriented weapon, since enemies weakened by afterburn will be easier for your teammates to take out.<br />
** Aim for clusters of enemies for maximum effect, and keep landing a constant stream of exploding flares to reset the burn timer, increasing your chance of an afterburn kill.<br />
** This works particularly well should the opposing team be lacking a Medic or another way of extinguishing your flames. Done successfully, you can effectively stall an attack by forcing numerous opponents to seek out health.<br />
<br />
* The self-damaging explosion of the Detonator permits the Pyro to perform a [[Jump#Detonator jump|Detonator jump]], a maneuver similar to a small rocket jump. The distance granted is lacking compared to [[jumping#rocket jumping|explosive jumping]] (roughly the height of a shipping container), but it allows you to jump over obstacles, hide on certain ledges, and take routes and shortcuts that are otherwise unavailable.<br />
** Detonator jumps can promote a very ambush-heavy style of gameplay, letting you attack from angles that enemies don't usually expect a Pyro to be, such as jumping straight onto Sniper balconies. This is very beneficial on maps with platforms that are normally too high to reach with standard jumping (i.e [[2Fort]], [[Thunder Mountain]]'s RED spawn).<br />
<br />
* Take note that Detonator jumping costs quite a bit of health. Make sure to pick up health packs so you can survive any encounters after you flare jump. Detonated flares will also damage you, although this is weaker and does not allow you to Detonator jump.<br />
** The self-damage can be exploited to help a [[Medic]] build his [[ÜberCharge]] more quickly.<br />
<br />
* Since Detonator jumps can take up a huge part of your fighting style, pair it up with certain weapons for maximum efficiency.<br />
** The [[Backburner]] already encourages ambushing with its 100% crits from behind. Pairing it up with Detonator jumps lets you get behind opponents more efficiently, potentially granting you several easy kills.<br />
** Similarly, you can easily gain "Mmmph" for the [[Phlogistinator]] by Detonator jumping into enemy territory. If that is not possible, you can use detonated flares to ignite multiple opponents for charge while staying back.<br />
* Pairing the Detonator with the [[Back Scratcher]] lets you maximize the healing gained from any health kits you will certainly rely on, especially if you are planning to be fighting behind enemy lines. Even a small health kit will heal most of the damage from two consecutive Detonator jumps.<br />
<br />
==== [[Reserve Shooter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
| rowspan= 2|4<br />
| rowspan= 2|32<br />
| rowspan= 2|86-90<br />
| rowspan= 2|24-67<br />
| rowspan= 2|3-26<br />
| rowspan= 2|180<br />
|-<br />
! {{Table icon|Festivized Reserve Shooter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}<br />
|}<br />
<br />
The Reserve Shooter is a craftable secondary weapon for the Pyro. It deals mini-crits to any opponent sent airborne by knockback, such as from the [[Thermal Thruster]], explosions, and the [[Grappling Hook]]. It also deploys 20% faster. However, the Reserve Shooter has a 34% smaller clip size, holding only four shots.<br />
<br />
<br />
* Note that the mini-crits apply to any enemy sent flying due to knockback, with the exception of enemies launched in the air by your compression blast. It is possible to juggle enemy Soldiers and Demomen by reflecting their explosives at their feet, before finishing them off with the Reserve Shooter.<br />
** However, this weapon does ''not'' do mini-crits to enemies doing a standard jump. Scouts, in particular, will not be eligible for mini-crits during their double jump.<br />
<br />
* Because [[mini-crits]] ignore damage falloff, this weapon is slightly more adept at long range than the Shotgun. Although more situational and less effective than the Flare Gun, you can shoot [[Jumping|explosive-jumping]] Soldiers or Demomen, and enemies juggled by your teammates for some damage.<br />
<br />
* The Reserve Shooter only has four shells, making it less effective for self-protection and prolonged combat. However, a point-blank mini-crit shot is very powerful, allowing you to eliminate opponents very quickly.<br />
** Try to aim for the center of the target as much as possible to reduce risk of missing and wasting ammo. You don't want to be caught reloading, since it leaves you vulnerable to attack.<br />
<br />
* Since the Reserve Shooter grants decreased switch speed, you can pair it with the [[Degreaser]] to switch weapons extremely quickly.<br />
<br />
==== [[Manmelter]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Manmelter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Manmelter}}<br />
| 4<br />
| ∞<br />
| 30<br />
| 60 over 10 seconds<br />
| 90<br />
| 3000 Hammer units/sec<br />
|}<br />
<br />
* The Manmelter is a craftable secondary weapon for the Pyro. It is a Flare Gun which carries unlimited reserve ammunition, and fires flares that are 50% faster than those from other Flare Guns. Additionally, it has the ability to extinguish burning teammates using alternate fire, which grants a stored [[Critical hits|critical hit]], similar to the [[Frontier Justice]] and [[Diamondback]]. Up to 35 crits can be stored in this way, which are lost upon death. As a drawback, the Manmelter cannot deal random critical hits.<br />
** Extinguishing a teammates also grants 20 health in a similar manner to compression blasting. However, the Manmelter's alternate fire can ''only'' extinguish, and cannot reflect projectiles.<br />
<br />
* The Manmelter is more often a tool than a weapon; its alternate fire does not have a cooldown and uses no ammunition, making it a cheaper option to extinguish teammates, and the crits you gain from doing so can be very powerful burst-damage options. However, without any burning teammates around, the Manmelter's inability to deal extra damage on burning targets makes it lack in power when compared to the other Flare Guns.<br />
** Note that the alternate fire's vortex can only extinguish one teammate at a time, compared to the compression blast, which can extinguish any teammates in front of your weapon. If extinguishing multiple teammates, it will take some time.<br />
<br />
* The Manmelter's extremely fast projectile makes a negligible difference at close/mid range, but it will hit first at long range when compared to your other Flare Guns. This makes it hit distant opponents more consistently.<br />
<br />
* Since the Manmelter's crits are guaranteed, it is a reliable finishing weapon even against Pyros; they may be immune to afterburn, but not to the damage from your flares.<br />
** Players often flee when hit by a regular Flare Gun, which can make landing a critical hit with a second shot difficult. With a stored crit, you will deal a maximum of 150 damage (afterburn included), which can kill any fragile class that can't reach sources of health in time. This can help you combat Snipers or Scouts, who will often retreat after being ignited.<br />
<br />
* Remember to avoid wasting stored crits on enemies immune to critical hits, such as a building, a group being buffed by the [[Battalion's Backup]], or on a [[Vaccinator]] Medic or his patient if the weapon is set to fire-resistance.<br />
<br />
* Whilst it makes sense to take a Shotgun when against other Pyros, remember the Manmelter's power increases with the number of enemy Pyros. It's somewhat situational, but should it be used against the right enemy composition, the Manmelter can practically harvest guaranteed crits off of burning allies.<br />
** Even just one enemy Pyro can still set multiple allies on fire. It's very possible to provide support by constantly extinguishing them as they are being burned, harvesting a good handful of crits in the process, while they focus on killing the attacking Pyro.<br />
<br />
* Since the Manmelter provides a free extinguishing ability, it pairs excellently with the [[Backburner]] or [[Phlogistinator]]. With help from this weapon, the Backburner's expensive airblast can be saved for more important times, while the Phlogistinator will be granted an alternate extinguishing capability that the weapon itself lacks.<br />
** The Manmelter's increased projectile speed also pairs well with the Phlogistinator, as it is much easier to keep your distance while charging your "Mmmph" gauge.<br />
<br />
==== [[Scorch Shot]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Base Damage<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Projectile Speed<br />
|-<br />
! {{Table icon|Scorch Shot|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| rowspan= 2|1<br />
| rowspan= 2|16<br />
| rowspan= 2|15<br />
| rowspan= 2|60<br />
| rowspan= 2|45<br />
| rowspan= 2|1450 Hammer units/sec <br />
|-<br />
! {{Table icon|Festivized Scorch Shot|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
|}<br />
<br />
The Scorch Shot is a craftable secondary weapon for the Pyro. It fires special flares that explode upon contact with a surface, regardless of whether it hits a player, the ground, or other objects. Initial direct hits on an enemy or teammate will cause the flare to bounce before it drifts to the ground and explodes; the flare itself and its explosion will set opponents on fire. The world explosion can be used to [[jumping#flare jumping|flare jump]], which grants comparatively lower height but lower self-damage compared to the [[Detonator]]. Additionally, any enemy hit directly by a flare will be sent backwards by [[knockback]], while the flare will mini-crit (direct hits and explosion alike) and deal increased knockback against burning targets. As a downside, the Scorch Shot deals 35% less damage, and grants 35% less self-knockback, making flare jumps less effective.<br />
<br />
* The Scorch Shot was designed to grant the player an easy method of igniting enemies.<ref>[http://i.imgur.com/yTU9k.png3 Explanation E-Mail from a Valve employee]</ref>. While its flares cannot be manually detonated like the [[Detonator]], its lasting, exploding flares can easily set groups of enemies alight without needing careful aim.<br />
<br />
* While it comes with a damage penalty, this weapon excels at keeping opponents on fire rather than dealing direct damage. This makes it useful for constantly harassing and weakening opponents, especially if they lack a Medic or Dispenser.<br />
** That being said, this weapon cannot deal immense damage with a "Puff and Sting" tactic (igniting an enemy before airblasting them and firing your secondary weapon). This makes you disadvantaged if you need to eliminate an enemy immediately.<br />
<br />
* An enemy Pyro wielding a Shotgun will have an advantage over you due to the Scorch Shot's minimal damage. However, you can use the flare's knockback to push the Pyro away as you retreat.<br />
<br />
* The knockback of this weapon makes it useful for support, as you can knock opponents that are out of reach of your compression blast. Note that the angle in which the flare hits does not affect the direction an enemy is sent flying; they will always be sent away from you, even if you pelt them from above or below.<br />
** With your flares, push enemies away from an important area or knock them into a hazard. Such an example can be seen on [[Doomsday]], where your flare is capable of knocking the Australium carrier off the lift, potentially lighting any nearby enemies as well.<br />
<br />
* The Scorch Shot's explosive radius makes it very effective for attacking groups of opponents. Additionally, the projectile fired by the Scorch Shot falls on the ground after hitting an enemy and can ignite targets a second time once it hits the ground, so it is ideal to use in corridors leading from the enemy spawn or in narrow areas where enemies are constantly advancing.<br />
** These advantages also make the Scorch Shot a potent Sniper deterrent. Fire at Sniper-heavy areas to keep enemy Snipers distracted and constantly searching for health, thus forcing them to leave the battle entirely.<br />
<br />
* The explosion from the flares can also destroy Stickybombs, making this an ideal weapon for clearing traps and defending Engineer buildings. It is arguably more effective at doing so than the [[Detonator]], as it can be very difficult to manually detonate flares near a wall.<br />
<br />
* Keep in mind that burning targets will be eligible for mini-crits and will be knocked further. As the Scorch Shot tends to set enemies on fire easily, opportunities to finish opponents with mini-crits or push them back a distance will show themselves often.<br />
<br />
* Because direct hits send enemies flying, the Scorch Shot is ineffective for close-range combos utilizing your airblast. You can work around this by using the knockback to pin someone in a corner while you pull out your [[Axtinguisher]].<br />
<br />
* The Scorch Shot's explosion can be used to perform a shorter, less damaging [[jumping#flare jumping|flare jump]]. This can be useful to access low ledges with a smaller self-damage penalty, and can potentially save you from a near-fatal blow if timed right. To help visualize the jump height, a Pyro can scorch jump slightly higher than a [[Double Jump]] from the Scout.<br />
** Outside of flare jumps, shooting at one's feet with the Scorch Shot can cause all enemies surrounding you to be lit on fire. This is good for tight situations where you're low on flamethrower ammo and want to deal as much damage as possible.<br />
<br />
* If using the [[Phlogistinator]] or [[Backburner]], the Scorch Shot can be used just like an airblast to knock opponents away as you retreat. However, you will still be disadvantaged at extinguishing teammates; if that is the bigger priority, consider equipping the [[Manmelter]].<br />
<br />
* The Scorch Shot is an effective anti-Sniper weapon due to its knockback and fire throwing off the Sniper's aim, and it does not need as precise of an aim as the Flare Gun. In the right situation, a hit can knock a Sniper off of a high perch. At the very least, you'll be an annoyance to a Sniper.<br />
<br />
====[[Panic Attack]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=5 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Panic Attack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
| rowspan= 2|6<br />
| rowspan= 2|32<br />
| rowspan= 2|6.3-94<br />
| rowspan= 2|4.2-63<br />
| rowspan= 2|2.1-31.5<br />
| rowspan= 2|189<br />
[4.2 damage × 15 pellets]<br />
|-<br />
! {{Table icon|Festivized Panic Attack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Panic Attack}}<br />
|}<br />
<br />
The Panic Attack is a craftable secondary weapon for the Pyro. It is a Shotgun that has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 30% less damage, and has a bullet spread that increases with each consecutive shot.<br />
<br />
* The Panic Attack deploys 50% faster compared to the Shotgun. This means you can pull it out immediately once you are threatened.<br />
* Because the 50% faster deploy speed stacks with the Degreaser’s switch-speed bonus, you can pair these two weapons for an near-instant switch speed of 0.125 seconds.<br />
* The Panic Attack has a much wider bullet spread than the Shotgun - it becomes useless at medium and long range. Use the Shotgun for combat out in the open.<br />
<br />
====[[Thermal Thruster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Thermal Thruster|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br/>({{item link|Gas Blast}})<br />
| 1<br />
| ∞<br />
| colspan= 5|x3 Fall Damage<br />
|}<br />
<br />
The Thermal Thruster is a contract reward secondary weapon for the Pyro. The Thermal Thruster functions as a mobility tool, which stores two jetpack charges. Each charge is regained after 15 seconds and charges can be used underwater. On use, the Pyro performs an initial liftoff, sending it a short distance upwards. Shortly after, the Pyro will take off with a quick blast that launches the player in the direction they are aiming; the beginning of the jump also extinguishes any nearby teammates and pushes nearby enemies away. Upon landing, the Pyro will knock nearby enemies back; should the Pyro fall from a high enough altitude and land on an enemy (when the player makes a cartoony "falling" noise), the resultant stomp will deal 3x standard falling damage, much like the Mantreads. The knockback dealt on enemies is determined by how high the Pyro jumps from when the Thermal Thruster is activated. If a jetpack charge is not used, the Pyro will not cause stomp damage even if landing on an opponent.<br />
<br />
* This jetpack can be paired with the [[Backburner]] to drop down behind unsuspecting enemies and kill them nearly instantly.<br />
<br />
====[[Gas Passer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}<br />
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}<br />
! class="header" width="17%" colspan=2 | {{common string|Ammo}}<br />
! class="header" width="50%" colspan=5 | {{common string|damage}}<br />
|-<br />
! class="header" | {{common string|loaded}}<br />
! class="header" | {{common string|carried}}<br />
! class="header" | {{common string|point blank}}<br />
! class="header" | {{common string|medium range}}<br />
! class="header" | {{common string|long range}}<br />
! class="header" | {{common string|hazard-mini-crits}}<br />
! class="header" | {{common string|critical}}<br />
|-<br />
! {{Table icon|Gas Passer|[[Pyroland Contracts{{if lang}}|{{common string|Contract}}]]}}<br />
| align="center" | {{Common string|n/a}}<br />
| 1<br />
| ∞<br />
| colspan="6" | {{Common string|n/a}}<br />
|}<br />
<br />
The Gas Passer is a contract reward secondary weapon for the Pyro. This weapon has a "Gas" meter that fills up slowly over time, and with damage dealt. Unlike other rechargeable weapons, the meter starts out empty when the Pyro first spawns or equips the item, will not fill or be affected by touching a Resupply locker, and charge is retained upon death and respawning. The meter takes 60 seconds and/or 750 damage dealt to fill, after which the Gas Passer can be pulled out. The Gas Passer acts somewhat like the Jarate or Mad Milk, but upon being thrown, it leaves a team-colored gas cloud on the floor that lingers for several seconds. If the gas can bursts in midair, the gas cloud will slowly descend during its lifetime until is reaches the floor. The Gas Passer can also be used to extinguish burning teammates. Any enemy that comes in contact with the gas cloud will be doused with gasoline for 10 seconds (5 if being healed by a Medic or Dispenser). Doused enemies, including other Pyros, will suffer from Afterburn if they take any form of damage, including bullets and projectiles. The afterburn effect lasts for 10 seconds. If the victim lingers in the gas cloud, the afterburn duration will not reset.<br />
<br />
* The gas lingers when it gets released, be sure to throw it onto control points and into tight doorways to ensure most of the enemies get doused.<br />
<br />
* Unlike the Jarate or Mad Milk, players soaked by this weapon are not considered "wet", so it can not be used in conjunction with the Neon Annihilator to utilize its “crits against wet players” attribute.<br />
<br />
===Melee weapons===<br />
==== [[Fire Axe]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Fire Axe|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
| rowspan=11 |0.8 seconds<br />
| rowspan=11 |65<br />
| rowspan=11 |195<br />
|-<br />
! {{Table icon|Festivized Fire Axe|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Fire Axe}}<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Lollichop|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Lollichop}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Craft/Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|}<br />
<br />
* When used, the Fire Axe's damage effect is much more likely to be dismissed by the enemy as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end, it can be used to knock down a target's health before attacking with the Flamethrower.<br />
<br />
* While not as effective as the [[Axtinguisher]] with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random critical hits have the same effect. This can be effective on enemy Pyros, since the Axtinguisher deals little damage to enemies not on fire.<br />
<br />
* Considering that you're already at melee range with your [[Flamethrower]], the Fire Axe is somewhat redundant, as the Flamethrower can deal far greater damage in a shorter amount of time. Thus, it's only a good idea to use the Fire Axe to conserve Flamethrower ammo, or to take advantage of random criticals. <br />
<br />
*The [[Third Degree]] is a straight upgrade from the Fire Axe - use it instead.<br />
<br />
==== [[Axtinguisher]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | On Burning Enemies<br />
! class="header" width="13%" | On Non-Burning Enemies and Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Axtinguisher|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
| rowspan="4" |0.8 seconds<br />
| rowspan="4" |86-167<br />
| rowspan="4" |44<br />
| rowspan="4" |131-371<br />
|-<br />
! {{Table icon|Festive Axtinguisher|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Australium Axtinguisher|Advanced+ Mann Up Reward|title={{common string|Australium item|Axtinguisher}}}}<br />
| align="center" | {{Icon killicon|weapon=Axtinguisher}}<br />
|-<br />
! {{Table icon|Postal Pummeler|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Postal Pummeler}}<br />
|}<br />
<br />
The Axtinguisher is an unlockable melee weapon for the Pyro. It deals guaranteed mini-crits on enemies that are on fire (extinguishing them in the process), and its damage increases depending on how much afterburn time the enemy has left - instantly dealing all the afterburn damage the target would have taken as mini-crits. However, this comes with several downsides: the Axtinguisher has a 35% increased holster speed (preventing the Pyro from deploying the Flamethrower for another combo), deals 33% less damage, and cannot roll for random critical hits.<br />
<br />
<br />
* It is ineffective to run straight towards burning enemies expecting to get a hit. Ambushing or using "Puff and Sting" tactics will help you get opponents in the perfect position while you draw your Axtinguisher.<br />
** "Puff and Sting" tactics work very well with this weapon. Blasting targets into a corner or into a wall will restrict their movements, disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is falling down.<br />
** Drop down from above or take alternate routes whenever possible. This maximizes the amount of time you have before your opponent can react.<br />
<br />
* If your target is burning, it usually takes one hit to kill non-overhealed Scouts, Engineers, Snipers, Medics (with the standard flamethrower - an Axtinguisher-Degreaser combo deals significantly less damage), and Spies.<br />
**Do not try to attack Soldiers and Heavies with this weapon unless they’ve already been weakened - it takes a while to holster the Flamethrower and attempt another combo.<br />
<br />
* The [[Degreaser]] works well with the Axtinguisher, as it allows the player to draw the Axtinguisher faster, giving the enemy less time to react. However, a Degreaser-Axtinguisher combo deals less damage than the Flamethrower-Axtinguisher combo, due to its decreased afterburn damage.<br />
<br />
* Working with a Medic can help you net mini-crit hits more easily. The constant healing will make you more durable even if you attempt an Axtinguisher combo head-on.<br />
<br />
* If using the Axtinguisher and Degreaser combo, you can exploit the physics of flames to your advantage by firing flames while dropping from above, then using the improved weapon switch speed to ready the Axtinguisher just before reaching your target. Because flames travel at a fixed speed, it is possible to fall faster than your fire travels, letting you reach an enemy at the same time as your flames do, and thus net a mini-critical hit, though this will not deal much as much damage as it would if performed on a different class. Notably, this is one of the few ways to kill an enemy Pyro with a mini-crit from the Axtinguisher without the help of another allied Pyro.<br />
<br />
==== [[Homewrecker]] + reskins ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | On Enemies<br />
! class="header" width="13%" | On Buildings<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Homewrecker|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Homewrecker}}<br />
| rowspan=2 |0.8 seconds<br />
| rowspan=2 |42-55<br />
| rowspan=2 |130<br />
| rowspan=2 |147<br />
|-<br />
! {{Table icon|Maul|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Maul}}<br />
|}<br />
<br />
The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer [[Buildings]] and has the ability to destroy [[Sapper]]s placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.<br />
<br />
* The Homewrecker does less damage against players than the stock [[Fire Axe]]. As such, the Homewrecker is not a good choice for those who often engage in melee combat. However, the Homewrecker's positive attributes more than make up for its lower damage rate against enemies, giving you a more effective support role than an offensive one.<br />
** Random critical hits deal 147 damage, enough to take out the more fragile classes.<br />
<br />
* The Homewrecker can readily destroy any building in two hits - marginally faster than the Flamethrower in certain circumstances. Notably, you can destroy [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] in a single hit.<br />
** However, considering that you're already at melee range as a Pyro in any case with your [[Flamethrower]], it may be more efficient to simply burn the building and any enemies near it. Depending on the situation, the extra damage against buildings may be harder to take advantage of.<br />
<br />
* Do not approach a Sentry Gun while it is active. If possible, hit a Sentry while the Engineer is building it to weaken the enemy's defenses, or work alongside a friendly [[Übercharge]] to get close to one.<br />
* One of the best times to use the Homewrecker is on Wrangled Sentry Guns once the Engineer controlling it is dead, as you stand a good chance of destroying the Sentry Gun before it can re-activate.<br />
<br />
* With the Homewrecker equipped, you are a best friend to any Engineer. Your Flamethrower's flames will keep Spies away, while your Compression Blast will deflect rockets, grenades, Stickybombs, and ÜberCharged players. The Homewrecker also allows you to remove [[Sapper]]s, which can save the work of an Engineer while he's away, if you are unable to stop a Spy from sapping the buildings.<br />
** Even if you are not actively playing as the Pyro, you can prepare the Homewrecker in your loadout and switch to it once you see a Sapper being placed. This will happen most often with [[Teleporter]]s, as it takes very long to get a Teleporter system up; spare a few seconds to switch classes in order to save one from going down.<br />
<br />
* Like most [[Strange]] weapons, the Homewrecker primarily counts player kills. If you want to keep track of any buildings you've destroyed, or Sappers removed, you'll need to add the relevant [[Strange Part]].<br />
<br />
==== [[Powerjack]] ====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="27%" colspan=2 | Damage<br />
! class="header" width="13%" colspan=1 | Healing<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | From Kill<br />
|-<br />
! {{Table icon|Powerjack|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|65<br />
| rowspan= 2|195<br />
| rowspan= 2|25<br />
|-<br />
! {{Table icon|Festivized Powerjack|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Powerjack}}<br />
|}<br />
<br />
The Powerjack is a craftable melee weapon for the Pyro. It grants the user 15% faster movement speed while active, and killing an enemy with this weapon restores 25 HP, which grants [[Overheal]] should the player be at maximum health. However, the user will take 20% more damage from all sources while the Powerjack is held.<br />
<br />
* Compared to your other melee weapons, the Powerjack often grants the most utility. Its speed boost lets you get in and out of battles faster than normal, and the health on kill, though minor, can be enough reason to use it for melee combat. Since you take more damage while it is out, it is not a good strategy deploy this weapon out in the open; instead, use it whenever you are safe to maximize its efficiency.<br />
<br />
* Due to the damage vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to counter. In direct combat, most kills will be gained with the "Puff and Sting" tactic, where you ignite then airblast an unaware opponent into a corner or otherwise restrictive space before finishing off with melee hits.<br />
** Considering you already excel at melee combat, the extra damage you take may be negligible so long as you time your weapon switches properly.<br />
<br />
* Unless fully overhealed, it can be useful to attempt getting a Powerjack kill as often as you can, due to its restored health on kill. However, don't start fights you can't win.<br />
** If facing an enemy you are sure you can defeat, such as an oblivious Sniper or a lone Spy, be opportunistic and whack away at them. It is better to gain 25 health from a Powerjack kill than to burn him down with a Flamethrower and gain no benefits.<br />
<br />
* Whittling down the foe's health using a Flamethrower or a secondary, then ending off with a Powerjack hit is a good way to kill enemies without allowing them to retaliate with an attack of their own. This is a better strategy compared to rushing in with the Powerjack, as attentive opponents can simply strafe out of the way and hit you while your have increased damage vulnerability.<br />
<br />
* The faster move speed allows you to get to the fight faster and ambush enemies quicker; you'll often get to the front lines right after the Scout. The speed is also useful as a means of escape, especially since you'll be fighting at melee range often and will often be at low health.<br />
** If using the Powerjack to retreat, only do so if you know you can reach a health source with friendlies providing cover fire, as the 20% extra damage vulnerability will make you easy to kill, especially at low health.<br />
<br />
* The Powerjack's versatility can be useful with several weapons.<br />
** The [[Backburner]] works well with the Powerjack, as you can run to flank locations faster, thus making ambushes easier to pull off.<br />
** The [[Phlogistinator]] works in the same way, letting you get to battles quickly to gain "Mmmph" before retreating faster than usual.<br />
** The [[Detonator]] amplifies your mobility with its flare jumps, and you can use the Powerjack whenever you aren't jumping to maximize your movement speed.<br />
** The [[Degreaser]]'s decreased switch speed lets you deal "Puff and Stings" much faster, and significantly lowers the odds of you getting hit while you have the Powerjack out. This makes weapon heckling and gaining a Powerjack kill much easier.<br />
<br />
====[[Back Scratcher]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="10%" rowspan=2 | Weapon<br />
! class="header" width="10%" rowspan=2 | Kill Icon<br />
! class="header" width="10%" rowspan=2 | Attack Interval<br />
! class="header" width="20%" colspan=2 | Damage<br />
! class="header" width="50%" colspan=5 | Healing<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | From Small Health Packs<br />
! class="header" width="10%" | From Medium Health Packs<br />
! class="header" width="10%" | From Mediguns<br />
! class="header" width="10%" | From Dispensers<br />
! class="header" width="10%" | From Payload Carts<br />
|-<br />
! {{Table icon|Back Scratcher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
| rowspan= 2|0.8 seconds<br />
| rowspan= 2|81<br />
| rowspan= 2|244<br />
| rowspan= 2|54<br />
| rowspan= 2|132<br />
| rowspan= 2|6-18/sec<br />
| rowspan= 2|2.5-5/sec<br />
| rowspan= 2|2.5/sec<br />
|-<br />
! {{Table icon|Festivized Back Scratcher|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Back Scratcher}}<br />
|}<br />
<br />
The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and passively raises healing gained from health packs by 50%. However, it reduces the player's healing rate from Medics, Dispensers, and the Payload cart by 75%.<br />
<br />
* The Back Scratcher is ideal for Pyro players who prefer a "Roamer" playstyle; the added healing from health packs makes surviving while behind enemy lines considerably easier. Conversely, the Back Scratcher is generally less effective if you tend to depend on friendly healing sources, as it will take considerably longer to regain your health.<br />
** For this reason, do not use this weapon if you're on offense on a Payload map, and constantly pushing the cart. Healing from the cart will be diminished, which prevents you from actively gaining health while pushing.<br />
<br />
* Try not to ask for healing from Medics if you have this weapon equipped, as it will force Medics to heal you for a much longer time. This can be a huge issue if there are many injured teammates around, as you will distract the Medic from patients who need the most help.<br />
** For the same reason, avoid being a pocket for a Medic, as the decreased healing rate makes it ineffective for tanking damage.<br />
*** However, if you're in a safe spot, you can help a Medic build up his ÜberCharge quickly. As Medi Guns build more ÜberCharge while healing injured targets, your decreased healing will keep the Medi Gun building at the maximum charge rate for a very long time.<br />
<br />
* Compared to your other weapons, the Back Scratcher doesn't deal lethal damage like the [[Axtinguisher]], and does not grant increased movement speed and health on kill like the [[Powerjack]]. However, it has no holster time penalty like the former, and its increased damage and no damage vulnerability makes it more effective for melee combat than the latter, making it as viable for melee combat as either weapon.<br />
** As always, "Puff and Sting" tactics will help you get a Back Scratcher kill. Airblast an opponent into the air before swinging; the higher damage means less swings for a kill.<br />
<br />
* Critical hits from this weapon deal 244 damage, making the Back Scratcher one of the few melee weapons that can one-shot a Soldier at full health. As such, do not underestimate the power of the Back Scratcher, especially with random crits enabled.<br />
<br />
* The Back Scratcher is an ideal weapon against enemy Pyros. If you consistently land hits, you will be able to out-damage any of his weapons, with the exception of the [[Backburner]] from behind. <br />
** Pyros equipped with any [[Flare Gun]] variant or the Axtinguisher will be especially disadvantaged, as these weapons require an opponent to be on fire for high damage, and you can't be lit on fire.<br />
<br />
* The Back Scratcher is a great weapon for [[Medieval Mode]]. Since all enemies drop health packs and only melee weapons are allowed, the damage bonus and increased healing from packs can make you a force to be reckoned with. Additionally, the presence of random criticals on most Medieval Mode servers allows you to potentially kill most classes instantly.<br />
** A coordinated Back Scratcher Pyro and [[Candy Cane]] Scout can make for strong allies, both in and out of Medieval Mode. The Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.<br />
<br />
* The Back Scratcher pairs well with the [[Detonator]] and the [[Scorch Shot]], as both cause self-damage through flare jumping. The added healing from the Back Scratcher allows you more attempts to reach ledges with health kits only easily accessible to Scouts, Demomen, and Soldiers with the reward of a large healing boost.<br />
<br />
* Since the Back Scratcher promotes roaming, both the Backburner and [[Phlogistinator]] have synergy with this weapon. Both weapons work very well when working behind enemy lines, and the boosted health kits will help you with your playstyle.<br />
<br />
====[[Sharpened Volcano Fragment]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=3 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Afterburn<br />
! class="header" width="13%" | Critical<br />
|-<br />
! {{Table icon|Sharpened Volcano Fragment|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sharpened Volcano Fragment}}<br />
| 0.8 seconds<br />
| 52<br />
| 60 over 10 seconds<br />
| 156<br />
|}<br />
<br />
The Sharpened Volcano Fragment is a [[Promotional items|promotional]] and craftable melee weapon for the Pyro. It ignites enemies on hit, but deals 20% less base damage than the Fire Axe.<br />
<br />
* The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.<br />
<br />
* Because the Sharpened Volcano Fragment deals heavy damage and has standard afterburn duration and damage, it's much better suited for hit-and-run tactics, rather than attacking enemies head-on. <br />
** However, considering that your primary weapon already sets opponents on fire, has a longer range, and can kill most classes quickly with focused fire, the Sharpened Volcano Fragment's advantages are negligible in most situations. Furthermore, your other melee weapons generally have more utility over the Sharpened Volcano Fragment (such as the Axtinguisher's massive damage, Powerjack's overall versatility, and Homewrecker's ability to remove Sappers), which may be more tempting to have than afterburn-on-hit.<br />
<br />
* Despite its lower base damage, a critical hit with the Sharpened Volcano Fragment can be extremely lethal on classes that are not overhealed. Counting afterburn, a critical hit can deal enough damage to kill every non-overhealed class except for the Heavy, and overhealed Scouts, Snipers, Spies, and Engineers.<br />
<br />
* As the Sharpened Volcano Fragment sets opponents on fire with no ammo cost, it can be useful for [[Spycheck]]ing teammates when conserving ammunition is a priority. This is especially true with the [[Backburner]] or [[Phlogistinator]], weapons that burn through ammunition quickly due to their reliance on primary fire or an expensive airblast cost.<br />
<br />
* Be careful when fighting enemy Pyros; since they cannot be set on fire, the Sharpened Volcano Fragment's lower base damage will make you disadvantaged against them should both of you fight in melee combat, unless the enemy Pyro is equipped with the [[Axtinguisher]].<br />
<br />
* In Medieval Mode, the Sharpened Volcano Fragment is one of two weapons capable of igniting enemies. This can provide a useful tactical advantage for teammates, both doing damage over time and "marking" targets for a Scout with the [[Sun-on-a-Stick]] or fellow Pyro wielding the [[Axtinguisher]].<br />
<br />
* The Sharpened Volcano Fragment can work well with several weapons.<br />
** Use the Fragment to negate the afterburn penalty of the [[Degreaser]]. As the most recent afterburn takes priority, simply hit an opponent with the Fragment after you set them on fire with the Degreaser to keep the Fragment's more damaging afterburn on them.<br />
** At close range, a hit from the Sharpened Volcano Fragment deals more damage than a puff of flame, allowing you to do more burst damage with a [[Flare Gun]] combo than if you switched from the Flamethrower.<br />
<br />
====[[Third Degree]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Third Degree|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Third Degree}}<br />
| 0.8 seconds<br />
| 65<br />
| 195<br />
|}<br />
<br />
The Third Degree is a craftable melee weapon for the Pyro. It deals standard Fire Axe damage, but will transfer all damage done to all targets being healed by a [[Medi Gun|Medic beam]] or the [[Medicating Melody]] taunt.<br />
<br />
* Compared to the [[Fire Axe]], the Third Degree has no downsides. Use it instead of the Fire Axe if you have it.<br />
** However, the Third Degree is very situational compared to your other melee weapons. Consider using another melee weapon if the enemy team has no Medics.<br />
<br />
* If more than one Medic is healing a single target or Medics are forming a "chain", hitting just one player will damage them all.<br />
** The same applies for an enemy Medic's [[Medicating Melody]]; hitting the Medic will damage all enemies in the healing radius, which can prove immensely useful for taking out a group of enemies defending an area.<br />
<br />
* Although situational, critical hits transfer to all targets too, letting you deal immense burst damage to multiple healed targets at once. While this may be able to kill a Medic and his injured pocket, any Medics being [[overheal]]ed (such as being healed by other accompanying Medics) will only be left at severely low health since they can be overhealed to 225 health. If possible, swing twice.<br />
<br />
* The Third Degree is a useful tool for ambushing strong 'pocket' duos. Timed suicide attacks on an unaware pocketed class may succeed in taking down their [[Medic]].<br />
** However, since your Flamethrower already does high damage at close range, it may be worthwhile to simply burn a pocket duo to death. The Third Degree shines when you can take down an injured Medic and his patient together, so look out for opportunities.<br />
<br />
* Depending on the situation, the [[Axtinguisher]] can do a quicker and more reliable job at Medic pair killing compared to the Third Degree, but has its own downsides. While you can take down a Medic or his pocket quickly by setting them on fire before netting a guaranteed mini-crit, the Axtinguisher's slower holster speed leaves you more open should you fail to fully kill the enemy. Weigh your options and choose the most reliable weapon.<br />
<br />
====[[Neon Annihilator]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Neon Annihilator|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Neon Annihilator}}<br />
| 0.8 seconds<br />
| 52<br />
| 156<br />
|}<br />
<br />
The Neon Annihilator is a promotional melee weapon for the Pyro. It deals guaranteed critical hits on wet opponents (one covered in water, [[Jarate]], or [[Mad Milk]]), and any player who has been in contact with [[water]] in the past 5 seconds. It can also remove Sappers from friendly buildings in two hits. As a drawback, this weapon deals 20% less damage against players and does not roll for random critical hits.<br />
<br />
* The weapon may seem to contrast with the Pyro's fire-based abilities, but it does give some powerful utility in maps with a lot of water. Because your primary weapons and flare guns do not work underwater, the Neon Annihilator allows the Pyro to be effective where he would otherwise be at a large disadvantage.<br />
** The effectiveness of this weapon depends almost entirely on the terrain; on maps with little or no water, you will be much better off using a different melee weapon. You may also find opportunities to net a critical hit if your team has a Scout using [[Mad Milk]] or a Sniper using [[Jarate]], but this shows itself less often than setting opponents on fire for a mini-crit from the [[Axtinguisher]], for example.<br />
<br />
* Burning enemies will often seek out the nearest source of water to extinguish themselves. This allows you to chase them down and finish them off with a critical hit. You can also use the compression blast to force them into water, and the Annihilator should do the rest; two critical hits will kill any class except a fully overhealed Heavy.<br />
<br />
* Pairing with a Scout using Mad Milk can be a very effective combination; you can deal critical hits on drenched opponents, gaining a lot of health in the process. If the Scout also wields the [[Sun-on-a-Stick]], he can deal full critical hits to opponents once you ignite them.<br />
<br />
* Most waterways are low, secluded, and often tight spaces. This weapon is great for ambushing people trying to get behind friendly lines and can prove great for securing locations for Engineer nests in enemy bases.<br />
<br />
* The Neon Annihilator can remove [[Sapper]]s from friendly buildings, albeit with two hits compared to one from the [[Homewrecker]] or [[Maul]], making it slightly less reliable for the job. However, it can be a better option that the Homewrecker on maps with water, as it can function both as a powerful weapon and a utility to save an Engineer's buildings.<br />
<br />
====[[Hot Hand]]====<br />
<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Hot Hand|Contract}}<br />
| align="center" | {{Icon killicon|weapon=Hot Hand}}<br />
| 1.0 seconds<br />
| 28<br />
| 84<br />
|}<br />
<br />
The Hot Hand is a contract reward melee weapon for the Pyro. Unlike other melee weapons, attacking will trigger two consecutive melee swings. The weapon deals less damage than the Fire Axe, which is split between the two slaps (28 x 2, for a total of 56 damage). Upon hitting an enemy with this weapon, the player gains a very short speed boost (similar to the Disciplinary Action, but with a much shorter duration) and the hit is announced in the kill feed, similar to the Holy Mackerel and the Unarmed Combat. Kills with this weapon are shown as "SLAP KILL!" in the killfeed. Like the aforementioned weapons, this message does not show if the victim is a Spy using an active Dead Ringer, allowing you to detect if a Spy has fiked his death.<br />
<br />
* You could slap someone then instantly switch to one of your weapons, though the speed boost only lasts one second, so be quick.<br />
<br />
==[[Taunts#Taunt attacks|Taunt attacks]]==<br />
* While often flashy and humiliating for the enemy, taunt attacks are generally ineffective due to their long charge time. Additionally, you will be helpless for the duration of the taunt.<br />
<br />
* An inattentive Sniper or an idle player can be the perfect target for a tauntkill.<br />
<br />
* Tauntkills are the only way to attack the enemy team during [[Match outcomes#Stalemate|Stalemate]] and [[Match outcomes#Humiliation|Humiliation]].<br />
<br />
===[[Armageddon]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Armageddon}} <br />
| align="center" | {{Icon killicon|weapon=Armageddon}}<br />
| [[Rainblower]]<br />
| 400/15<br />
| 5 seconds <br />
| The [[Pyro]] blows a stream of bubbles as a rainbow forms over they, complete with a sparkling [[Balloonicorn]] in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames while they laugh demonically. Players not in [[Pyroland]] see a stream of fire instead of a rainbow. <br />
|}<br />
<br />
* The Pyro's Armageddon taunt possesses the largest damaging radius of any taunt kill, capable of immolating several unaware enemies in flame. <br />
<br />
* Unlike other taunt kills, for each player caught in the taunt's radius, damage is halved. The closest will receive 400 damage, the next closest will receive 200 damage, and so on. Foes in the taunt's radius that are not immediately killed will suffer afterburn damage as normal.<br />
** Its damage means it will be unable to kill an overhealed Heavy, although the opportunity should not present itself often.<br />
<br />
* Lurk around corners in populated areas in the hopes of catching large groups of players by surprise; even if you die in the attack, you will still have dealt a significant amount of damage.<br />
<br />
* Being one of the most noticeable and longest taunts, achieving a kill requires an extreme amount of luck.<br />
<br />
* You can temporarily force enemies to leave a control point by taunting - anyone too slow, unaware, or unlucky enough to be nearby will be killed. However, they may simply kill you before the tauntkill triggers.<br />
<br />
===[[Hadouken]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Hadouken}}<br />
| align="center" | {{Icon killicon|weapon=Hadouken}}<br />
| [[Shotgun]]<br />[[Reserve Shooter]]<br />[[Flare Gun]]<br />[[Detonator]]<br />[[Manmelter]]<br />[[Panic Attack]]<br />
| 500<br />
| 3 seconds<br />
| The Pyro winds their hands back, concentrates, then releases their inner fire energy as a Hadouken. This taunt is capable of hitting multiple enemies and can destroy buildings. If an enemy survives the attack, they will be set on fire.<br />
|}<br />
<br />
* At the beginning of a round, on a level with setup time (like [[Gold Rush]] or [[Dustbowl]]), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open and may occasionally catch oblivious players in the blast.<br />
<br />
* This taunt can take out multiple enemies, so it may occasionally kill groups of enemies.<br />
<br />
* A successful Hadouken hit can instantly fill the [[Phlogistinator]]'s "Mmmph" meter.<br />
<br />
* Note that the Hadouken can destroy unattended buildings. This can be useful during [[Match outcomes#Humiliation|Humiliation]], or if you want to cut down on time and ammunition. Use it to destroy [[Dispenser]]s and the like - but be warned. If an enemy [[Engineer]] catches you in the act, you will be unable to prevent him from killing you.<br />
<br />
===[[Execution]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Execution}} <br />
| align="center" | {{Icon killicon|weapon=Scorch Shot}}<br />
| [[Scorch Shot]]<br />
| 400/15<br />
| 3 seconds <br />
| The Pyro holds their Scorch Shot upwards, before bringing it down to aim ahead and fire. The shot uses ammo, and point blank shots do potent damage; shots beyond that range do standard damage.<br />
|}<br />
<br />
* Since the taunt takes about three seconds and takes considerable accuracy and luck to catch an opponent up close, it's recommended that this taunt is saved for the end of rounds.<br />
<br />
* When an enemy is hit from [[Range#Distance and randomness modifier|point-blank range]], the shot will do 400 damage against them; however, shots beyond said range will do standard damage.<br />
** Like the Armageddon taunt, this will not be able to kill an overhealed Heavy, although attempting it is reckless in any case.<br />
<br />
* Like the [[Showdown]] taunt, your shot will be aimed towards wherever your crosshair is looking at. This means despite the animation's looks, you can aim up or down and still hit an opponent, though remember that only point blank shots do lethal damage.<br />
<br />
* This taunt is roughly three seconds long and completely silent before it fires, giving the option to surprise enemies rounding corners.<br />
<br />
* Remember that the shot will damage you if the projectile hits an obstacle or enemy too close to you.<br />
<br />
* A successful point blank shot will fill up the [[Phlogistinator]]'s "Mmmph" meter completely.<br />
<br />
* Since this taunt uses up ammo, you won't be able to attempt it as often as the [[Hadouken]] taunt unless you're alright with wasting ammunition.<br />
<br />
====[[Gas Blast]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage <br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details <br />
|- style="height: 110px;"<br />
| {{Table icon|Gas Blast}} <br />
| align="center" | {{Icon killicon|weapon=Gas Blast}}<br />
| [[Thermal Thruster]]<br />
| 500<br />
| 6 seconds<br />
| The Pyro simultaneously jumps and reaches behind their back with both hands to take out a match and a match box. They stare at the match box for a second before striking the match against the match box and holding the lit match in front of them, staring at the flame for another second before turning around, reaching between their legs to place the match in front of their rear, and letting loose a magnificent burst of flame while watching over their shoulder. The Pyro then stops and jumps around again as the flame disappears.<br />
|}<br />
<br />
* A Gas Blast kill will completely fill the Pyro's "Mmmph" bar if equipped with the [[Phlogistinator]].<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}} <br />
{{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}} <br /><br />
'''[[Shotgun]]''' or '''[[Reserve Shooter]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Powerjack|icon-size=40x40px}} <br /><br />
'''[[Axtinguisher]]''' or '''[[Powerjack]]'''<br />
|<br />
<br />
A good general loadout that allows the player to take on a wide range of foes and deal reliable damage.<br />
<br />
The stock Flamethrower is the most well-rounded of all your primary weapons, having both reliable compression blasts and afterburn damage. Use this versatility to outflank the enemy team and attack them by surprise on offense, while protecting teammates on defense. Your Shotgun will play several roles, from weakening burning enemies who are retreating or finishing off those who come too close. Use the "Puff and Sting" tactic for such instances by airblasting and shooting airborne enemies for a damaging combo, which can be enhanced with the Reserve Shooter, although you sacrifice clip size for the ability to mini-crit targets affected by knockback. The hitscan nature of your Shotguns also gives you the upper hand against other Pyros, especially if they are equipped with a Flare Gun. Finally, choose a melee weapon that suits your playstyle; the Axtinguisher lets you eliminate unaware or high-profile enemies like Medics quickly, while the Powerjack makes flanking easier and heals you on kill, and doesn't suffer from the sluggish holster speed of the Axtinguisher.<br />
<br />
While useful overall, you'll be ineffective at range due to the lack of a Flare Gun; Snipers in particular will be a nuisance. Additionally, take note of your loadout's disadvantages; the Reserve Shooter's smaller clip makes it less efficient for self-defense if you can't airblast enemies, while both your melee weapons make you vulnerable when using them (sluggish holster speed for the Axtinguisher, and damage vulnerability while active when holding the Powerjack).<br />
|-<br />
<br />
! align="center" | {{Icon weapon|weapon=Backburner|icon-size=100x100px}} <br />
'''[[Backburner]]'''<br />
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}} <br />
'''[[Shotgun]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Back Scratcher|icon-size=40x40px}}<br /><br />
'''[[Powerjack]]''' or '''[[Back Scratcher]]'''<br />
| <br />
{{anchor|Spyro}}<br />
For the patient "Roaming Pyro" or "Spyro" that favors working alone, this loadout allows the player to slay unaware opponents while sneaking around the map and avoiding direct confrontations.<br />
<br />
The Backburner's crits from behind makes it the perfect ambushing weapon. Attack any unaware or distracted enemies; ambushing groups of enemies from behind can also produce devastating results since flames go through targets, which can single-handedly stop pushes. Use the Shotgun against enemies that are fighting from outside of the Backburner's range, or simply to cover a retreat if you are discovered behind enemy lines. Your choice of melee weapon is based on your priorities and tactics: the Powerjack makes you more vulnerable to damage, but grants 25 health on kill and increased movement speed while active, which can help you get into position quicker. Meanwhile, the Back Scratcher is a potent killing tool due to its increased damage, and helps you survive behind enemy lines since it boosts health gained from health packs, but greatly decreases survival when fighting alongside teammates, further emphasizing your role as a "roaming" ambush class. Either melee weapon supports a highly mobile tactic of cycling between attacks and healing pickups; identify routes that allow you to attack, escape, quickly heal, and repeat.<br />
<br />
As the Backburner has a restricted compression blast, be wary of your increased vulnerability to explosives and enemies who notice you; it will be harder to retreat as you can only airblast opponents and projectiles four times before you run out of ammo. Good positioning and circle-strafing is required to use this set effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=40x40px}}{{Icon weapon|weapon=Degreaser|icon-size=40x40px}}<br />
'''[[Flame Thrower]]''' or '''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
'''[[Scorch Shot]]''' or '''[[Detonator]]'''<br />
! |{{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}<br />
'''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pybro}}<br />
This setup is ideal for dedicated support Pyros, also called "Pybros", rather than for players that like to take the fight to the enemy.<br />
<br />
Whether guarding an Engineer nest or covering your team's backside, the Flamethrower can be used to deflect projectiles, [[Spy checking|Spy check]], shepherd Sentry Guns, and push back ÜberCharges. Meanwhile, the Degreaser can be used in more hectic matches that have aggressive Spies as well as constant assaults from Soldiers. The Scorch Shot and Detonator allow players to easily ignite enemies at a distance, making things easier for teammates, and can be used to harass enemy Snipers, reducing the enemy's ability to support their own team. Which you use is mostly down to preference: the Scorch Shot is more reliable for ignition and harassment, but the Detonator grants you some extra mobility and deals more damage. The Homewrecker can save friendly Buildings from Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineers may try to place.<br />
<br />
Since this loadout sacrifices damage for team support, you won't be able to deal high burst damage, which is especially disadvantageous against bulky classes. Keep to supporting your team while staying close to them at all times, and switch away from this loadout if it is necessary to have more offensive power.<br />
<br />
The usual presence of a Dispenser in a nest can largely nullify the Compression Blast penalty of the Backburner, permitting the Spyro to step in as Engineer's Pybro as needed.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}} <br />
'''[[Degreaser]]'''<br />
! align="center" | {{Icon weapon|weapon=Flare Gun|icon-size=100x100px}} <br />
'''[[Flare Gun]]'''<br />
! |{{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}<br />
'''[[Axtinguisher]]'''<br />
| <br />
<br />
This setup is for the assassin Pyro who likes to kill single enemies quickly.<br />
<br />
The Degreaser's faster switch time allows players to pull off weapon combos with ease. Notably, it speeds up the Axtinguisher's extremely slow draw time, making "Puff and Sting" combos especially devastating. The critical hits and mini-crits gained against burning targets by the Flare Gun and Axtinguisher gives you a tremendous advantage in 1-on-1 situations, and allows players to whittle down large-HP targets with relative ease. The increased switch speed is also beneficial for defense; it widens the window in which you can switch to the Degreaser to airblast projectiles, making you less vulnerable to weapon heckling. Keep in mind that you should sneak behind enemy lines and ambush enemies as they are approaching an objective; this lets you set groups on fire and take them out with crits before they notice. However, you can also lead your team into combat; most enemies can be damaged or killed swiftly with a critical blow.<br />
<br />
While powerful, this loadout is especially disadvantaged against enemy Pyros since you cannot set them on fire for critical damage with your other weapons. An enemy Pyro that keeps a moderate distance while shooting you with a Shotgun or Reserve Shooter can outdamage you in the long run, so either airblast them and retreat, or simply burn them with the Degreaser. The Degreaser also comes with its own downsides: you cannot be as reckless with airblasting due to the Degreaser's slightly increased airblast cost, while its extremely weak afterburn damage will seldom kill enemies over time. All in all, this loadout requires good aim and usage of your compression blast to defeat enemies as fast as possible, without depending on afterburn to finish the job.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! |{{Icon weapon|weapon=Flare Gun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Manmelter|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Flare Gun]]''' or '''[[Detonator]]''' or '''[[Manmelter]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Sharpened Volcano Fragment|icon-size=100x100px}} <br />
'''[[Sharpened Volcano Fragment]]'''<br />
|<br />
{{anchor|Phlogro}}<br />
This set emphasizes on using all available options to build the Phlogistinator's "Mmmph" meter.<br />
<br />
As the Phlogistinator charges with fire damage from any of the Pyro's weapons, both your Flare Guns and the Fragment will help keep your enemies on fire as much as possible: Flare Guns for long range, and the Fragment should you run out of ammo. Each Flare Gun has its own up and downs, so pick one of your preference. The Detonator is good for those unsure of their aim or who want to ignite multiple enemies at once, but only mini-crits burning targets. The Flare Gun guarantees full crits on burning targets but requires careful aim on the player's part. The Manmelter lets you to retain your ability to extinguish teammates and ensures you don't have to worry about running out of flares, but has a slow firing speed and cannot crit without extinguishing a teammate. Finally, the Scorch Shot can knock foes back and destroy Stickybombs, acting as pseudo-airblast at long ranges, while being able to ignite multiple foes with one flare; rapidly landing two Scorch Shot hits into a cluster of enemies (the second hit mini-critting multiple targets) can rapidly charge "Mmmph" while you stay at a safe distance). Using this set, killing 2-3 people in any way should net you a full "Mmmph" bar so you can heal, unleash the Phlogistinator's crits, and prolong your assault.<br />
<br />
As usual, the Phlogistinator's lack of an airblast makes you lose an essential supportive tool, so you won't be able to protect your team apart from spychecking with your flames. Choose your battles wisely since you can't airblast enemies or projectiles away to escape, and stay behind your team firing flares to gain "Mmmph". Once you are charged, flank the enemy or move in with your teammates before activating your crits to mow them down.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}} <br />
'''[[Phlogistinator]]'''<br />
! {{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br /><br />
'''[[Reserve Shooter]]''' or '''[[Panic Attack]]''' or '''[[Scorch Shot]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|<br />
<br />
A "glass cannon" loadout that focuses on popping in and out of combat speedily in order to quickly gain "Mmmph" charge with kills.<br />
<br />
The Powerjack is key in this loadout, providing the speed needed to pop in and out of battle to burn opponents down with the Phlogistinator. While the Reserve Shooter's mini-crits cannot be capitalized on due to your lack of an airblast, its decreased switch speed will enhance your ability to choose which weapon to have out. If needed, the Panic Attack can be used as an effective backup weapon, since you will often find yourself at low health due to your risky playstyle. The Scorch Shot is also a good choice on objective-based maps, as allows its user to set multiple enemies on fire at once to gain "Mmmph".<br />
<br />
While much riskier than a Phlogistinator loadout focused on Flare Guns (see above example), the key point of this setup is to cover as much ground as possible and charge straight into enemies you know you can take down -- in short, similar to a Scout. Direct combat will help you gain "Mmmph" much faster than with Flare Guns alone, allowing you to constantly keep up the pressure against the enemy. However, keep in mind the Phlogistionator's lack of airblast, which is a severe disadvantage against any enemy who knows you're coming.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}<br />
'''[[Flame Thrower]]'''<br />
! {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br /><br />
'''[[Shotgun]]''' or '''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Neon Annihilator|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Homewrecker|icon-size=40x40px}}<br /><br />
'''[[Neon Annihilator]]''' or '''[[Homewrecker]]'''<br />
|<br />
{{anchor|Pyroshark}}<br />
An effective "[[Glossary of player terms#Pyroshark|Pyroshark]]" set-up, suited for water-heavy maps or those with submerged flanking routes, such as 2Fort and Well.<br />
<br />
The Flamethrower's overall stats allow you to control enemy movement more than the Backburner or the Phlogistinator would, which lets you decide if you want to engage any enemies who venture into your waters. Meanwhile, you will be heavily reliant on your secondary and melee weapons while underwater, so the Degreaser's upsides of switching to-and-fro from itself would not be beneficial to you.<br />
<br />
The Shotgun is your most reliable secondary that works underwater, and will be your main tool for ranged combat if you prefer to stay submerged. Alternatively, you can bring the Panic Attack instead and deliberately keep yourself injured in order to blast any unfortunate enemies with four shots once they take a swim. <br />
<br />
The Neon Annihilator is built for water and is the forefront of this loadout, as enemies will almost be guaranteed to be touching water if they want to fight you, and you can put off potential enemies from entering any watery areas just by holding the weapon out. The Homewrecker can also work if the enemy team has a pesky Engineer who is devoted to building Sentry Guns or Teleporters underwater, allowing you to take him out with ease; make sure that you enter above water level if you decide to do this, as your lowered mobility while underwater can get you killed quite easily.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Detonator|icon-size=100x100px}}<br />
'''[[Detonator]]'''<br />
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}<br />
'''[[Powerjack]]'''<br />
|'''The Gas Jockey's Gear'''<br />
<br />
The Gas Jockey set supports the Pyro's speed and mobility and lets you control the fights you participate in.<br />
<br />
The Pyro has the best health-to-speed ratio, and this loadout takes advantage of that speed and enhances it further to allow the Pyro to run at 115% of base speed--faster than all stock classes save the [[Scout]]. This version of the Pyro operates as a flanker or back-capper, avoiding direct confrontation with enemies, and is best suited to showing up unexpectedly via ambush from surprising angles. Use the Powerjack to speed around the map and the Detonator to [[Jumping#Flare jump|flare jump]] to unexpected perches or routes. While you take more damage with the Powerjack active, it also grants some health upon a kill, extending survivability slightly. The Degreaser's switch speed buff reduces the odds of being caught off-guard with the damage vulnerability of the Powerjack. The Detonator does full afterburn and excels at damaging groups of enemies at long range, while the Degreaser is fast and effective at close range. Its switch speed buff allows you to risk equipping the Powerjack to finish off an enemy and gain health. Finally, when all else fails, the Powerjack aids in making a hasty escape.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}<br />
'''[[Degreaser]]'''<br />
! {{Icon weapon|weapon=Panic Attack|icon-size=100x100px}}<br />
'''[[Panic Attack]]'''<br />
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Third Degree|icon-size=40x40px}}<br />
'''[[Axtinguisher]]''' or '''[[Third Degree]]'''<br />
|<br />
<br />
This highly situational loadout is a "suicide pick" setup. It is focused on taking out a priority target (usually a Medic) with no regard to survival afterwards, and seeks to unload the maximum amount of burst damage as quickly as possible while unsupported by the rest of your team.<br />
<br />
The main playstyle requirement is stealth--players have to make their way towards their target unseen to take maximum advantage of the first few shots. Ideally, the initial attack is made with the Panic Attack, then switching to the Degreaser, then finally your melee weapon as the range closes. A fully loaded Panic Attack can bring down a lone Medic without a ready Übercharge at medium-close range. If targeting a Medic or groups of Medics, the Third Degree can damage them by attacking their healing targets as well. Escaping after launching your attack is unlikely with this high-risk setup, but sacrificing your life to kill a Medic is usually worth it.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Rainblower|icon-size=100x100px}}<br />
'''[[Rainblower]]'''†<br />
! {{Icon weapon|weapon=Thermal Thruster|icon-size=100x100px}}<br />
'''[[Thermal Thruster]]'''<br />
! align="center" | {{Icon weapon|weapon=Hot Hand|icon-size=100x100px}}<br />
'''[[Hot Hand]]'''<br />
|<br />
<br />
This loadout may appear goofy at first glance, and there is no denying that it is; however, its oddity masks a very useful combination of abilities. As a stock reskin, the Rainblower deals continuous fire damage over a wide area for no real drawback. The Thermal Thruster is by far the Pyro's best mobility option, while the Hot Hand also provides additional speed boosts for a minor loss in hitting power. This setup encourages a Pyro to make good use of their newfound mobility to leap onto high vantage points or take odd avenues of attack, then get close to punish an enemy with either widespread flames or quick blows at close range, then retreat before enemy attention can be turned on them. However, this loadout also shares the distinct weakness of lacking ''any'' ranged option at all. All engagements will have to be at melee range or from ambush/surprise, as the lack of a secondary weapon makes this loadout very vulnerable when an opponent is aware of the Pyro's presence.<br />
<br />
Most notably, this is the only loadout in the game where ''every'' equipped weapon possesses a taunt kill. While this isn't anything to rely on, it does mean that Pyros thus equppied are never unarmed, especially in Humiliation.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
The Pyro and Scout are both excellent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.<br />
* Due to the Scout's low health, your compression blast will often be a life-saver for him, whether it be saving him from afterburn or reflecting a potentially deadly rocket. This also allows higher-priority teammates to grab health packs (eg. Medics), which benefits the entire team. <br />
** If a Scout is constantly being ignited, you can also take advantage and use the [[Manmelter]] to gain free crits.<br />
** Protecting Scouts is especially true if he has the [[Pretty Boy's Pocket Pistol]], as he takes 20% extra damage from all sources with it out.<br />
* Your ability to airblast syncs well with the Scout's single-target playstyle. Airblasting an enemy into the air can let him get close to deal heavy damage to the confused enemy.<br />
** This can help a Scout aim his usually slow projectiles with relative ease as well. Pinning an enemy against a wall while the Scout launches a [[Sandman]] ball, [[Mad Milk]], or [[Flying Guillotine]] can result in an easy elimination.<br />
* Enemies set on fire tend to focus on the Pyro if he's close, or retreat towards nearby health packs if ignited from afar. A Scout can take advantage of these distractions to shoot enemies in the back.<br />
**Alternatively, that foe can be finished off quickly by a Scout with the [[Sun-on-a-Stick]].<br />
* If the Scout is equipped with the [[Force-A-Nature]], the two of you can become huge distractions and push opponents around as you please at close range, especially when combined with your compression blast and long range [[Scorch Shot]] shots.<br />
** Likewise, a Scout and Pyro team working close together can get behind enemy lines and eliminate foes with their ambush-suitable weapons such as the [[Back Scatter]] and [[Backburner]].<br />
* The pair of you are capable of taking out a sentry nest all by yourselves. Have the Scout go in with a [[Bonk! Atomic Punch]] to attract the [[Sentry Gun]]'s attention. As a Pyro, you can now go in and rapidly damage the Sentry Gun, potentially killing the Engineer as you do so.<br />
** If the Engineer decides to [[Wrangler|wrangle]], you can sneak up and kill him quickly before he notices you. If you have the Homewrecker equipped, you can use that to break the sentry before it reactivates.<br />
** Note that this strategy will likely not work if a sentry nest has more than one Sentry Gun, or if the Engineer has backup from his team.<br />
* As bleeding and burning damage stack with each other, you can combine the damage of your flames with the bleeding from a Scout's [[Boston Basher]], [[Three-Rune Blade]], [[Wrap Assassin]], or Flying Guillotine, resulting in very powerful gradual damage.<br />
* The Scout's [[Mad Milk]] benefits you greatly due to the Flamethrower's strong close-range damage. You will often be able to survive fighting against a small group of enemies while tanking damage with the milk's healing. This is especially useful with the [[Phlogistinator]], letting you gain "Mmmph" quickly with less risk.<br />
** The [[Neon Annihilator]] will also deal guaranteed crits against milked targets, and will grant massive amounts of health on hit.<br />
** Every tick of afterburn will heal you should you ignite a milked target. You can use any Flare Gun variant if you are fighting alongside a Scout with Mad Milk, letting you pelt retreating opponents and getting you healed up in the process. This becomes more effective with the Detonator or Scorch Shot, as they can ignite multiple milked foes at once.<br />
* A Scout equipped with a [[Candy Cane]] that kills an enemy will drop a health pack for you, especially beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by airblasting explosives.<br />
* If the Scout manages to hit your opponent with the [[Fan-O-War]], you can easily go in with your primary to finish them off. Mini-crits from the Flamethrower will often melt an opponent quicker than they can react.<br />
<br />
==={{class link|Soldier}}===<br />
Paired together, Pyros and Soldiers are the most mobile-yet-bulky pairs in the entire game. While both classes have their own effective ranges, the Pyro's supportive tools and the Soldier's overall firepower makes the duo excellent for carrying out a small [[push]].<br />
* Whereas mid-to-long-range combat are your weaknesses, a Soldier can cover your shortcomings by firing rockets at enemies that wander outside the range of your primary.<br />
** Likewise, the Soldier is prone to close range self-damage and enemy Pyros who can reflect his rockets. You are able to prevent these issues by going in for any close-range fighting and by airblasting deflected rockets right back at enemies.<br />
** If you both hide in high, hard-to-reach places, you can ambush anyone that wanders through below.<br />
* In your stock loadouts alone, the Pyro and Soldier are capable of producing all four main types of [[damage]]: [[Hitscan]], [[Projectiles#Explosions|Explosive]], [[Fire]], and [[Melee]]. Using this to your advantage, the two of you can exploit any existent vulnerability in the enemy.<br />
** This is especially useful for countering the [[Vaccinator]], as the pair of you can use two different types of damage to confuse a Medic.<br />
* Both of you are able to use the Reserve Shooter, which works extremely well between your ability to airblast and the Soldier's ability to [[Juggling|juggle]]. Coordinating attacks that keep your enemy in the air can result in quick airborne kills.<br />
** Soldiers with the [[Direct Hit]] will have a much easier time taking advantage of their ability to mini-crit airborne targets if you juggle them with your airblast.<br />
* Staying in range of your Soldier while he uses any of the [[Buff Banner]], [[Battalion's Backup]], or [[Concheror]] can result in great benefits for the two of you. The Buff Banner and Concheror buff your damage and staying power respectively, while the Battalion's Backup can let you use melees like the Axtinguisher or Powerjack with less risk.<br />
** Offensive weapons such as the Backburner and Phlogistinator become even more potent with a Soldier's buffs, making you an even bigger threat.<br />
* Soldiers are a common target for backstabs due to their high power, low speed, and team-boosting abilities. As always, spycheck. Any Spy you ignite can be eliminated by you or your buddy with little issue. If the Spy has the [[Spy-cicle]], he may enjoy temporary safety from your flames, but communicating his presence to the Soldier makes him a similarly easy target for your buddy's rockets.<br />
* Soldiers are comparatively more mobile than Pyros due to their [[rocket jump]]s, which can be an issue if you are required to travel a distance. Using the [[Detonator]] can better allow you to keep up with your partner, further increasing the dynamic of you and your Soldier's ability to push together.<br />
<br />
==={{class link|Pyro}}===<br />
While Pyros are often confined to close range, there is usually nothing scarier than seeing a pair of Pyros causing plenty of havoc. Whether you and your partner have similar loadouts or not, there is a larger dynamic in your firepower being doubled; enemies will usually have a hard time dealing with you.<br />
* Spies are absolutely hopeless in a fight against two Pyros so long as it takes place up close. If the two of your regularly spycheck, your team will have virtually no issues with Sappers or backstabbing.<br />
** Remember your range weakness; a sneaky Spy can still snipe you from afar with the [[Ambassador]].<br />
* When two Pyros pair up with friendly Engineers, you become a complete fortress that almost nothing can get past. By doubling the efficiency of pushing back ÜberCharges, airblasting projectiles, killing Spies, and removing Sappers with the Homewrecker, the pair of you are a blanket of safety for your team's Engineers.<br />
* If both Pyros have the same play-styles, your efficiency increases overall. Ambushes are successful more often, airblast fights are in your favor, enemy Pyros will be overwhelmed by your combined firepower, etc.<br />
** Some weapon pairs can potentially shut down unprepared teams if you coordinate; a Degreaser/Flare Gun/Axtinguisher set or a pair of Phlogistinators can cut down any unaware enemies almost instantly.<br />
* If the two of you have different play-styles, the complexity of fighting you two increases for any enemy.<br />
** One Pyro may have a flamethrower that focuses on utility, while the other might have an offensively inclined one, such as the Backburner or Phlogistinator. The utility Pyro can set up the offense Pyro for an attack by either pinning an enemy against a wall or other obstacle or reflecting incoming projectiles.<br />
** Your secondaries, if one is a Shotgun while the other is a Flare Gun, can result in two advantages in mid-range combat at once. The Pyro with a Shotgun or Reserve Shooter can more aggressively attack the enemy while the Flare Gun Pyro can hang back to carefully aim Flare Gun shots to crit or Scorch Shot attacks to deter the enemy's movement.<br />
** Your melee weapons, while not often used in direct combat, can alter your strengths and weaknesses. The Axtinguisher, Powerjack, or Back Scratcher allow for more front-line attacks. The Homewrecker, Third Degree, or Neon Annihilator are more situational, but can provide coverage where your partner might be at a disadvantage.<br />
* Accurate Pyro partners will find that coordinated Flare Gun fire can bring down tough opponents quicker than by oneself. An Engineer or Sniper caught out of place can be put down instantly with paired flares. Flares will have a hard time hitting Scouts, however, so be prepared to switch to your Flamethrowers to deal with the agile but fragile threat.<br />
* Solo Scouts tend to be less inclined to try to weapon heckle a Pyro duo, thanks to your ability to cover each other's weak areas. Two Shotgun Pyros can safely protect each other from potential heckling Scouts due to the Scout's inability to maintain range overlaps on both Pyros.<br />
* A Pyro duo will dominate close range combat, but will still be all but helpless at range. Unless the both of you use tactics beneficial to the class (such as taking flank routes and staying out of direct sight), you can be easily picked off by anything from Snipers to Sentry Guns. Plan ahead in order to let your strengths shine.<br />
<br />
==={{class link|Demoman}}===<br />
The Pyro and Demoman are opposites in the way their classes produce damage; the Pyro focuses on gradual and close-range damage, while the Demoman focuses on sudden, mid-range damage. However, working together allows you to fill in several team roles or perform more efficiently.<br />
* Like the Soldier, the two of you can produce all four damage types, letting you attack Vaccinator Medics in whatever resistance they are not using.<br />
* Together, you can both work as an attacking or defending duo.<br />
** On Offense, a Pyro can be the first to approach enemies in order to distract them with flames and weaken targets for the Demoman. Alternatively, the Pyro can hang back and fire flares while the Demoman begins an approach with his immense firepower.<br />
** On Defense, the Demoman can arm Stickybombs around the objective and fire grenades into choke-points while you're able to Spy-check and pick off any missed targets. When paired with another bulky teammate, you become the basis for your team's defensive ability.<br />
* When the Demoman takes up a [[Glossary of player terms#Demoknight|Demoknight]] style of play, your dynamic shifts entirely. You are now both at a disadvantage at ranged combat, but you also are now the two most deadly close-combat classes in the game, capable of taking down multiple foes in a single push should you get within range.<br />
** This gives you an advantage against identical classes in a two-on-two setting. Opposing Demoknights are still vulnerable to any bullet damage the Pyro creates, and can still be killed in one hit with a Puff and Sting. Likewise, a Pyro can be killed in one fell swoop if the Demoknight makes the most of his charge.<br />
** Having the Pyro airblast a target to pin them against a wall works wonders for your Demoknight, as he can go in for an easy kill with any of his melee weapons.<br />
*Both classes are weak at long range, so sticking together is key. A Pyro will benefit from a Demoman's excellent Sentry Gun killing power in order to get into effective distance, while a Demoman can survive longer if a Pyro constantly fires flares to distract enemy Snipers.<br />
<br />
==={{class link|Heavy}}===<br />
While not the most dynamic pairing out there, a Heavy benefits immensely from having a friendly Pyro defending them.<br />
* A Heavy's prior fear of being backstabbed, headshot, or eliminated by a Puff-and-Stinging Pyro are all relieved when a competent Pyro spychecks, uses a Flare Gun, and airblasts, respectively. This allows the Heavy to focus on attacking while the Pyro defends the two of them from pursuit.<br />
* The Pyro's greater speed but lower power neatly offsets the Heavy's weaknesses of great power but low speed, especially in regards to spinning up a primary weapon. If you are ambushed, the Flamethrower's speed and ease of use allows you to protect the Heavy and give him the valuable time he needs to ready his Minigun.<br />
* A Heavy and Pyro pair is especially fearsome when they flank their opponents. Heavies are extremely attention grabbing, letting the Pyro slip in to ambush opponents who are focused on or hiding from the Heavy. <br />
** If attempting this, the Heavy may find more success with the [[Tomislav]] due to its faster spin-up, higher accuracy and silence.<br />
* Heavies and Pyros are excellent defensive "turrets". When left with a [[Dispenser]], the two become a never-ending stream of firepower.<br />
** Heavies with the [[Huo-Long Heater]] provide even more fire coverage in addition to the Pyro's weapons, meaning the two become a literal firewall when working together near a sentry nest.<br />
* Regardless of the Heavy's large health pool, always extinguish them from afterburn. They may thank you back by giving you a well-needed [[Sandvich]].<br />
* Both of you have several weapons that can work well in tandem together.<br />
** [[Natascha]] can slow down enemies and allow the Pyro to go in for the kill. Likewise, the Pyro can airblast targets to make them easier for the Heavy to hit.<br />
** Pyros can airblast to set a Heavy up with a kill using the [[Killing Gloves of Boxing]], allowing Heavies using the Shotgun, [[Family Business]], or Tomislav to take advantage of their crits.<br />
** Heavies using the [[Fists of Steel]] and [[Gloves of Running Urgently]] can both take good advantage of the protection the Pyro provides, as the Heavy's apparent close-range weaknesses are nullified by the Pyro's close-range strength.<br />
* While not to be taken seriously, the Pyro and Heavy have two of the three most potent taunt kills. Pyros can destroy multiple foes and buildings relatively quickly with [[Hadoken]] while the Heavy can kill from a ranged distance using [[Showdown]]. A notable last-ditch effort to survive in [[humiliation]].<br />
* Much like you, a Heavy suffers from range issues, which may be a problem if there are multiple enemy Snipers. It is usually wise to always bring a Flare Gun in order to offset this; your Shotgun is far outclassed by the power of your buddy's Minigun. Additionally, he is very slow, so always keep around him as you may often find yourself in the fight before he does.<br />
<br />
==={{class link|Engineer}}===<br />
As an Engineer is constantly dealing with enemy projectiles and Spies, you are unsurprisingly the most useful pairing. While you may spend most of your time defensively, the plentiful benefits of working hand-in-hand more than make up for it.<br />
* Most Engineers are capable of fending for themselves as long as at least one Pyro is nearby, meaning you alone can provide protection for two or more Engineers in a sentry nest and maximize your team's defense.<br />
* The Pyro can airblast projectiles, hold off ÜberCharges, and spycheck with most flamethrowers. As long as you stay alive and do your job right, the Engineer has very little to fear in the chance of losing his buildings during an enemy push.<br />
** Most often, you will be dealing with Spies; they will usually be denied by your presence if you constantly fire flames around the nest. This does not prevent them from sniping you from afar with the Ambassador, so it is best to be on the move.<br />
** Another issue would be Stickybombs; the instant you see a Demoman firing a stream of bombs, push them away with your compression blast or destroy them with your Shotgun.<br />
** When an Übercharged enemy approaches, approach them while they are distracted by the Sentry Gun and airblast them. If they manage to get close, the knockback from the sentry will usually be enough to send them flying backwards.<br />
* The Engineer provides health and protection for the Pyro with his Dispenser and Sentry Gun, respectively. They shelter you from any chance of ambush, as any attacks made onto you will likely target the Sentry Gun first.<br />
* A Pyro with the Homewrecker, Maul, or Neon Annihilator can remove Sappers placed onto the Engineer's buildings, leaving a sentry nest alive even in the event that a Spy kills your Engineer.<br />
** This is beneficial even if you aren't being an Engineer buddy, as whacking a Sapper off a Teleporter can save precious resources and traveling time.<br />
* The Engineer can use his Wrangler to attack enemies from any range, providing you survival against enemy Snipers and Soldiers shooting from far away. This is respectively complimented by your flare guns and compression blast.<br />
** If your Engineer ally is using the Wrangler, be proactive in protecting him from flanking attacks so he can maximize the effectiveness of his Sentry Gun's increased fire rate and protective shield without worrying that he may be suddenly killed by a surprise Spy or Scout.<br />
* Remember to pick off attackers who are avoiding the Sentry Gun's field of vision. Enemy Pyros that squeeze just around sentry positions can kill your Engineer if you don't protect him.<br />
** Your airblast can also support a Sentry Gun by forcing threats it cannot see into its FOV (such as enemies hiding behind corners) before attempting to destroy the Sentry Gun.<br />
* The Backburner's from-behind crits will kill any inattentive Medic before they can deploy their Über, even if they are fully charged when you attack. As such, if you see a Medic combo moving towards your teams' Sentry Guns, getting behind them to kill the Medic will prevent them from using the Über.<br />
** Similarly, a well-timed critical Phlogistinator will melt them before they can react.<br />
* While you are the perfect Engineer buddy, you and the Engineer are vulnerable to Snipers due to being in a fixed position. The most you can do is use your Flare Guns to interrupt his sniping, or if your Engineer buddy decides to shoot him with the Wrangler.<br />
<br />
==={{class link|Medic}}===<br />
You are a Medic's fastest patient and the only pocket capable of directly defending your healer from damage with compression blasts. While not truly the strongest offensive combo, the duo are formidable at close-quarters fighting and picking.<br />
* As you can reflect projectiles and extinguish a burning Medic, this combo gives you the niche of mutual protection only rivaled by the Heavy himself. You are also quick enough to walk at the same pace as your healer, letting the pair get to places together while watching each other's backs.<br />
* The health buff given to you by the Medic is just enough to allow for more dangerous offensive approaches.<br />
** Tactics such as eliminating targets with the Axtinguisher or causing panic among a group of enemies become more effective, but be sure to look out for your healer due to your dependence of close range combat.<br />
* When Übered by your Medic's [[Medi Gun]], you are the truest counter to any enemy Übercharge. This is due to your ability to airblast, sending your targets to die from either being juggled by a sentry or dying from environmental damage. Even without an Über, you can still distract an Übercharged enemy by constantly keeping them in the air, wasting their charge in the process.<br />
** If the opponent uses a [[Megaheal]] and can't be knocked back, you can still use the Axtinguisher or its variants to finish off the enemy Medic with no risk.<br />
* When charged by a [[Kritzkrieg]], you are a complete force to be reckoned with in that you provide extremely high damage output very quickly. The sight of a crit-charged Pyro alone is enough to make the entire enemy team retreat from a push.<br />
** This is best done in enclosed spaces or as an ambush, since your enemies will have little space to maneuver and won't see you coming.<br />
* Vaccinators are excellent for Pyros, as you benefit from each of the resistances. Enemy Pyros using a Shotgun, Snipers, and other hitscan enemies will be less of a nuisance when given bullet resistance. Explosive resistance is complimented by your ability to reduce the damage of projectiles by reflecting them, and fire damage is nonexistent between your afterburn immunity, added resistance, and ability to extinguish your Medic.<br />
* Compared to a Soldier or Demoman, you are mostly ineffective for destroying Sentry Guns head-on due to their bullets having high knockback. If you attempt an ambush from above, you will likely get sent flying a ways off.<br />
** Always take on Sentry Guns from the side, where they will take some time to turn.<br />
* Some weapon combinations work well in tandem with a healer.<br />
** The Phlogistinator's "Mmmph" charge can be gained much easier, allowing you to be extremely aggressive.<br />
** In a duel between Medic-pairs, the odds will be tipped in your favor if you use a Third Degree.<br />
** Airblasting your opponent to let the Medic finish them off with an [[Ubersaw]] can allow for some quickly-built ÜberCharges, potentially winning you the game.<br />
** Bring along the Homewrecker if you are committed to taking on a Sentry Gun while Übercharged.<br />
* As your effectiveness is limited by your short range, you will be forced to play more defensively on open maps. It might be more effective to let a Medic pocket a class with a higher effective range in that case, while acting as a supportive defender yourself.<br />
<br />
==={{class link|Sniper}}===<br />
Given the Pyro and Sniper's range differences, you will not often interact with one. However, there is still a bit of chemistry to be had with a friendly Sniper.<br />
* The duo offer extreme opposites in combat. While you fight at close-range, the Sniper supports at long-range. Coordinating with one an can compliment well, as the opponent will have to avoid both flames and accurate bullets.<br />
** Your flames can be an excellent distraction tool too, as burning enemies will usually be too focused on getting away and towards a health source, which a Sniper can capitalize on.<br />
* Hanging around a Sniper can benefit them greatly.<br />
** If the Sniper is using a Sniper Rifle, being around them offers protection from Spies, allowing the Sniper to use a different secondary from the [[Razorback]], and your Flare Gun can harass enemy Snipers in addition to your own Sniper's attacks. Additionally, enemy Pyros that harass your Snipers can be relieved of the afterburn that would mess up their aim by using your airblast.<br />
** For front-line Snipers who use the [[Huntsman]], you can light their arrows on fire to provide afterburn on any enemies they hit, and airblast their targets to provide them with an easy shot.<br />
* [[Jarate]] is the most beneficial secondary the Sniper can provide for you. Enemies that are both on fire and doused in Jarate will take mini-crit afterburn damage, causing rapid damage that can fill up a Phlogistinator's 'Mmmph', should you be carrying one. A group of Jarate-doused enemies is also a great target for the Detonator or Scorch Shot, since you will deal mini-crit fire damage to all of them, and the Neon Annihilator, which deals full crits against wet targets.<br />
** Similarly, a Sniper carrying the [[Sydney Sleeper]] can be a great help, even from the rear lines. Inflicting Jarate on enemies from across the battlefield can quickly turn an otherwise fair or losing fight back in your favor thanks to the mini-crit damage of your weapons and afterburn. Fighting nearer to the enemy also means that they are less likely to target the Sniper. As the Sydney Sleeper does not require accurate headshots to be effective, this allows the Sniper a little more leeway and therefore more speed in placing a shot that can help you. Don't be afraid to request an assisting shot on a target for if you know one of your team's Snipers carries the Sleeper. Finally, the Sleeper can extinguish teammates from afar, allowing the both of you to keep teammates safe from flames.<br />
** If a Sniper lands a hit with the [[Tribalman's Shiv]] on an enemy covered in Jarate and on fire, it's essentially guaranteed that any 125 HP class will die from the gradual damage alone should they not reach a [[Medkit]].<br />
* If you are receiving supporting fire from a Sniper, be mindful of the limitations of the game's rendering, and do not aim your flames into the line of sight between them and their targets. Flames are translucent, but they can obscure some of the opponent's model while active, which may make headshots more difficult to place.<br />
* Due to the Sniper being fit for long range, expect either of you to be vulnerable at any given point; protecting one teammate means sacrificing the safety of another. If you need to fight together, try not to position yourself with your teammate, as enemies might end up eliminating the both of you.<br />
<br />
==={{class link|Spy}}===<br />
A Spy and Pyro duo seem counterproductive, as they are only usually seen combating each other when on opposite teams. It's rare for the two on the same team to be found doing something together, but possible nonetheless.<br />
* Predictably, friendly Spies will usually be on fire. Put them out as soon as possible to keep their disguise up. As a perk, you'll know if it is an enemy Spy right away if the compression blast pushes him back.<br />
** This can also allow you to gain multiple crits with the Manmelter.<br />
* The Spy's Revolvers and ability to see enemy health helps a lot with picking off weakened enemies. As your afterburn usually leaves injured enemies retreating, he can land the last hit against them before they reach a health source.<br />
* Both classes are excellent ambushers, with the Pyro being better at direct confrontations and the Spy having the advantage of surprise. A simultaneous ambush between the two can potentially take out an entire group before they know what hits them.<br />
** In situations where you are cooperating with a Spy for an ambush, consider allowing the Spy to go and take out the heavier classes first, such as Heavies and Soldiers. As he can approach without being easily detected, this lets him remove the most dangerous threats immediately, and allows you to come in and clean up distressed Medics or other, less powerful classes. Remember to switch to a weapon other than your Flamethrower to avoid having its long barrel give away your hiding places while you two wait for the other team.<br />
* If the Spy goes in to sap a Sentry Gun, you can jump in and finish up the sentry and Engineer before he has time to remove it. This is very beneficial since you can actually approach the sentry without getting knocked back, and flames go straight through buildings.<br />
** Alternatively, going in with a Homewrecker can break the Engineer's building before he has time to save it.<br />
* Do not be afraid to split up from a Spy and attack from two directions, especially if the Spy is able to get behind the Medic combo or a group of enemies. As the instinctive response of many players is to backpedal away from a rampaging Pyro, this presents plenty of juicy targets for an opportunistic Spy who can backstab enemies as they unwittingly back up into him.<br />
** This is especially useful if you equip strong offensive weapons such as the Backburner or Phlogistinator, allowing you to be extremely attention-grabbing. Enemies focused on fighting you will only be avoiding your flames at all costs, giving your Spy the perfect opportunity to backstab while waiting safely with the [[Cloak and Dagger]].<br />
** Roles can be reversed if the Spy functions as a decoy with the [[Dead Ringer]], as you can capitalize on enemies distracted by his fake death by ambushing them. The Backburner works well in this way, as it functions much like the Spy's [[backstab]].<br />
* Play bait for one another. If a Spy is being chased by a faster but weaker class like a Scout or Medic, lure the pursuer into a room where the Pyro can toast them. Conversely, if the Pyro finds themselves opposed by a powerful but slower combat class like the Soldier or Demoman, they can lure these larger enemies into giving chase, leaving themselves vulnerable to a sudden backstab.<br />
* As the Spy can completely disappear and walk through enemy territory without being detected, it is likely that you might not be able to follow him. Similarly, a Spy that follows too close to a Pyro will often get fired upon by complete accident. Strike a balance if you plan to work together as a team.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Ambushing]]<br />
<br />
== References ==<br />
<references/><br />
<br />
{{Class strategy}}<br />
{{Pyro Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Pyro]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Scout_strategy&diff=2393910Community Scout strategy2019-02-11T17:52:50Z<p>MK38993: </p>
<hr />
<div>[[File:Community_Scout_Strategy_Header.png|350px|right|"LOOK AT ME!"]]<br />
{{Quotation|'''The Scout''' on impersonators|Hit the road, bozo, let a real Scout get to work!|sound=Scout_dominationsct03.wav}}<br />
<br />
The [[Scout]] has the fastest movement [[speed]] of the nine mercenaries, the ability to double jump, captures objectives and pushes payloads at double the regular speed, and deals a consistent amount of damage from short to medium range. These attributes make him great for quickly completing objectives, such as capturing [[Control Point (Objective)|Control Points]], and optimal for one-on-one battles when timed correctly. However, his maximum base health of 125 makes direct confrontations against some mercenaries difficult and risky. Optimal combat involves [[Strafing|circle strafing]] or [[#Weapon Heckling|weapon heckling]], techniques that help the Scout avoid and simultaneously put out as much damage as possible.<br />
{{TOC limit|limit=3}}<br />
<br />
==Quick tips==<br />
* You have double the capture rate of any other class. If you're anywhere near an unguarded enemy [[Control Point (Objective)|Control Point]], stand on it in order to aid your team and sometimes distract enemies from your team.<br />
** In [[Payload]] maps, crouch-walking behind the Payload to use it as a shield can be very useful since your body and hitbox is smaller than other classes and can fit behind the Payload easily. This is particularly effective against stationary Sentry Guns, as they cannot target anyone they do not have a direct line of sight to.<br />
<br />
* Know where the [[Health|health packs]] are on every map, because you will usually work alone and thus be out of reach of your team's Medic(s).<br />
** You can use the [[Mad Milk]] on maps with few health packs to avoid having to leave combat for healing. Additionall, Mad Milk can be used to support your team in a firefight.<br />
<br />
* Attempting to out-gun tougher classes directly is unwise unless you know they are low on health.<br />
** Use your maneuverability to catch enemies (especially tougher classes) off-guard. Your extra speed and double jump can get you over gaps and other obstacles that block most of the other classes. Constantly strafe when your enemy decides to engage you.<br />
<br />
* [[Sentry Gun]]s should be avoided because the Scout relies on not being hit; a Sentry Gun's attacks are very strong, have high knockback, and its bullets never miss, making it a natural counter.<br />
** However, it is possible to destroy a lone Sentry by finding cover near it, exiting cover whilst shooting at it, and retreating to cover repeatedly, as well as with circle-strafing.<br />
** [[Bonk! Atomic Punch]] can be used to distract an enemy Sentry Gun while a teammate destroys it, or to run past the Sentry Gun while avoiding damage. Remember, bullets knock you back, so make sure that the sentry does not pin you against buildings or other obstacles, or you will die as soon as your invulnerability wears off.<br />
* As the class with the fastest base speed in the game, you should leave [[Teleporters]] for other classes to use. Unless the distance is significant enough, the teleporter is Level 3, or if you are sure they will be able to recharge before other teammates come by, it is best to run to the control point instead.<br />
<br />
==General==<br />
===Combat===<br />
* The Scout excels at one-on-one combat. Wandering or lone players (such as Spies and enemy Scouts) are good targets for a Scout, but if they see you coming, you will not last long. Instead, ambush them from above, behind, or anywhere else from which they can not see you first.<br />
<br />
* Refrain from excessively using your Bat or other melee weapons in combat. They may hit fast, but the low damage output with a small health pool most likely won't end in your favor. <br />
<br />
* Call for help if you can't handle enemies by yourself. Your firepower is generally only effective against a single target. Once enemy reinforcements arrive, you'll be forced to retreat.<br />
<br />
* Your speed is useful for avoiding [[backstab]]s and [[headshot]]s; however, jumping will leave you suspended in a predictable arc against [[Sniper]]s. Use the double jump mechanic (while rapidly pressing crouch) to jump erratically to avoid their shots, but be warned that many Snipers will wait for you to use your double jump, after which you will fall predictably to the ground and may be easier to hit.<br />
** You should also be aware of common sightlines in various maps, so you aren't always worrying about whether a Sniper might be looking at you or not.<br />
<br />
* Open ground lets you use your maneuverability most effectively; tight spaces limit your evasive options and will make staying alive much harder.<br />
<br />
* When playing as Scout, keep moving. If a confrontation goes poorly, you can always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.<br />
** Never stand still when you are attacking someone as a Scout - your movement is the only way to prevent yourself from dying quickly, thanks to your low base health. Use your speed to your advantage by strafing left and right while attacking someone. Keep your distance when facing classes such as Soldiers and other Scouts, as a Soldier's rockets at close range do 90+ damage and a Scattergun will do the same damage as yours. When facing other Scouts, try to mirror their strafing movements to make them easier to hit. Once you get below 75 health, start to either make a retreat or jump around erratically to try and land a solid hit to finish the other Scout off.<br />
* If you find yourself circling an enemy, focus on your strafing and jumping, and fire your weapon only when your crosshair lines up with your target. This makes it more difficult for your enemy to hit you.<br />
<br />
* Find a mouse sensitivity that is suitable for '''you''' while playing Scout. A high sensitivity lets you quickly switch targets as you move, while a low sensitivity, paired with more mouse movement, makes it considerably easier to land point-blank shots with your Scattergun.<br />
** Optimal sensitivities may vary from person to person. Don't be afraid to try out new sensitivities in order to find one that works best for you. Try to use a new sensitivity for at least a few days before switching to a different one.<br />
<br />
* When low on health, wait for the right moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating quickly to avoid enemy fire.<br />
<br />
* The Scout has the smallest hitbox and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.<br />
** Take note of the object you are hiding behind. If it is tall but narrow, deploying your Bat will allow you to hide without your Scattergun or [[Pistol]] protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.<br />
<br />
* Try to be unpredictable while fighting classes that are using [[hitscan]] weapons, such as the [[Shotgun]]. Hitscan weapons, usually bullet-based weapons, will instantly hit you as they do not have travel time, unlike a Rocket Launcher or a Flamethrower.<br />
<br />
* When fighting enemy [[Pyros]] that are attempting to [[airblast]] you in a predictable arc to kill you with their secondary, use your second jump to escape from above.<br />
** You run backwards at the same speed as you run forward, meaning you can run back from enemy Pyros while shooting at them without the risk of being ignited.<br />
<br />
* Do not confront a Sentry Gun unless necessary. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry to turn back to its default position.<br />
** It is also possible to circle-strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This can be difficult, however, and requires that you be somewhat close to the Sentry Gun while also being able to adjust your aim with your constant movements, which may be more difficult if you have a lower mouse sensitivity.<br />
** Generally, if a Sentry Gun has an attentive Engineer nearby, it is best to find another route instead of trying to destroy it.<br />
<br />
===Speed===<br />
* Your speed allows you to decide which battles to engage in; enemies cannot escape from you if you pursue them, nor can they catch you if you don't want to fight them.<br />
<br />
* Your high mobility makes you more difficult to hit, and at long range, your speed can render certain projectile weapons useless, since you can easily dodge these attacks.<br />
<br />
* You can reach health/ammo kits or Dispensers more quickly than other classes when needed, minimizing your downtime.<br />
** However, be mindful of other players that might need a health kit more than you do, as your fast speed means you can easily find another one slightly further away.<br />
<br />
* [[Death]] is less of a penalty for you since you will spend less time than other classes running to where the battle is. Still, be wary that you may die often due to your low health, and [[respawn]] times are not reduced for you.<br />
** You are often the first to the fight at the beginning of the round. Be cautious, though, as you won't be the only one on the battlefield for long.<br />
<br />
* Because you can easily outrun other classes, it is possible to [[backcap]] [[Control Point (objective)|Control Points]] and other objectives. If the point captures quickly enough, this will lock the enemy out of capturing your own Control Point, forcing them to fall back.<br />
** Even if you do not manage to capture the point, you can still divert enemy forces so that some must run to deal with you, which you can then engage or simply escape.<br />
<br />
* You are the ideal [[Capture the Flag#Intelligence|Intelligence]] carrier due to your mobility. With good planning, firepower, and luck, you can snatch the Intelligence from enemy-guarded territory and still make it out alive.<br />
<br />
* Run into players to [[Spy checking|Spy check]], as this can conserve ammo, and your high mobility means that doing so won't be much of a time penalty. If you don't pass through them, and instead bump into them, then they're a disguised Spy. One or two point-blank shots from your primary will be enough to kill the Spy. Be sure to keep your distance and never turn away, lest you open yourself up for a [[backstab]].<br />
**[[Mad Milk]] can be useful for tracking down a cloaked Spy, as it allows you to see him while he’s invisible. He will be unable to escape you until the debuff wears off - your speed allows you to pursue him easily.<br />
<br />
* Medics who heal you will be able to match your speed - help them reach the front lines faster! Try not to use your double jump too much - you might leave him behind a barrier he cannot cross and leave him open to enemy attacks.<br />
<br />
===Weapon Heckling===<br />
* '''Weapon heckling''' is a tactic that involves deploying a weapon that outranges or overpowers the current weapon your opponent is holding. While every class is capable of doing this with varied results, the Scout's natural speed and his weapons (with different optimal ranges) allow you to pull this off with much more efficiency.<br />
<br />
* Know the optimal range of your weapons and use them when your opponent is using a weapon that cannot significantly harm you at said range.<br />
** For example, if a Soldier is your target, move in close (though not too close) and blast him with a Scattergun at close range. If he knocks you back with the Rocket Launcher, draw your Pistol and fire at medium range, where rockets take some time to reach. If he switches to the Shotgun to deal accurate and instant damage, get close again and shoot with the Scattergun, where his Shotgun will deal less damage than his Rocket Launcher.<br />
<br />
* Weapon heckling is as important when fighting enemy Scouts as it is with fighting other classes. It is usually more effective to use your Pistol over a Scattergun at medium range, for example, in order to maximize your damage and still have extra Scattergun shots in reserve.<br />
** As both of you will usually be avoiding each other's shots, it is sometimes possible to bait the enemy Scout into using up all his Scattergun shots, then taking advantage of his reload time and running in with your Scattergun or Bat.<br />
<br />
[[Image:Scoutjump.png|right|200px|thumb|The Scout's double jump is incredibly versatile; use it well.]]<br />
<br />
===Jumping===<br />
* Whichever movement key is being held at the time of the [[Jumping#Double Jump|double jump]] is the direction you will go. This allows you to instantly change direction in mid-air and confuse enemies.<br />
** Performing a double jump without pressing a movement key will cancel all horizontal momentum, regardless of your current speed. As a result of this, try to predict where enemies are aiming before double jumping.<br />
<br />
* Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. However, experienced players can wait for you to commit to your second or [[Atomizer|third jump]] before attempting an [[Aerial|airshot]]. Once you've committed, your trajectory is mostly locked and skilled players can easily predict your path and severely damage or outright kill you either before or right when you reach the ground.<br />
** An example is with [[Snipers]]: most usually aim where they expect you to be just after they zoom in, and double jumping will throw them off. Skilled Snipers, however, can use this to predict the path of your second jump, since you cannot move in mid-air after using it, and line up a headshot at your inevitable location.<br />
<br />
* Double jumping just before you hit the ground will negate [[fall damage]], regardless of the distance you’ve fallen.<br />
<br />
* Use the double jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above to take enemies by surprise, using your double jump to negate fall damage. You can confuse enemies by falling from above, firing at them, then jumping over their head as they turn around to see what hit them. This will often allow you to land one or two free hits on them before they figure out where you are.<br />
<br />
* Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.<br />
<br />
* Make sure you jump before falling from a ledge if you're double jumping to another spot. Falling off negates your first jump, so be careful.<br />
<br />
* If you are under fire, try double-jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.<br />
** A slightly difficult, yet potentially useful strategy is to jump on top of an enemy’s head, and attack from there. This is best used against Heavies, whose slow movement speed makes it easier to stay on top of them. However, they will be able to kill you quickly from close range, so only engage Heavies when they are vulnerable and on low health.<br />
<br />
* You are able to perform a triple jump of sorts if the [[Force-A-Nature]] is equipped as your primary weapon, as the [[knockback|recoil]] from firing can be used to propel yourself a few feet in the opposite direction of where the shot was fired. To do this, jump and then double jump, and while in the air after the second jump, aim directly down and shoot. It will propel you into the air, effectively giving you a third jump.<br />
** The Force-A-Nature can be used for a single, very high jump if timed correctly. Whilst running forward, aim down and jump. As you leave the ground, immediately shoot directly down. You will go much further into the air than a regular double jump would, and you'll still have your double jump.<br />
** Similar results can be achieved using the [[Boston Basher]]'s [[Bleed|self-damage]], though this costs a lot of health to use.<br />
** The [[Atomizer]] allows you to do a triple jump in the same manner as regular jumping, but you must have it deployed.<br />
*** You can use the Force-A-Nature and the Atomizer together to perform a [[Jumping#Quad jump|quad jump]].<br />
*** The [[Soda Popper]] allows you to quintuple jump after filling the Hype meter; however, this does not stack with the Atomizer.<br />
*** When active, the [[Winger]] increases the height of all your jumps, allowing you to boost any previously mentioned jump techniques.<br />
<br />
==Weapon Specific==<br />
===Primary Weapons===<br />
====[[Scattergun]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Scattergun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
| rowspan="5"|6<br />
| rowspan="5"|32<br />
| rowspan="5"|90-110<br />
| rowspan="5"|15-30<br />
| rowspan="5"|3-6<br />
| rowspan="5"|183<br />
|-<br />
! {{Table icon|Festive Scattergun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Festivized Scattergun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Scattergun|icon-size=40x40px}}<br><br />
'''[[Botkiller Scattergun]]'''<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Australium Scattergun|Advanced+ Mann Up Reward|title={{common string|Australium item|Scattergun}}}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|}<br />
<br />
* With six shots, the Scattergun is your most reliable primary weapon for prolonged combat. This comes at the cost of a relatively long reload time when it is empty, so try to keep at least two shots loaded before engaging the enemy.<br />
<br />
* The Scattergun does large amounts of damage at close range — one shot deals 105 damage if all bullets connect at point-blank range, slightly more than a [[Shotgun]] (which in comparison only does a maximum of 90 damage at point-blank range). This makes three shots enough to take out a non-overhealed [[Heavy]]. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off-guard.<br />
<br />
* Range severely reduces the Scattergun's damage. If you haven’t been noticed yet, avoid firing early. Wait until you are just a few feet away from the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This also may negate the need for reloading in the middle of a fight.<br />
** This is a major factor in fighting Soldiers. Two shots are enough to take down a Soldier at point-blank range, while you need three to do the same at a slightly greater distance. The difference between needing only two shots to kill and needing three is huge against a class whose primary weapon can easily kill you. Sneak up, flank, close the distance, and score two point-blank shots to eliminate him before he can react.<br />
<br />
* When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.<br />
<br />
* A trick that may work against newer Scouts is to shoot 3-4 shots from the Scattergun and then reload one shot. If the enemy sees you reloading, they may believe it is safe to rush up to you, giving you an easy chance to dodge and kill.<br />
<br />
====[[Force-A-Nature]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Force-A-Nature|Unlock}}<br />
| align="center" rowspan=3 | {{Icon killicon|weapon=Force-A-Nature}}<br />
| rowspan=3 | 2<br />
| rowspan=3 | 32<br />
| rowspan=3 | 88-105<br />
| rowspan=3 | 16-38<br />
| rowspan=3 | 3-6<br />
| rowspan=3 | 194<br />
|-<br />
! {{Table icon|Festive Force-A-Nature|Uncrate}}<br />
|-<br />
! {{Table icon|Australium Force-A-Nature|Advanced+ Mann Up Reward|title={{common string|Australium item|Force-A-Nature}}}}<br />
|}<br />
<br />
* The Force-A-Nature is an unlockable primary weapon for the Scout. It has only has two shots per clip, fires considerably faster than the stock Scattergun, and reloads both shots at once. It also has 10% less damage per pellet in exchange for 20% more pellets per shot, making it deal slightly more damage per shot than the Scattergun. The Force-A-Nature will [[Knockback|knock nearby targets back]], and when he is in mid-air, the Scout as well. This mechanic allows [[Jumping#Triple Jump|triple jumps]] (and [[Jumping#Quad Jump|quadruple jumps]] if accompanied by the Atomizer).<br />
<br />
* The Force-A-Nature's high burst damage and quick firing speed make it good at hit-and-run tactics. However, try not to get into a firefight with many enemies at once, as its slow reload time, small magazine, and short range is not suited for large, prolonged shootouts. Instead, try flanking to take on a single isolated enemy. Try not to approach them from the front; instead, attack from the side or behind, where you can close in easily.<br />
<br />
* Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.<br />
<br />
* Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you, and firing at the end of your second jump. Another method is to jump, fire quickly, and jump again. Only fire one shot, as firing a second shot while still in the air will not have any further effect on your velocity.<br />
** Use your recoil to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players don't usually look up. The Force-A-Nature works better while the target is busy with something, such as an [[Engineer]] setting up a building.the push force should be reduced so it will not send them so far but a fair distance<br />
<br />
* Use the Force-A-Nature's knockback ability to your advantage, since it can send enemies flying several meters and into [[Environmental death|hazards]] such as the [[Environmental death#Pitfall|pits]] in [[Lumberyard]] and [[Steel]]. It's particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective, and retreat to reload and strike again.<br />
** The knockback can be a double-edged sword, so if at all possible, determine where your shot will throw them into. It's not hard to accidentally send your target into a med-kit, into the safety of [[Sentry Gun]] coverage, or even into a cluster of his teammates.<br />
*** Use the knockback to push people into walls, giving you an easy second shot to finish them.<br />
<br />
* The Force-A-Nature can push ÜberCharged enemies. Use this to either push enemies away from your teammates or break the [[Medi Gun]] beam and attack the now-vulnerable target.<br />
<br />
* The Force-A-Nature is generally easier to use when you are grounded, as your enemies will take the full force of the weapon's knockback and you won't lose control. When firing in the air, the knockback keeps enemies pinned down for a second, but your shot will blast you slightly backwards, which can throw off your aim and send you in a predictable path for people to fire at you.<br />
<br />
* If you equip the Force-A-Nature, consider equipping the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload. An alternative method is to use your Bat for the finishing hit, in which case it would be ideal to knock the enemy into a wall or the air first for an easy follow-up swing.<br />
<br />
* With fixed bullet spread on, the pellets from the shot will fire in a 3x3 grid. The extra two pellets will fire to the right of the center, making medium range engagements easier if you aim slightly to the ''left'' of the target.<br />
<br />
====[[Shortstop]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shortstop|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
| rowspan=2 |4<br />
| rowspan=2 |36<br />
| rowspan=2 |69-72<br />
| rowspan=2 |24-48<br />
| rowspan=2 |6-12<br />
| rowspan=2 |144<br />
|-<br />
! {{Table icon|Festivized Shortstop|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
|}<br />
<br />
* The Shortstop is a craftable primary weapon for the Scout. It has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets per clip. When active, it makes the Scout 20% more vulnerable to [[Knockback|push force]] taken from [[damage]], explosions, or the Pyro's [[compression blast]]. Additionally, it allows the Scout to "shove" a single enemy away with secondary fire, causing them to get knocked back a short distance.<br />
<br />
* Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the [[Heavy]], who may survive the four shots of the Shortstop and may kill you as you reload.<br />
** This can be mitigated by using the [[Mad Milk]], which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots. Alternatively, use a damaging secondary like the Pistol to avoid having to wait for the Shortstop to reload.<br />
<br />
* It can be deceptively difficult to hit opponents with the Shortstop, since it only fires four pellets in a narrow spread. As such, treat the weapon somewhat like a [[Revolver]]: you have to aim accurately with your crosshair in order to deal good damage at medium range, while its spread and damage makes it useless at long range.<br />
<br />
* This weapon fires two seconds of [[critical hits]] whenever it randomly crits, similarly to the [[Pistol]]. Hence, while crits from this weapon only deal a maximum of 144 damage per shot, you will be able to fire up to four critical shots to make up for it.<br />
<br />
* The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.<br />
<br />
* The Shortstop works well for dealing with [[Sentry Gun]]s. A Mini-Sentry Gun will go down in about a clip, even when you're standing outside of its range, and standard Sentry Guns will take significant damage from the Shortstop's increased damage per pellet.<br />
<br />
* This weapon grants you a unique "shove" mechanic if you have the Shortstop as the active weapon, allowing you to push away enemies that are close by. This is useful for giving you space, since the Shortstop lacks the damage ramp-up of your other primaries, and can also forcibly reposition foes or push them into a [[Environmental death|hazard]] such as a [[Environmental death#Pitfall|pitfall]] or friendly [[Sentry Gun]]s.<br />
** Unlike the [[compression blast]], your shove doesn't happen instantly, and has a longer cooldown time between shoves. Time them carefully.<br />
<br />
* While the 20% increase in knockback taken allows classes with knockback capabilities (like the [[Pyro]]) to easily push you into an environmental hazard, you can use this to your advantage; the knockback allows you to "surf" and escape from your pursuer.<br />
** Make use of air-strafing to control your trajectory if attempting this. Not only will this make you more mobile, but will also make it harder for enemies to hit you while airborne. To air-strafe, hold down a directional key (left or right) and turn your mouse slowly in that direction.<br />
*** {{botignore|Miniguns}} and Mini-Sentry Guns can be great sources of knockback to surf off of at medium range, as they shoot at a consistent rate. This should only be attempted if you have a decent amount of health left, as Heavies especially can shred you in a second with their primary.<br />
<br />
* The [[Crit-a-Cola]] pairs well with this weapon, as the Shortstop's faster firing rate will maximize the potential of the [[mini-crit]] boost's duration, while its high damage per pellet and greatly increased accuracy will make you quite powerful at range.<br />
<br />
====[[Soda Popper]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=6 | Damage<br />
|-<br />
! class="header" width="7%" | Loaded<br />
! class="header" width="7%" | Carried<br />
! class="header" width="7%" | Point Blank<br />
! class="header" width="7%" | Medium Range<br />
! class="header" width="7%" | Long Range<br />
! class="header" width="7%" | Critical<br />
! class="header" width="7%" | Damage to Activate Hype<br />
! class="header" width="7%" | Hype Duration<br />
|-<br />
! {{Table icon|Soda Popper|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
| rowspan=2 |2<br />
| rowspan=2 |32<br />
| rowspan=2 |104<br />
| rowspan=2 |24-67<br />
| rowspan=2 |3-26<br />
| rowspan=2 |180<br />
| rowspan=2 |350<br />
| rowspan=2 |8 seconds<br />
|-<br />
! {{Table icon|Festivized Soda Popper|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
|}<br />
<br />
* The Soda Popper is a craftable primary weapon for the Scout. It is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, faster reload time compared to the Force-A-Nature, and no knockback. In addition, the weapon has a "Hype" meter that fills by dealing damage with any weapon while having the Soda Popper equipped. When completely filled, alternate fire activates "Hype mode" and grants 5 extra air jumps for 10 seconds. The Hype meter takes roughly 350 damage to completely fill.<br />
<br />
* Like the Force-A-Nature, the Soda Popper is generally useful for hit-and-run tactics due to its reduced magazine size. However, it reloads faster than the Force-A-Nature, making it better for offensive fighting.<br />
** As with the Force-A-Nature, reloading after firing one shot wastes the second shot, so try to make sure both shots are used for efficient ammo usage.<br />
<br />
* Similarly to the [[Baby Face's Blaster]], you need to deal damage to fill up the Soda Popper's Hype meter. It takes approximately 4 point-blank shots from the Soda Popper, 16 shots from the Pistol, or 10 swings from the Bat to do so.<br />
<br />
* The extra midair jumps enhances your already good mobility. Classes that rely on tracking a target (such as the [[Sniper]]) or projectile classes with slow projectiles (like the [[Soldier]]) will have an even harder time landing direct shots on you before you land.<br />
** A good tactic is to constantly keep in the air with your extra jumps while firing downwards at your target. This lets you chip at your opponent's health while you evade all damage.<br />
<br />
* On large maps such as [[Frontier]] or [[2Fort]], Hype can be used to find alternate routes around the enemy, or to simply get somewhere faster.<br />
<br />
* This weapon pairs very well with the [[Winger]], as its increased jump height lets you reach even greater heights when using the Soda Popper's Hype. It also serves as a backup weapon for opponents that survive both shots of your Soda Popper, though other pistols will be more effective for dealing damage.<br />
** The stock [[Pistol]] is also a good choice as a backup weapon, as it is more useful in prolonged combat.<br />
<br />
====[[Baby Face's Blaster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Baby Face's Blaster|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Baby Face's Blaster}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 10-40<br />
| 3-10<br />
| 180<br />
|}<br />
<br />
* The Baby Face's Blaster is a craftable primary weapon for the Scout. It acts like the Scattergun, but decreases the Scout's base speed by 10% and only has four shots per clip. However, it has a boost meter: as damage is dealt, the meter fills and the Scout's speed increases. At full boost, the Scout runs 40% faster than a normal Scout. The boost decreases when receiving damage and upon a double-jump, and is lost upon death.<br />
<br />
* The Baby Face's Blaster is a strong weapon for those who stick to a "hit-and-run" playstyle. The quick speed allows a skilled player to avoid a fight as to keep their boost from being drained, and take small chunks of health from a target multiple times before killing them.<br />
** However, its reduced clip size makes direct confrontations riskier, as you have less margin for error. Ambushes become less effective as well, as the number of enemies you can damage and/or kill with a clip decreases.<br />
<br />
* Your priority should be constantly gaining boost while using this weapon, due to the benefits you gain with increased speed and how easy it is to lose charge.<br />
** It takes 100 damage from any weapon to fill the boost bar, such as a point-blank shot from the Blaster. However, it only takes 25 damage to completely drain a full boost bar, making an enemy Scout's [[Bat]] swing or a single close-range Winger shot enough to take away all your increased speed. Keep scoring hits on opponents so your boost is always high.<br />
<br />
* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only [[Sentry Gun]]s, the [[Natascha]], and [[Flame Thrower]]s are constant threats. However, your inability to double jump without losing your boost means you will have a harder time dodging [[projectile]]s such as [[Rocket Launcher|rockets]].<br />
** Your high speed will make it even more difficult to aim at times, so try and adjust for that by ambushing enemies, who will have no time to dodge.<br />
<br />
* Your full speed boost is capable of chasing down or retreating from any opponents, even enemy [[Scout]]s.<br />
** The only exceptions are enemy Scouts with the same weapon at full charge, a [[Chargin' Targe|charging]] [[Demoman]], or explosive jumping enemies. Have this in mind when fighting against any of those.<br />
<br />
* The Baby Face's Blaster is useful for reaching to and capturing objectives. It is especially useful for grabbing the Intelligence on [[Capture the Flag]] maps and returning it quickly.<br />
<br />
* Air jumping will deplete 75% of your boost, making double jumps riskier if you want to keep your boost. Make sure your air jump is worth the sacrifice, such as to dodge a rocket that would have drained all of your boost anyway.<br />
<br />
* There are some instances to take note of when collecting boost:<br />
** Shooting an enemy Scout under the effects of [[Bonk! Atomic Punch]] ''will'' charge the Blaster's boost.<br />
** Shooting an enemy under the effects of a stock [[Medi Gun]]'s Übercharge will ''not'' charge the boost.<br />
<br />
* Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols at a distance for small gains, get a [[Flying Guillotine]] hit to instantly charge your meter, or drink [[Crit-a-Cola]] and blast at range.<br />
<br />
* The [[Fan O' War]]'s mark for death can help with collecting boost. However, you have to actually hit someone with it first, which can be difficult with your initially reduced speed, and will make you a vulnerable target.<br />
<br />
* The [[Atomizer]] is not recommended to use with this weapon, as a triple jump will remove all your boost. However, it will make your jumps more effective when you actually need to use it.<br />
<br />
* The [[Winger]]'s additional jump height can be used instead of a double jump, allowing you to keep your current boost.<br />
<br />
*The [[Boston Basher]] will charge up to 85% of your boost meter on a successful hit, but missing and hitting yourself will often fully drain it.<br />
<br />
====[[Back Scatter]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Back Scatter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scatter}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 8-32<br />
| 2-8<br />
| 180<br />
|}<br />
<br />
* The Back Scatter is a craftable primary weapon for the Scout. It deals mini-crits when fired at close range from behind, at the cost of 20% increased bullet spread and a reduced clip size of four.<br />
<br />
* In general, the Back Scatter acts as an ambushing-focused sidegrade to the Scattergun. While it excels at picking off unaware targets, direct confrontations at medium range and further become less effective due to its lower magazine size and accuracy.<br />
<br />
* Some strategies that apply for the [[Spy]] may also apply to this weapon. Get behind enemies and fire at them while unnoticed to benefit from the Back Scatter’s mini-crits.<br />
<br />
* The Back Scatter deals 140 mini-crit damage at point blank — enough to kill 125-health classes with a single shot if all pellets connect. This makes you even more effective when attacking unaware targets, such as Snipers and Medics.<br />
** Jumping over an enemy and then quickly turning around can land you a free mini-crit shot.<br />
<br />
* The Back Scatter excels at Spy-checking due to a back hit being able to instantly kill enemy Spies.<br />
** If the Spy has a Dead Ringer, the mini-crit marker over their head will give them away. Follow this marker and shoot them until they die.<br />
<br />
* Even if your opponent turns around, you can still take them down with two shots at close range, since the Back Scatter deals standard Scattergun damage if all pellets connect.<br />
** The clip size penalty can be negligible if you don't usually use a gun's entire clip (for example, firing 2 shots then reloading will have no difference to the Scattergun), although this means you will reload more frequently.<br />
<br />
* Because of the decreased accuracy, engaging at medium distance is not suggested. Prolonged combat also becomes less effective, as your lower clip size and higher bullet spread will put you at a significant disadvantage. <br />
** The extra spread of this weapon does make Spy-checking easier, though, due to the larger spread letting your bullets cover a larger area.<br />
<br />
* Getting behind enemy lines is crucial in using this weapon most efficiently. [[Bonk! Atomic Punch]], the [[Atomizer]], and the [[Winger]] synergize best with this, allowing you to get behind enemies without too much trouble.<br />
<br />
* Because of the lower clip size, it can be good to bring a [[Pistol]] variant for when you run out of scattergun shots.<br />
<br />
* Pairing the Back Scatter with the [[Crit-a-Cola]] is not recommended, as the bullet spread will prevent your shots from hitting at range, while you can already deal mini-crits from behind anyway.<br />
<br />
===Secondary Weapons===<br />
====[[Pistol]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pistol|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
| rowspan="4" |12<br />
| rowspan="4" |36<br />
| rowspan="4" |30-45<br />
| rowspan="4" |15-19<br />
| rowspan="4" |5-7<br />
| rowspan="4" |51<br />
|-<br />
! {{Table icon|Festivized Pistol|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
|-<br />
! {{Table icon|Lugermorph|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Lugermorph}}<br />
|-<br />
! {{Table icon|C.A.P.P.E.R|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=C.A.P.P.E.R}}<br />
|}<br />
<br />
* Targets too far away for the Scattergun should be fought with the Pistol. Its greater accuracy at medium range and quick reload makes it a viable backup weapon for when your Scattergun runs out of ammunition, though it only holds three spare magazines of bullets.<br />
<br />
* One of the Pistol's primary uses is to finish off wounded targets attempting to retreat. Do not underestimate the power of the Pistol, as several shots at close range can kill you quickly.<br />
** The Pistol is also a great weapon for baiting enemy players. If you can run behind enemy lines, hit a few shots and then run away; players will often try to pursue you, making it easier for your team to move in without as much trouble.<br />
<br />
* The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will allow you to fire sooner than reloading the Scattergun.<br />
** Be careful - changing weapons before the Pistol finishes reloading cancel the reload, wasting the time you spent reloading. Wait until when your magazine count changes before switching weapons.<br />
<br />
* The Pistol can waste a lot of ammunition if fired haphazardly into a firefight, partly due to its firing speed and especially since you only have three magazines of bullets. Choose your targets wisely and aim carefully.<br />
<br />
* Your Pistol is the best option to take down [[Sentry Gun]]s from longer ranges than any other Scout weapon, since [[buildings]] are not affected by damage falloff. If you're out of the Sentry Gun's range, consider hitting the Engineer with a [[Sandman]] ball when he's far away from the Sentry (making it harder for him to reach the Sentry before you destroy it) and then destroying the Sentry Gun with your Pistol.<br />
<br />
* When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with one close-range blast of your primary weapon.<br />
<br />
* The Pistol is one of the most deadly weapons to get critical hits with. If you happen to get [[First Blood]] in [[Arena]], switch to your Pistol, as it can take any class down in one magazine, including most overhealed enemies, if you fire fast and accurately, and the critical hits mean the Pistol can kill enemies from longer distances without a need to consider damage falloff. However, for closer ranges, the Scattergun may still work better.<br />
<br />
* The Pistol is a reliable backup weapon for any of your primary weapons. All Scattergun sidegrades have a lower magazine size, so switch to your Pistol and fire at them once you are out of shots. This allows you to sustain fire when you would otherwise have been vulnerable reloading.<br />
<br />
====[[Bonk! Atomic Punch]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Bonk! Atomic Punch|Unlock}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | Drink to become invulnerable. Cannot attack, capture, or defend during this time. Damage absorbed will slow you when the effect ends.<br />
| rowspan="2" | 10 seconds<br />
| rowspan="2" | 29 seconds<br />
|-<br />
! {{Table icon|Festive Bonk! Atomic Punch|Uncrate}}<br />
|}<br />
<br />
* Bonk! Atomic Punch is an unlockable secondary weapon for the Scout. When consumed, you will become invincible for 8 seconds, although you are still affected by [[knockback]], similar to an [[ÜberCharge]]. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-kill with the [[Sandman]] or [[Atomizer]]). After the invulnerability effect wears off, the Scout will receive a 5-second slowing effect based on the damage they absorbed under Bonk!'s effect. Bonk! takes 24 seconds to recharge after use.<br />
<br />
* Use Bonk! as a safety net when you find yourself in a bad situation, like running into [[Sentry Gun]]s, [[Heavy]]/[[Medic]] combos, or large groups of enemies.<br />
** Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage. If you are launched by [[knockback]] while you drink, the animation will be canceled and you will not gain invulnerability, but it will still consume the drink and you will have to wait for it to recharge.<br />
** Take note of the map's flank routes and locations. You may need to run to a deserted area and wait out the [[slowdown]] following the end of your effect, as you will be highly vulnerable then, or you may be able to run behind your teammates for cover and recovery.<br />
<br />
* You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting. This can help you get ready for your next fight, or set up a [[taunt kill]] on unaware players. As you cannot switch weapons under Bonk!, make sure that you switch to the Bonk! from your primary rather than your melee weapon, as you will be forced to the last held weapon after you use Bonk!.<br />
<br />
* Bonk! can be used to avoid damage-over-time from [[fire]] or [[bleed]]ing. Though the afterburn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool or a source of health before you burn to death.<br />
** This also lets you negate [[Jarate]] and other effects that mark you for death. Drink Bonk! to protect yourself from the increased damage you will take otherwise. It's also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.<br />
*** However, this does not work for effects like the [[Mad Milk]]'s health-on-hit effect, as enemies can still gain on-hit effects from you while you are under the effects on Bonk!. The same goes for enemy Medics using the [[Ubersaw]], as they can still fill up their ÜberCharge meter by hitting you.<br />
<br />
* If your team is about to push with an [[ÜberCharge]], take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it. This can keep your Medic safe before he uses his ÜberCharge, and your allies can take out the opposition while you provide cover and distraction. It may also let you take the brunt of the knockback rather than your teammates, so they can advance more easily. If you have no one backing you, simply reporting what you found via voice chat or using the "Sentry Ahead!" voice command can potentially save your teammates.<br />
** If your team lacks a Medic, you can use Bonk! in the same way as an ÜberCharge, making the Sentry Gun target you while your teammates attack it. Make sure to escape before the Bonk! wears off, and know that Sentry Guns will deal knockback to you that may make it harder to flee. However, [[Wrangler|Wrangled]] Sentry Guns may make this ineffective, as the Engineer controlling it will likely focus its fire on the greater threats.<br />
*** It is possible to position yourself so that the Engineer is between you and your Sentry Gun. As Sentry Guns can injure both their owner and the enemy, you can use this to kill the Engineer with his own Sentry Gun, though this can be risky, as you will need to balance time used to kill the Engineer as well as time to escape before the effect ends.<br />
** As you will be absorbing high amounts of damage, you will be considerably slowed after the invulnerability wears off. If you “dodge” 200 damage or more, you will be reduced to half speed for 5 seconds, allowing enemies to hit you easily.<br />
<br />
* It is very easy to distract enemies while you are under the influence of Bonk!. Enemy [[Sniper]]s can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into [[Soldier]]s and [[Demomen]] will usually result in them hurting or outright killing themselves with their explosive weapons. Heavies and [[Pyro]]s will also find it difficult to focus on firing if you run circles around them. <br />
<br />
* You can use your invulnerability to block enemies or projectiles. Body-blocking an enemy Medic's patient can potentially waste their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's charge.<br />
** Save Sentry Guns or even hurt teammates from enemy fire by taking rockets and bullets before they can hit. Keep track when your Bonk! runs out though, and escape a few seconds before it wears off to recover from the post-effect slowdown in peace.<br />
<br />
* Bonk! can be used to propel yourself across the map using enemy explosives or Sentry Guns. However, where you will go is often unpredictable as you will have to rely on enemies for knockback.<br />
<br />
* Try to avoid taking unnecessary fire from enemies, as it will slow you down even more. Remember that you can still dodge attacks just as easily under the effects of Bonk!.<br />
* Try to use Bonk! at the right time. Using it in situations where it wasn't needed may result in a slowdown effect for no reason.<br />
<br />
====[[Crit-a-Cola]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Crit-a-Cola|Craft}}<br />
| 1<br />
| ∞<br />
| While effect is active: each attack mini-crits and sets Mark-For-Death for 10 seconds.<br />
| 5 seconds<br />
| 20 seconds<br />
|}<br />
<br />
* The Crit-a-Cola is a craftable secondary weapon for the Scout. When consumed, all damage dealt will be [[Critical hits#Mini-crit|mini-crits]] for 8 seconds. Attacking while under the effect will mark you for death for five seconds (does not stack). The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 24 seconds.<br />
<br />
* The Crit-a-Cola is a high-risk, high-reward weapon. A mini-crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you take mini-crits for five seconds after attacking, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.<br />
** Since you take mini-crits for five seconds after attacking, using this to up your damage output in a 1v1 fight is no longer viable, so Crit-a-Cola is now mainly a tool for assassinating lone players or flanking and taking out Medics.<br />
<br />
* During the 8-second mini-crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times. As such, make sure your weapon is fully loaded to benefit the most from the mini-crits.<br />
*** Keep in mind that when you use the Crit-a-Cola, you will automatically switch to your last equipped weapon. If this is your melee weapon, be prepared to attack with it or quickly switch to your primary.<br />
<br />
* At point-blank range, one blast from the Scattergun (or any primary weapon other than the Shortstop) with the mini-crit buff is capable of killing any 125 HP class from full health. Therefore, if you find yourself behind multiple light classes, the Crit-a-Cola can give you one kill per shot. Land two shots to kill most other classes.<br />
* Be careful about drinking the Crit-a-Cola when facing competent Soldiers or Demomen. You will die to one close-range {{botignore|direct hit}} [[Rocket Launcher|rocket]] or [[Grenade Launcher|grenade]], and if you are using the [[Sandman]], one point-blank [[Shotgun]] blast will also kill you.<br />
<br />
* Since mini-crits do not suffer from damage falloff, your primary weapon will remain useful at a longer range as well.<br />
** However, you will still be generally disadvantaged at range against most classes. As you are vulnerable while drinking, it is better to hide, drink it, then run closer to fight back.<br />
<br />
* Never drink the Crit-a-Cola under the effects of a friendly Buff Banner or a [[Critical hits#Crit boost|critical hit boost]], or when facing an enemy that is marked-for-death. Your mini-crits do not stack with critical hits or other mini-crits - using Crit-a-Cola will only weaken yourself with a self-inflicted marked-for-death debuff.<br />
** If possible, coordinate drinking Crit-a-Cola with a friendly Soldier's [[Battalion's Backup]]; the defense boost will negate your increased vulnerability and will allow you to deal mini-crits with no downsides.<br />
<br />
* The [[Force-A-Nature]] is capable of dealing up to 134 damage with the Crit-a-Cola, making it possible to kill any class (besides overhealed Heavies) with two shots at point-blank range. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, as the Force-A-Nature's fast firing speed may be able to kill the enemy before they can react.<br />
<br />
* The Crit-a-Cola pairs well with the [[Shortstop]], as its extra range and tighter spread combined with mini-crits not being affected by damage falloff lets you fire from a safer distance than is possible with the Scattergun.<br />
<br />
* The Crit-a-Cola and [[Soda Popper]] can be used together well because the damage boost from the Crit-a-Cola allows you to charge your Hype faster, and the Hype buff will allow you to avoid most damage altogether, negating your marked-for-death debuff. <br />
** However, you sacrifice a secondary weapon, making you less effective at long range. <br />
<br />
* When using the [[Baby Face's Blaster]] with the Crit-a-Cola, it is much easier to gain boost at a distance due to the mini-crits.<br />
<br />
* It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, because the 15 base health you lose may allow Soldiers, Demomen, and other Scouts to kill you before you can kill them.<br />
<br />
====[[Mad Milk]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Effect on Enemies<br />
! class="header" width="13%" | Effect on Teammates<br />
! class="header" width="13%" | Duration<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Mad Milk|Craft}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | 60% of all damage dealt is returned as health. Also negates Cloak.<br />
| rowspan="2" | Extinguishes flame on yourself and/or teammates. <br />
| rowspan="2" | 10 seconds / {{tooltip|2.5 seconds|On a continuously healed target by any type of Medi Gun or Dispenser.}}<br />
| rowspan="2" | 20 seconds / 16 seconds when teammates extinguished.<br />
|-<br />
! {{Table icon|Mutated Milk|Uncrate}}<br />
|}<br />
<br />
* Mad Milk is a craftable secondary weapon for the Scout. Similar to [[Jarate]], it is a thrown weapon that covers enemies in the substance, and nullifies the Cloak of enemy Spies and extinguishes teammates and yourself when on fire. Anyone who attacks a player covered in Mad Milk will heal 60% of the damage they dealt. Mad Milk has a recharge time of 20 seconds.<br />
<br />
* Mad Milk allows you to remain in combat for longer without dying or needing to retreat, since you will regain health as you deal damage.<br />
<br />
* Mad Milk is a great supplement for an offensive push, allowing attackers to replenish their health quickly. Simply throw it onto enemy combatants and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.<br />
** For example, when using the Kritzkrieg's crit-boost, teammates heal a great amount of health.<br />
<br />
* Using Mad Milk on classes like the Heavy can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to his slow speed and high health. For example, Snipers will be able to regain at least 90 health if they land a headshot on a “milked” target.<br />
** While still risky, Mad Milk makes head-on approaches to bulky classes like the [[Heavy|Heavies]] more easier, as you will be able to take more damage as you attack the enemy.<br />
** Using Mad Milk on offensive classes like Pyros allows for survivability while fighting them. It allows you to survive the high outputs of damage from them through close range combat.<br />
<br />
* Mad Milk is a useful tool for dealing with enemy Spies. The dripping effect is easily spotted if they're disguised and will prevent them from evading your team by cloaking.<br />
** Additionally, the white particles of any player dripping in milk makes them more visible on dark maps such as [[Sawmill]].<br />
<br />
* Mad Milk lets you extinguish teammates or yourself. It is especially beneficial to you, as [[afterburn]] will deal enough damage over time to drain half your health. Do not be afraid to use it when you see a burning teammate, as it refills 20% of its charge instantly if you extinguish a teammate.<br />
<br />
* Some of your Scattergun variants synergize well with Mad Milk.<br />
** The healing will be more effective at close range with the Scattergun, as the larger clip and stronger shots can keep you alive longer using Mad Milk's effect.<br />
** The Shortstop will excel at a distance, as its reliable medium-range shots will give you a decent amount of health while letting you hang back safely.<br />
** Mad Milk will keep you alive while you constantly hunt enemies with the Baby Face's Blaster to fill your Boost bar.<br />
<br />
* Hitting an enemy with the [[Fan O'War]] and dousing them with Mad Milk will return more health per hit, but may alert the enemy to your presence.<br />
<br />
====[[Winger]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Winger|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
| rowspan=2 |5<br />
| rowspan=2 |36<br />
| rowspan=2 |25<br />
| rowspan=2 |15-19 <br />
| rowspan=2 |10-12<br />
| rowspan=2 |52<br />
|-<br />
! {{Table icon|Festivized Winger|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
|}<br />
<br />
* The Winger is a craftable secondary weapon for the Scout. It deals 15% more damage per shot than the Pistol, but has only 5 rounds per magazine. It also allows the user to jump 25% higher when active.<br />
<br />
* The Winger requires you to fire more accurately than the Pistol. If you can't aim well, consider using a different pistol instead.<br />
<br />
* Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's frequent reloading.<br />
<br />
* The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine. Take advantage of its high damage and use it for close encounters.<br />
** However, the larger clip of the Pistol makes for more sustained damage, and can potentially take down a target when the Winger would have run out of shots. Choose whichever one is preferable for the engagement.<br />
<br />
* Despite its drawback of 5 shots, this allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. However, the Winger is best for short encounters with weak targets, while the Pistol excels at prolonged combat. Consider this when determining your loadout.<br />
<br />
* The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at [[buildings]] don't factor in damage ramp-up/fall-off.<br />
** However, the reduced magazine size will make it harder when there's an Engineer constantly repairing the Sentry Gun.<br />
<br />
*Use the Winger’s increased jump height to take alternate routes throughout the map. Ambush enemies by approaching from unexpected areas.<br />
<br />
====[[Pretty Boy's Pocket Pistol]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pretty Boy's Pocket Pistol|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Pretty Boy's Pocket Pistol}}<br />
| 9<br />
| 36<br />
| 22<br />
| 13-17 <br />
| 8-10<br />
| 45<br />
|}<br />
<br />
* The Pretty Boy's Pocket Pistol is a craftable secondary weapon for the Scout. It is similar to the [[Pistol|Stock Pistol]]; however, it has a 25% smaller clip size. When the weapon is active, it allows you to heal up to 3 health per hit and has a 15% faster firing speed.<br />
<br />
* This weapon offers a middle-ground between the healing utility of the [[Mad Milk]] and the various offensive roles of the Stock Pistol. It doesn't support your team, but it can be greatly beneficial for surviving when roaming around in enemy territory, where friendly [[Dispenser]]s and [[Medic]]s are scarce. It also fulfills most of the Stock Pistol's roles, albeit slightly less effectively.<br />
<br />
* As a Pistol, this weapon is useful in all the same ways as the Stock Pistol, including the ability to easily finish off weakened enemies at a distance, directly fight enemies at a distance, and destroy [[Sentry Gun]]s at a distance, among others. <br />
** Similarly to the Stock Pistol, the Pocket Pistol also offers an alternative to the [[Scattergun]] with better effective distance, faster fire rate, and a faster reload speed. It is a good backup weapon for when there is no time to reload your Scattergun.<br />
<br />
* The Pretty Boy's Pocket Pistol is useful for healing minor wounds. Fire at unaware or unprepared targets.<br />
<br />
* Attacking unaware or distant enemies can significantly increase the Scout's chances of survival. <br />
** Some very easy targets to hit include unprepared [[Heavy|Heavies]] and [[Pyro]]s.<br />
** If being pursued by an enemy, it may be a good decision to turn around and fire at them, to partially regain health you are losing.<br />
<br />
* If lit on fire, shoot the offending [[Pyro]]. Stay out of the range of his flames and backpedal while firing.<br />
<br />
====[[Flying Guillotine]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Critical<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Flying Guillotine|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Flying Guillotine}}<br />
| 1<br />
| ∞<br />
| 50<br />
| 150<br />
| 6 seconds / {{tooltip|4.5 seconds|On long range hit}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| N/A<br />
| N/A<br />
| 40 damage over 6 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Flying Guillotine is a craftable secondary weapon for the Scout. It is a thrown weapon that causes [[bleed]]ing when it hits an enemy.<br />
<br />
* The Flying Guillotine sacrifices your accurate Pistol for a stronger, harder-to-aim weapon with cooldown. One hit from the Flying Guillotine deals moderate damage, equivalent to several Pistol shots, if including bleed. However, you will lack a secondary weapon if you miss, so make sure your throws count.<br />
<br />
* This weapon flies at an arc, and takes some time to reach its destination. Lead your target accordingly, as throwing where your enemy was will simply cause it to miss.<br />
** While it can be hard to aim, the Flying Guillotine is very hard to see when thrown. Enemies will usually fail to see your throw coming until it strikes them.<br />
<br />
* The Flying Guillotine deals no damage to [[buildings]]: when thrown at any building, the weapon will simply bounce off.<br />
** Conversely, enemy Pyros can [[airblast]] your thrown weapon and bounce it back at you. Be careful, as this will take away most of your health.<br />
<br />
* This weapon can be very useful on [[Payload]] matches because most players will be moving slowly and/or not paying attention while they're pushing the cart, so you can dish out a solid amount of damage. The added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.<br />
<br />
* Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower-health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.<br />
<br />
* Bleeding damage included, a regular hit will fill up most of the [[Baby Face Blaster]]'s boost gauge in one hit.<br />
<br />
* Long-range hits will decrease the already short recharge time. Try to hit shots from further away to make it able to be thrown more often.<br />
<br />
===Melee Weapons===<br />
====[[Bat]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bat|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
| rowspan="11" | 0.5 seconds<br />
| rowspan="11" | 35<br />
| rowspan="11" | 105<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Festive Bat|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Batsaber|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Batsaber}}<br />
|}<br />
<br />
* While the Bat swings quickly, it deals less than half the damage of other stock melee weapons. Each swing does 1/3 of a point-blank Scattergun shot, making it only useful as a backup weapon.<br />
** On servers with random critical hits, the Bat becomes much more effective due to its high swing speed, which lets it roll for more crits compared to other melee weapons.<br />
<br />
* In a one-on-one melee fight, you will be able to get in more hits due to the Bat's swing speed and your own mobility, but your enemy will be able to kill you faster if he lands his.<br />
<br />
* You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your primary and secondary weapons need to be reloaded, but should not be used excessively otherwise.<br />
<br />
* You may use the bat when ambushing an enemy who is constantly strafing (as melee weapons require less precise aim to hit).<br />
<br />
* Unless under the conditions described above, you'd generally be better off using your Scattergun.<br />
<br />
====[[Sandman]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Slow Time<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Sandman|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|-<br />
! rowspan="2" | {{Table icon|Festivized Sandman|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|}<br />
<br />
* The Sandman is an unlockable melee weapon for the Scout. With secondary fire, the Scout will launch a baseball that will [[slow]] an enemy on hit for 1-8 seconds, depending on how long the ball has stayed in the air, but carrying this weapon will lower the Scout's maximum [[health]] by 15, to a total of 110. Hit targets are considerably slowed and cannot [[Jumping|jump]]. Hitting an enemy with the ball at maximum range will render the target immobile for the entire effect duration. The ball has a recharge rate of 10 seconds, but can instantly be reused by picking up a baseball that has been launched by the player or another Scout.<br />
** The ball counts as a [[projectile]], and can be [[Compression blast|airblasted]].<br />
** A launched ball lingers for 3<!-- confirm?--> seconds if it hits someone, or 10 seconds if it doesn't.<br />
<br />
* The Sandman can be a great supportive weapon for your team. Slowing a target that has a [[ÜberCharge#Kritzkrieg|Kritzkrieg]] activated on them can halt the enemy's push.<br />
** It is also a great tool for slowing key targets, like [[Heavy|Heavies]], [[Medic]]s, or [[Sniper]]s, leaving them open to attack.<br />
<br />
* If you are caught in a bad situation, the slowing effect can buy you enough time to get to safety.<br />
** Similarly, if you are in a situation to get the first strike, slowing your opponent can make it much easier for you to hit them before they can react.<br />
<br />
* [[Critical hits]] lengthen the slow time. In servers with random critical hits enabled he baseball also uses the same base crit chance of 15% as any melee weapon, making such criticals rather common on these servers.<br />
<br />
* Aiming the baseball isn't always easy due to its arc and travel time, but in certain areas, it can be. For example, the bridge in [[Badlands (Control Point)|Badlands]] is just long enough for you to hit an enemy with a moon shot (a maximum strength slow) and it is relatively easy to hit someone with it since the bridge is a straight pathway.<br />
<br />
* When equipping the Sandman, be aware that you start with only 110 health. A Soldier can kill you with a single rocket up close, as can a Demoman with a well-placed explosive. If survival is a priority, it is better to switch to another melee weapon.<br />
<br />
* A lone [[Engineer]] is a prime target for the Sandman's ball. While slowed, the Engineer may not be able to reach his Sentry Gun in time due to his decreased speed. Use this opportunity to attack the [[Sentry Gun]]. This is especially useful if the Engineer is a good distance away from his Sentry Gun.<br />
<br />
* Avoid using the Sandman with [[Crit-a-Cola]], as the 15 health deduction will allow enemies to kill you nearly instantly.<br />
<br />
====[[Holy Mackerel]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Holy Mackerel|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
| rowspan="4" | 0.5 seconds<br />
| rowspan="4" | 35<br />
| rowspan="4" | 105<br />
|-<br />
! {{Table icon|Festivized Holy Mackerel|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|-<br />
! {{Table icon|Unarmed Combat|Craft}}<br />
| align="center" | {{Icon killicon|weapon=unarmed combat}}<br />
|-<br />
! {{Table icon|Festive Holy Mackerel|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|}<br />
<br />
* The Holy Mackerel and Unarmed Combat are craftable melee weapons for the Scout. Each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!", but otherwise they function the same as the Bat.<br />
<br />
* While the kill feed announcement may be aesthetic, hitting a cloaked Spy will be displayed on the kill feed. Conversely, triggering a [[Dead Ringer]] Spy's cloak or hitting a disguised Spy will not be displayed in the kill feed. This lets you track down Spies that attempt to feign death.<br />
<br />
* The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.<br />
<br />
====[[Candy Cane]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Candy Cane|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Candy Cane}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
|}<br />
<br />
* The Candy Cane is a craftable melee weapon for the Scout. When the player kills an enemy, a small Health pack is dropped regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.<br />
<br />
* Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.<br />
** Use the Candy Cane to check for [[Dead Ringer]] Spies, as feigned deaths will not drop Health kits.<br />
<br />
* The Candy Cane can be a double-edged sword when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill.<br />
<br />
* A successful kill with the Candy Cane in [[Medieval mode]] will cause two health kits to be dropped instead of one.<br />
<br />
* Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from any of their primary weapons at point-blank range will instantly kill you.<br />
** With this knowledge, equipping this weapon with others that give you additional damage vulnerability, such as the Crit-a-Cola, may be useful, as any hit from an explosive would kill you anyway, even without the marked-for-death effect.<br />
<br />
* Using the Mad Milk with the Candy Cane can allow you to heal yourself and teammates if no Medics or Health kits are nearby.<br />
<br />
====[[Boston Basher]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Boston Basher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Boston Basher}}<br />
| rowspan="2" |0.5 seconds<br />
| rowspan="2" |35<br />
| rowspan="2" |105<br />
|-<br />
! {{Table icon|Three-Rune Blade|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Three-Rune Blade}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Boston Basher is a craftable melee weapon for the Scout. On hit, the enemy will [[Bleeding|bleed]] for 5 seconds (for a total of 75 damage), but on miss, it will apply 18 base damage and bleed effect to the user at a reduced rate (a total of 48 damage). The user will not be damaged when hitting a teammate, any world geometry, or props.<br />
<br />
* This is not a weapon meant to be spammed, as it will just get you killed. Instead, keep landing single hits when the enemy is close to minimize missing.<br />
** If you end up making yourself bleed, you can stop the bleeding by drinking [[Bonk! Atomic Punch]] and getting a Health kit to recover.<br />
<br />
* A successful hit including bleed will deal 75 damage, making hit-and-run tactics even more effective. Run in, melee your target once to soften him up, and fire Scattergun shots as you retreat.<br />
** If you are losing a one-on-one fight and need to escape or are likely to die, hitting your opponent as you run away may be enough to kill them. This is more effective on squishy targets like other Scouts, although bulkier classes will be weakened all the same.<br />
<br />
* By swinging right after jumping, you can boost yourself with the self-damage of the Boston Basher to heights comparable to the Pyro's [[Detonator]] jump. However, this costs a lot of health, so take note of where the map's health packs are.<br />
** By combining the boost of the Boston Basher with the ability of the [[Force-A-Nature]] to perform a third jump, you can jump over long stretches of a map.<br />
<br />
* By hitting yourself while being healed, you can boost a friendly [[Medic]]'s [[ÜberCharge]] building speed.<br />
<br />
* The bleed effect can be useful for preventing [[Spy|Spies]] from escaping by [[cloak]]ing. However, trying to hit a Spy that is already invisible is inadvisable as you may likely hit yourself instead.<br />
<br />
* If you land a successful hit on an enemy with the Boston Basher while the enemy is coated in [[Mad Milk]], the bleed damage will heal you. This can partially protect you from missed swings as well.<br />
<br />
* The [[Crit-a-Cola]] can be useful with the Boston Basher; self-inflicted damage will not be boosted by Crit-a-Cola's effect, and the mini-crits will greatly increase the bleed damage on an enemy player.<br />
<br />
====[[Sun-on-a-Stick]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Sun-on-a-Stick|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sun-on-a-Stick}}<br />
| 0.5 seconds<br />
| 26<br />
| 79<br />
|}<br />
<br />
* The Sun-on-a-Stick is a craftable melee weapon for the Scout. It delivers 25% less damage than the Bat, but guarantees a critical hit whenever you strike a [[Fire|burning]] enemy. Additionally, it grants the user 25% fire resistance when it is the active weapon.<br />
<br />
* Equipping the Sun-on-a-Stick usually comes down to whether you have a Pyro on your team, as the critical hits only come into play when your opponent is suffering from afterburn.<br />
** Likewise, fire resistance is of minimal usefulness if there are no Pyros on the enemy team, and flat-out worthless if there are no enemies capable of inflicting fire damage at all, such as [[Cow Mangler 5000]]-wielding Soldiers.<br />
<br />
* While the Sun-on-a-Stick's critical hits on burning targets are powerful, your Scattergun deals damage much more reliably. Hence, as effective as it may be, you may only opt to use this combo when your enemy is unaware or retreating whilst on fire.<br />
<br />
* The Sun-on-a-Stick's passive fire resistance is usually more useful than its highly situational critical hits, giving you the extra survivability needed to get to a health source when you're on fire.<br />
<br />
* A good game mode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the [[Huntsman]] and the [[Sharpened Volcano Fragment]]. Otherwise, it is overall a weak weapon to use for combat, and may not be reliable in a melee fight.<br />
<br />
====[[Fan O'War]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Marked for Death Time<br />
|-<br />
! {{Table icon|Fan O'War|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Fan O'War}}<br />
| 0.5 seconds<br />
| 9<br />
| 27<br />
| 15 seconds<br />
|}<br />
<br />
* The Fan O'War is a craftable melee weapon for the Scout. An enemy hit by the Fan O'War will be "marked for death", indicated by the skull with crossbones floating above their head, and all damage they take will be mini-crits. The "marked for death" effect lasts 15 seconds. The Fan O'War also deals critical hits when it would normally mini-crit. As a drawback, the Fan O' War deals 75% less damage on hit.<br />
** The Fan O' War's effect can only be applied to one enemy at a time.<br />
<br />
* Remember that the Fan O'War is essentially the melee equivalent of [[Crit-a-Cola]]; while you don't receive increased damage from enemies, it still requires that you get within point-blank range of enemies.<br />
** Unlike the Crit-a-Cola, you still get access to your secondary weapon, so the Fan O' War is a good choice if you don't use your melee weapon for combat often.<br />
<br />
* Even though it will deal close to Bat damage when you hit an opponent who's already marked for death, the Fan O'War is not a weapon for directly dealing damage. Use your primary and secondary weapons to finish a marked-for-death target.<br />
<br />
* Ambushing and good maneuvering are crucial with the Fan O'War; whether you're using it on the front lines or the opposing base, remember that surprise is key to landing a hit (as rushing straight towards an enemy is never a good strategy).<br />
** Try attacking enemies that are alone, so that you aren't killed by his teammates once you mark him for death. If within a group of enemies, prioritize key targets like [[Heavy|Heavies]] and [[Medic]]s, as your teammates may be able to clean them up.<br />
<br />
* Unlike [[Jarate]], the mark for death persists for 15 seconds and its duration is not reduced if the target is being healed, making the Fan O'War better at weakening key targets.<br />
<br />
* The Fan O'War is very effective for countering [[Spy|Spies]]; even if a marked Spy [[cloak]]s with a [[Dead Ringer]], the skull symbol will remain above their head, allowing you to see through his feigned death and prevent his escape.<br />
<br />
====[[Atomizer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | On Enemies<br />
! class="header" width="10%" | On Buildings<br />
! class="header" width="10%" | Self-Damage<br />
! class="header" width="10%" | Critical<br />
|-<br />
! {{Table icon|Atomizer|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Atomizer}}<br />
| 0.5 seconds<br />
| 28<br />
| 35<br />
| 10<br />
| 84<br />
|}<br />
<br />
* The Atomizer is a craftable melee weapon for the Scout. It grants the Scout the ability to triple jump while holding the weapon and mini-crit enemies while airborne, but also deploys 50% slower in addition to 15% less damage done to players.<br />
** The Atomizer deals less damage on players, but not to buildings. Using it to take out an enemy Teleporter or Dispenser can conserve primary and secondary ammo while doing regular damage.<br />
<br />
* Like the Fan O' War, the Atomizer is more of a utility than a weapon. If you do not use your melee enough for its penalties to matter, consider using the Atomizer.<br />
<br />
* The Atomizer's third jump can be very useful in a fight, as it gives you another jump to dodge more attacks.<br />
<br />
* Using the Atomizer's third jump, you can often take shortcuts into places in the map you couldn't otherwise reach. Try using them for devastating flanks.<br />
<br />
* With the [[Force-A-Nature]] equipped, you can perform a [[Jumping#Quad Jump|quadruple jump]] by combining the Atomizer's triple jump with the Force-A-Nature's [[Knockback|recoil]].<br />
<br />
* The Atomizer does not pair well with the [[Baby Face's Blaster]], as the Blaster loses some of its speed boost with each jump.<br />
<br />
====[[Wrap Assassin]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Wrap Assassin|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Wrap Assassin}}<br />
| 0.5 seconds<br />
| 11<br />
| 32<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 11.25 seconds<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Wrap Assassin is a craftable melee weapon for the Scout. It allows you to launch a Bauble similar to the [[Sandman]]'s baseball, but causes damage and bleeding on hit instead of slowing. The bauble also breaks on contact with a surface, dealing negligible damage to enemies around it, or the Scout himself. The Wrap Assassin's ball regenerates 25% faster than the Sandman's, allowing for more shots. The drawback is its melee damage, which is reduced by 65%.<br />
<br />
* The Wrap Assassin is a Sandman variant that sacrifices its slow ability for a more frequent damage option. While you will not be penalized with less health like the Sandman, you become very weak at melee combat. Keep away from enemies attempting to melee-fight you - you will likely lose.<br />
** As the bauble works similarly to the Sandman's ball, most of the Sandman's tactics work for this weapon.<br />
<br />
* Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.<br />
** The ornament also shatters if it hits anything, dealing minor damage in an area-of-effect which does not cause bleeding. Because of its useless shatter damage, rely on direct hits instead.<br />
<br />
* The bleed damage of the Wrap Assassin can greatly benefit from the Crit-a-Cola as it will deal a greater amount of damage to enemies.<br />
<br />
* Although the Flying Guillotine does more damage and has a faster recharge time, the Wrap Assassin allows you to choose a secondary of your preference and retain a weapon that causes a bleeding effect.<br />
** However, using both at once can make you a damage-over-time powerhouse, as bleed damage stacks with multiple bleeding weapons. You will do up to 146 damage if both weapons hit.<br />
<br />
== [[Taunts#Taunt Attacks|Taunt Attacks]] ==<br />
===[[Home Run]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Home Run}}<br />
| align="center" | {{Icon killicon|weapon=Home Run}}<br />
| [[Sandman]]<br />[[Atomizer]]<br />
| 500 with Sandman, 375 with Atomizer<br />
| 5 seconds<br />
| The Scout points to the sky, winds up, and swings a deadly blow.<br />
|}<br />
<br />
* It is advisable to only use your killing taunt on scoped Snipers, very distracted Heavies, or someone that has been slowed by a critical ball because the taunt animation takes so long. As with most other killing taunts, it can also be used to retaliate during Humiliation as the losing team.<br />
<br />
* You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. You can, however, still be knocked back, ruining the taunt attempt.<br />
<br />
* This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon {{botignore|execution}}. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Home Run tauntkill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature |icon-size=40x40px}} <br /><br />
'''[[Scattergun]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
'''[[Pistol]]''' or '''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br />
'''[[Bat]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This is a balanced, offensive Scout set that focuses on the central role of Scout: flanking and picking.<br />
<br />
The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol, while the Force-A-Nature allows you to finish off any injured opponents or push away other defenders that may stand in your way. <br />
<br />
Bonk! Atomic Punch is most useful when you need to get by enemy Sentry Guns in order to run past unharmed with relative ease, but isn't much to fully stop a Sentry for good, or for mid-ranged self defense, unlike the Pistol.<br />
<br />
If you need to augment your survivability, swap the Sandman for the Bat. The Sandman's ability to hit a slowing baseball, however, can serve as a last minute attack when either Scattergun needs to be reloaded, or as an offensive mechanism to get in a couple of easy hits. <br />
<br />
Use caution while using the Sandman, however; the Sandman's -15 health attribute drops your health down to only 110, allowing Soldiers to kill you with one attack at close range. Should you not land a Scattergun kill, either close in again with the Pistol or use your slowing ball as you retreat to prevent the enemy from following you.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Flying Guillotine|icon-size=100x100px}}<br />
'''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
<br />
|<br />
This loadout focuses on damage over time, with your bleed damage projectiles doing most of your work. As such, this combination of weapons works best at medium range, and is generally only effective against a single target.<br />
<br />
By constantly flinging both the Flying Guillotine and the Wrap Assassin's baubles into groups of enemies, you can help your team by softening up to two enemies each time. However, this combination shines against a single target, as bleed damage stacks if they are caused by separate weapons. If you find a key target, landing both projectiles will double the bleed damage and inflict both weapon's base damage as well, which is enough to kill any 125-health class over time and severely weaken tougher classes. For anyone who survives, simply blast them with your primary weapon.<br />
<br />
Your primary weapons generally help you make up for your close-range weakness, or to get behind enemy lines to ambush them with this combo. The Force-A-Nature allows you to knock back enemies that get too close for you to throw your projectiles safely, gives you a very powerful retaliation option, and can help with getting behind enemies with its force jump so you can catch them offguard. If you want to take ambushing one step further, the Soda Popper's multiple jumps will make it even easier to get behind enemy lines, where you can constantly pester your opponents.<br />
<br />
As effective as this combo may be, remember that you will lack a reliable weapon for at least 6 seconds if you throw both projectiles at once. Fending off more than one opponent will be more difficult for you, so land your bleed weapons, retreat, and return once you are recharged.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br /><br />
'''[[Boston Basher]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This combination turns the Shortstop into a viable way to deal large amounts of burst damage at higher ranges than you usually can, and increases the power of your bleed damage.<br />
<br />
As mini-crits do not suffer from [[damage]] fall-off, you are lethal from all ranges (for short periods of time). Because of this, the Shortstop will deliver strong and accurate damage with mini-crits even at range, and paired with 4 rounds per magazine and a fast reload, it is potentially lethal even to Heavies if you get close. <br />
<br />
As bleeding damage is also affected by your mini-crit boost, pairing it with a bleeding melee weapon can be very powerful as well. If you prefer to stay back at a distance, the Wrap Assassin will maximize your damage potential at from afar if you land a bauble while you are mini-crit boosted. The Boston Basher works better for those who want to get in to do damage. However, given that Crit-a-Cola also makes your self-inflicted hits hurt even more as well, it's important to have a nearby healing source or Medic in case you miss with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Scattergun|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This is a great combo when you want to help your team survive longer and aid them with pushes.<br />
<br />
The Shortstop and Scattergun are excellent weapons when you don't have your Pistol equipped. The Scattergun has its reliable six shots and high damage at close range that lets you take down targets easily, while the Shortstop lets you do more damage at a distance if safety is imperative. When a Medic is not around, the Mad Milk's ability will provide your teammates with a well-appreciated opportunity to heal when they hit a soaked enemy, and if you do have a Medic, it will make his job infinitely easier and improves the effectiveness of your team's pushes, as they will survive longer on the battlefield. Mad Milk will also reveal cloaked Spies, aiding your team with [[Spy checking]], and will also extinguish any teammates on [[fire]]. The Sandman's ball can slow key targets and make aiming much easier for you and your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} <br />
'''[[Candy Cane]]'''<br />
| <br />
<br />
This is an ideal loadout for Medieval mode.<br />
<br />
Since the only explosive attack is from the Demoman’s [[Ullapool Caber]], the Candy Cane coupled with the Mad Milk, can help you and your teammates survive long enough to capture a point. <br />
<br />
In normal gameplay, however, you need to be careful to not engage in front line combat unless required because of the likelihood of stray explosives. The Shortstop will help you with this vulnerability, as it increases the amount of knockback you experience and can send you flying into safety if you are hit by an explosion. Because of the additional health this loadout provides to your team, it is also very useful in Arena mode.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}<br />
'''[[Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
<br />
This combo uses the Fan O'War to enhance the capabilities of your Stock weapons, which have the the most ammunition and the overall best power output. <br />
<br />
Your standard fare of Scattergun and Pistol bullets will help you in general situations, as they are dependable overall with few situational weaknesses. Using the Fan O'War will make the best out of a bad situation, since it will increase your weapon's already high damage. Mark your target for death before going up to them, such as a Heavy with the [[Natascha]], or a Soldier or Demoman in a tight corridor. Consider using this loadout when you know you will be facing high HP enemies.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sun-on-a-Stick|icon-size=100x100px}} <br />
'''[[Sun-on-a-Stick]]'''<br />
|<br />
<br />
This combination is recommended if you are working with a Pyro on your team, or are trying to counter an enemy Pyro.<br />
<br />
The Sun-on-a-Stick's guaranteed Critical hits on burning players allows for easy kills when working in conjunction with a Pyro. Mad Milk will provide more health for Pyros against a group of enemies, and allows them guaranteed critical hits if they are using the [[Neon Annihilator]]. The Scattergun can damage burning enemies from a distance, hastening their death due to afterburn, or weaken high HP classes such as the Heavy or Soldier before your Pyro buddy runs in. This loadout also works well in Medieval Mode if you have a Pyro coordinating with you on your team.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
This setup is for an entirely support-based Scout. Because you will lack a true weapon other than your primary weapon, play carefully and stay with your team, supporting them with your utility and providing covering fire.<br />
<br />
Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Combine both on a single target to grant even higher healing while increasing damage done. Both of these weapons can also be used to reveal cloaked or disguised Spies; Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit. Both of them are also unaffected by the Dead Ringer, making them more effective. The Shortstop's fast firing rate, accuracy at medium range, and short reload time makes up for a lack of a Pistol (or melee weapon), whereas the Force-A-Nature makes up for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow you to reach more advantageous positions to throw Mad Milk or flank from.<br />
<br />
With the Force-A-Nature, this is also a great loadout for Mann VS Machine. As the Scout's main roles are money collection and team support, there's little need to invest points in anything but upgrades for Mad Milk and resistances. As such, the MVM Scout tends rely on the effects of his primary and melee weapons, rather than on any damage they can deal.<br />
<br />
For instance, the knockback from Force-A-Nature can either temporarily stop giant robots in their tracks, or send bomb-carrying Robots flying backward, thus causing them to lose ground. Mad Milk, of course, is the staple for the Scout not only due to the slowing upgrade, but also due to the healing bonus given to the entire team. The Fan O'War, while dealing little damage on hit, marks its target for death. This is primarily used against giant Robots, as the mark causes the giant robot to take mini-crit damage from nearly all sources, allowing your team to destroy it faster.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This combination allows you to reach tremendous heights at the cost of firepower.<br />
<br />
By using the Atomizer's triple jump ability in combination with the Force-A-Nature's knockback jumps to pull off a quadruple jump, you will be able to reach places that only a Soldier or Demoman could reach with explosive jumping. However, as the Atomizer does little damage, the best way to protect yourself is with Force-A-Nature blasts, followed by a retreat with the Pistol if you don't have enough time to reload the Force-A-Nature. If you have the Pretty Boy's Pocket Pistol in your disposal, you will be immune to fall damage, so you don't have to worry if you fall from a great height. Remember that the Pretty Boy's Pocket Pistol fires 25% slower than your stock Pistol and you will take 20% more damage when it is out, so keep it holstered till you need a heal when you're at a height.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}<br />
'''[[Boston Basher]]'''<br />
|<br />
<br />
This loadout is good for survivability and is best when combining the Mad Milk's self healing with the the [[Bleeding]] by the Boston Basher, causing self healing over time. <br />
The Scattergun can quickly dispatch enemies at close range for burst healing when enemies are covered in Mad Milk. Milked enemies will also help you negate self-inflicted damage if you happen to accidentally hit yourself with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=100x100px}}<br />
'''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x400px}} <br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br /><br />
'''[[Bat]]''' or '''[[Candy Cane]]'''<br />
| '''The Public Enemy Setup'''<br />
<br />
The Public Enemy Setup works well together, as it prevents wasting Boost by jumping, and helps you regain lost health from damage so you can move in to gain even more Boost.<br />
<br />
The Baby Face's Blaster's discourages jumping, which the fall damage negation presented by the Pocket Pistol complements. The boost provided by the Baby Face's Blaster presents more opportunities for ambushes, and the healing granted by the Pocket Pistol lets you steal any lost health that would have depleted when you escape from enemies, which would have also depleted your Boost. Heal up with Pocket Pistol shots from afar if you lack Boost, then run in again. However, you take increased damage when you have the Pocket Pistol out, so be in a safe location before doing so. If you like, the Candy Cane will help you keep gaining your Boost if you get damaged on the battlefield, as you will stay healthier and be able to fire more shots off. However, remember it makes you very vulnerable to explosives, so you might prefer to bring the standard Bat instead.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Winger]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br /><br />
'''[[Wrap Assassin]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This set is centered on building Boost quickly with the Scout's secondary and melee weapons at a distance.<br />
<br />
The Pistol's high rate of fire and quick reload can make it easier to quickly build Boost quicker. Its clip size makes it easy to spam, and is recommended if you are not as accurate when in motion. The Winger trades magazine size for power, but less accurate players may have trouble landing hits with it. The Flying Guillotine trades spammability for instant benefits; although its cooldown and travel time makes it harder to land hits with, a single hit will fill your Boost bar almost all of the way. <br />
<br />
Depending on your melee, you can pick either the Wrap Assassin or Sandman. The Wrap Assassin is effective if you are not using the Flying Guillotine for ranged combat, as it can inflict Bleed at long ranges to safely fill up your Boost meter. The Sandman reduces your survivability, but deals reliable melee damage, and its slowing ball pairs well with the Pistol or Flying Guillotine, making it easier to score Pistol shots or hits with the Guillotine.<br />
<br />
Regardless of your choice, it is essential to keep getting hits to keep your Boost high, as you lose a lot of charge when you are damaged. Once you get full Boost, run in to do some damage, then retreat to a distance to regain your Boost. Rinse and repeat.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}<br />
'''[[Sandman]]'''<br />
|<br />
<br />
This set monopolizes on your ability to make quick getaways and use hit-and-run tactics. While using this set initially leaves Scout vulnerable with a slower starting speed and 110 HP, the reward is often worth the risk.<br />
<br />
The Baby Face's Blaster lets the Scout fly in and out of battle at blazing speeds once he has full Boost. As damage reduces the Boost bar, pairing this with the Bonk! Atomic Punch's effects gives you the absolute maximum infiltration and retreating potential without fear of losing Boost. Capture the Flag maps become fairly easy for grabbing the intelligence if the opposing team doesn't have many Sentry Guns. Arena and King of the Hill modes are also less intimidating as you can retreat to heal with minimal chance of being injured while running away. The Sandman is used to slow enemies, further opening your window of opportunity to close in quickly for a kill or to escape on a whim.<br />
<br />
However, because you lack a reliable ranged weapon to build Boost, you are fully dependent on the Blaster. Make sure to drink Bonk! as soon as possible to ensure you don't lose your hard-earned Boost before you move in.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Crit-a-Cola]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This setup mainly focuses on the Scout using alternative routes to sneak up on opponents and deal a lot of damage in a short period of time using quick-firing Scatterguns or Flying Guillotine.<br />
<br />
The Force-A-Nature and Soda Popper work best as a flanking weapon thanks to their faster firing rate. If using the Force-A-Nature, the Crit-a-Cola pairs well with it, as it can kill most classes in a single clip before they can react. If not, the Flying Guillotine can be used as a long ranged backup weapon. The Soda Popper's hype charge can be enhanced with the Crit-a-Cola's damage boost, and when full, the multiple jumps can let you reach massive heights, while also ambushing from behind the enemy's defenses. The Sandman's ability to fire slowing balls can be used to ambush or escape combat more effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=100x100px}}<br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}} <br/ ><br />
{{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
'''[[Bat]]''' or '''[[Sandman]]''' or '''[[Fan O'War]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This set focuses on maximizing the Scout's movement speed to its fullest potential, making you a very hard target to hit, at the cost of survivability and being close to enemies.<br />
<br />
The Baby Face Blaster is weaker than the Scattergun at combat due to its lower magazine size. However, coupled with the Crit-a-Cola, hitting multiple targets at close to mid range can build Boost almost instantly. Once you have full Boost, Crit-a-Cola will not boost your speed even further, but you will be fast and strong enough to take down most enemies in a single hit if you get close. As you take increased damage if Crit-a-Cola is in use, you will be very vulnerable especially since damage easily reduces your Boost, but you will often be fast enough to dodge most projectiles. Just be wary of Sentry Guns, which have perfect aim.<br />
<br />
Bring a melee weapon of your choice. The Bat does have any downsides and improves your survivability. The Sandman will let you slow your target before you move in with your speed, but makes you even more fragile. The Fan O' War will be easier to use since you'll often be moving faster than usual, and the Wrap Assassin's bleed effect will help you gain Boost easily when boosted by your mini-crits.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}<br />
<br /><br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
| '''The #1 Fan'''<br />
<br />
This setup rewards good aiming and ambushing tactics with high burst damage and incredible mobility.<br />
<br />
The faster reload speed of the Soda Popper gives your enemies less time to catch you unarmed, while its faster firing speed helps you to kill unaware foes before they can even react. Once your hype meter is full, the additional air jumps when activating hype mode allows you to rain bullets from the air or flank your enemies and set up ambushes.<br />
<br />
The jump boost of the Winger lets you easily jump over obstacles or enemies, before landing beside them to fire strong Winger shots at them. Keep in mind that you should focus on hit-and-run tactics because of the reduced clip size of both the Soda Popper and the Winger. The Atomizer's third jump provides a good fallback to help you escape when you do not have hype mode activated, but be aware that it does deal 10 damage to you.<br />
<br />
The best way to use this set is to weave in and out of combat to build your hype meter. When it is full, activate hype and then switch back to Winger to boost your air-jumps. This allows you to jump over enemies' heads to shoot them from behind, or simply to get into enemy territory.<br />
<br />
<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Holy Mackerel|icon-size=40x40px}}<br/ ><br />
'''[[Fan O'War]]''' or '''[[Wrap Assassin]]''' or '''[[Holy Mackerel]]'''<br />
|<br />
<br />
This combination of weapons is specifically designed to hunt down enemy Spies. As a Scout, you are the fastest class in the game and the second most effective Spy hunting class after the Pyro. While you can simply run into a suspicious teammate to check them, this loadout enables you to check for Spies with less risk to yourself as well as notify your team of any Spies you may discover.<br />
<br />
The Back Scatter's wider spread becomes a benefit here, as even a single pellet will reveal an invisible Spy by their flicker--simply fire from a medium distance at suspicious spots, since you have Back Scatter ammo to spare. It can also be useful if you see a disguised Spy about to backstab a teammate; simply blast him at the back to rid of him with your mini-crits.<br />
<br />
Once you find a Spy, bring out your melee weapon or your Mad Milk to highlight them as a target. If the enemy Spy is not using a [[Dead Ringer]], the Wrap Assassin or Fan O'War can make it easy to find them using the telltale blood spatter or Marked For Death symbol above their heads. If you suspect there are Dead Ringer Spies on the field, the Holy Mackerel and its variants can ensure that you don't let them get away with faking their death. If the kill feed indicates that the Spy has not actually died, use your Mad Milk to douse the area; done quickly, the Spy will not be able to avoid being covered in Mad Milk, which will give away his position. <br />
<br />
Even when not hunting Spies, this loadout can still contribute to the Scout's usefulness by extending his team's effectiveness due to the Mad Milk and Fan O'War, and rewards powerful sneak attacks from behind on targets splashed with Mad Milk.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This set trades the #1 Fan set's Soda Popper for the Force-A-Nature, allowing you to get out of confrontations you cannot win and traverse large areas in good time.<br />
<br />
This loadout enables three Winger-boosted jumps and a Force-A-Nature force jump, allowing you to be extremely unpredictable and agile. This is strictly a hit-and-run playstyle, due to the Force-A-Nature's small clip. Surprise your enemy by dropping from the sky after a triple jump, then fire at them to push them back. This is useful for when a key target decides to push into your team's territory (such as a Heavy), as you can deny his entry and simply jump away to safety. The Force-A-Nature knockback also lets you escape if you can't win a confrontation, as well as push enemies into environmental hazards or into the hands of your teammates. This set can also aid your team if you play as a decoy, as you can distract your opponents by firing from above while jumping, hence keeping attention away from your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
|<br />
<br />
This load-out turns the Scout into a major distraction. Although you won't be able to do high damage as with the Scattergun, the Force-A-Nature can be used to push opponents away from their objective or target, while still dealing high burst damage to take out anyone unaware. The Wrap Assassin's bat and bleed damage is not spectacular, but its main benefits include shaking the screens of Snipers to hinder their aim, and causing damage over time that can lead panicky opponents to hunting you down and wasting time. Bonk! Atomic Punch will be a fallback option for escape if you are low on health, and you can use the invulnerability to distract opponents or block their line of sight. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br/ ><br />
'''[[Bonk! Atomic Punch]]''' or '''[[Pretty Boy's Pocket Pistol]]''' or '''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br/ ><br />
'''[[Atomizer]]''' or '''[[Candy Cane]]'''<br />
|<br />
<br />
This loadout focuses on using the Back Scatter as a flanking weapon.<br />
<br />
The Bonk! Atomic Punch and Atomizer can help a Scout to get behind enemy lines. Invincibility can allow a Scout to go unscathed, and even undetected, through enemy territory. The Bonk! Atomic Punch is also useful as an escape option. The Atomizer can assist in finding alternate routes or evading damage. Together with the Back Scatter, these weapons can easily allow a Scout to flank and attack people from behind with his Back Scatter. Alternatively, the Winger can be used instead of the Bonk! Atomic Punch, in order to gain greater access to flank routes.<br />
<br />
Another loadout for a flanking Scout is the Back Scatter, Pretty Boy's Pocket Pistol and Candy Cane. The healing power of the other two weapons comes at the cost of some vulnerability to damage, so it should be your goal to avoid taking explosive damage, and the Pretty Boy's Pocket Pistol should only be deployed when desperate or from safety (such as from behind). This set is particularly deadly against [[Heavy|Heavies]], [[Engineer]]s, [[Sniper]]s, [[Medic]]s, [[Pyro]]s, [[Spy|Spies]], and other Scouts. However, this loadout is less effective against [[Demoman|Demomen]], [[Soldier]]s, and [[Sentry Gun]]s.<br />
<br />
As a general rule, the Back Scatter should be used with [[Pistol]] variants (in order to make up for lesser accuracy) or the Bonk! Atomic Punch. The [[Crit-a-Cola]] is one of the worst weapons to equip alongside the Back Scatter as [[Critical hits|Mini-Crits]] do not stack.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}} <br />
'''Any Melee'''<br />
|<br />
This is a combo loadout that revolves around using the Crit-a-Cola to build Hype faster, and then using your Hype to play aggressively. This loadout requires you to switch between flanking sneakily and playing aggressively. Be careful when building up Hype, because of the Crit-a-Cola's bigger downside.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
An experienced Scout alone is powerful, but two or more, or even a squadron can cause massive havoc for the enemy team. A coordinated ambush can easily take down any enemy.<br />
* Because a Scout's main duties are to provide a distraction and rush to the objective, one Scout has the ability to distract a whole team at once by shooting from one route, while another Scout can go through an alternate route to the objective without any hassle.<br />
* If a team is experienced enough and is willing to cooperate, they can utilize a [[Scout Rush]] to swarm over enemy objectives before the enemy team has time to prepare a defense.<br />
** In [[Capture the Flag]], a team of Scouts can get to the enemy base before the other team has time to set up defenses. Once the Scouts are situated in the flag room, it is only a matter of time before they capture the flag.<br />
** In [[Attack/Defend]], a team of BLU Scouts can overwhelm the RED defense before they are fully prepared to counter-attack. Coupled with the outrageous capture speed of a Scout rush and the RED team's long [[respawn]] time, this strategy is very hard to combat.<br />
** In [[Payload Race]], the cart only requires two Scouts to reach maximum speed, while the rest of the team can rush to the other cart and prevent them from advancing further. With the majority of teammates focused on the enemy while the enemy is focused on their cart, the attacking team will make easy work of the opposition.<br />
* When teaming up with another Scout, make sure your loadout complements their loadout's weaknesses.<br />
** A team of Scouts can fulfill many roles; distracting [[Sentry Gun]]s with [[Bonk! Atomic Punch|Bonk!]], [[Slowdown|slowing]] enemies for easier aiming, healing teammates and [[Spy-checking]] via [[Mad Milk]], and even taking down a Heavy-Medic combo.<br />
*** Even without the effects of Bonk!, a pair of Scouts can quickly rush a Sentry Gun and destroy it with their Scatterguns, with the Sentry having no one target to lock on.<br />
* Regardless of the tactics mentioned above, Scout teams suffer when the enemy has set up defenses; it will be difficult to overwhelm an objective quickly if a fully constructed [[Sentry Gun]] is built there, or if a Heavy-Medic pair constantly hunts you down. Additionally, cramped maps such as [[Junction]] will make it more difficult for Scout teams to avoid damage.<br />
**As such, the earlier in a round you attempt a Scout team, the better.<br />
<br />
==={{class link|Soldier}}===<br />
While it may seem unlikely, a Soldier-Scout duo can easily decimate any obstacle that happens to move into their sights; with the combined effect of the Scattergun and [[Rocket Launcher]]'s close to medium range power, it is unlikely that any target will survive long enough to fight back.<br />
* Although the Scout very powerful on the ground, the Soldier is the master of the air. While the Scout engages an enemy from below, the Soldier can rocket jump and blast rockets on the ground to overwhelm his enemies. While both teammates are focused on the same enemy, they can easily take down any foe together.<br />
* As the Soldier's rockets have a longer travel time than bullets, the Scout can run in and clean up any injured enemies should the Soldier miss rockets at medium range.<br />
** Thses two teammates can work together as a tag-team. The Scout can protect the Soldier while he reloads by firing his Scattergun to draw attention away from the Soldier. The Soldier should have reloaded by the time the Scout runs out of bullets, and the Soldier can then protect the Scout as he reloads.<br />
* The Soldier, with his rocket jumps, can be just as mobile as the Scout, at the cost of some health. This pairing can be used to their advantage.<br />
** In [[Control Point (game mode)|Control Points]], this means that they can both capture the same point together with the efficiency of three players. If the Soldier is using the [[Pain Train]], this pair-up is especially effective.<br />
** In [[Capture the Flag]], this combo allows the Scout and Soldier to capture the flag in double-time. While the Scout goes into the base to steal the intelligence, the Soldier waits outside for the Scout. The Scout passes the intelligence to the Soldier, where he rocket jumps back to his home base. The Scout goes back to the enemy base as he captures, and the cycle starts anew.<br />
** In [[Payload]], a Scout can hide behind the cart while a Soldier stands on top of the cart to shoot at enemies. This pairing defends the Scout's invaluable double-capture bonus while still clearing a straight path to the next capture zone.<br />
** On [[Steel]], the Soldier and Scout can both rush to Point E while the enemy team is distracted at other control points. The Scout can deny enemy troops a clear path by firing at approaching enemies, and the Soldier can target specific enemies so that they don't interfere.<br />
* This team can make a great Anti-[[Sentry Gun]] setup; the Scout can use [[Bonk! Atomic Punch]] to distract Sentry Guns, while the Soldier can destroy them and any [[Engineer]]s with a few Rockets.<br />
* [[Mad Milk]] thrown by the Scout into a group of enemies will allow the Soldier to heal significant amounts of health and keep in combat longer, especially with the [[Black Box]].<br />
* A Soldier with the [[Buff Banner]] can improve the Scout's Scattergun effectiveness, as mini-crits are not affected by damage falloff. This will make both the Scout and Soldier deal good damage at range.<br />
* This team is weakest in small buildings. The more open areas the map has, the more effective this combination will be, as both players will be able to move quickly.<br />
<br />
==={{class link|Pyro}}===<br />
The Pyro and Scout are both excellent and efficient ambushing classes. Due to their strengths at close range, a coordinated ambush can result in killing practically any enemy without too much effort.<br />
* As the Scout's speed makes him a wonderful distraction, a Scout can run in and make an opponent focus on him as the Pyro takes an alternate route to ambush them while they are turned away.<br />
** The same can be done in reverse, where the Pyro burns and confuses an opponent as the Scout runs in to finish the job.<br />
* A Pyro can "mark" an opponent by setting them on fire before the Scout runs in to take them down, as they will either be injured or running to a healthpack.<br />
* A Pyro can be a lifesaver for a burning Scout, as afterburn can take drain about half of his health. [[Airblast]]ing can potentially save the Scout from a lengthy respawn time.<br />
* A Pyro who sets an enemy on fire can be finished off quickly by a Scout with the [[Sun-on-a-Stick]], and combined with Mad Milk, the Pyro can [[Critical hits|crit]] using the [[Neon Annihilator]]. In addition to the extra damage, the Mad Milk will heal the Pyro for 94 health on a successful hit. This is a potent combination in Medieval mode.<br />
** Even without this combination, Mad Milk can improve a Pyro's endurance while he burns enemies.<br />
* A Scout equipped with a [[Candy Cane]] can potentially give a steady stream of health to a Pyro carrying the [[Back Scratcher]]: the Pyro can light enemies on fire while the Scout provides the finishing blow. Likewise, the Scout's 25% damage vulnerability to explosives can be neutralized by simply airblasting away any explosives.<br />
* The Pyro can use the [[Detonator]] or [[Scorch Shot]] to take routes where the Scout can.<br />
* The Mad Milk pairs especially well with the [[Phlogistinator]]. The Mad Milk's healing rate will partially negate the Pyro's vulnerability while he burns opponents for "Mmph", and when the weapon is charged, the Pyro can not only fill up his whole health capacity in under a second using milked targets, but also destroy any opponents in range. <br />
** The Backburner operates on the same principles as the Phlogistinator, but with more emphasis on ambushing.<br />
* The Pyro's afterburn combined with the Scout's [[Bleeding]] (when equipped with either the [[Flying Guillotine]], [[Wrap Assassin]], [[Boston Basher]], or [[Three-Rune Blade]]) turns the team into a damage-over-time powerhouse. Constant hits from the [[Flare Gun]] and the Scout's bleed weapons will do significant damage, even at range, where the Scout and Pyro are weak at.<br />
* As mentioned above, this team combination is exceptionally weak at range. [[Sniper]]s and [[Heavy|Heavies]] can often ruin any attempts for the Scout or Pyro to move in. This team combo works best when both parties find alternate routes to ambush enemies, or when one provides a distraction for the other.<br />
<br />
==={{class link|Demoman}}===<br />
Another unlikely team up, the Demoman and Scout are complete opposites of each other; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense and keeping the enemy at bay from mid-range. However, when combined, they can fill a number of roles together.<br />
* Because the Scout specializes in distractions and weapon heckling, a lone Scout is able to lead an enemy right into a Sticky trap even from far away.<br />
** This also allows a Demoman with a sword and shield to charge up to a distracted enemy.<br />
* As the Demoman excels at medium range and Grenades are hard to land, he can help the Scout deal good damage where his Scattergun would not, while the Scout can run in to clean up any missed Grenade shots with his more accurate Scattergun.<br />
* Similarly to a Scout and Soldier team, a Demoman can equip the [[Sticky Jumper]] and [[Pain Train]] to gain the capture rate and speed of a Scout. Combined, they can swiftly capture points together.<br />
* [[Mad Milk]] can offset the -25 health penalty incurred by the [[Eyelander]], giving the Demoman more survivability.<br />
* Because the [[Sandman]] ball can slow enemies for a period of time, a Demoman can place multiple Stickybombs around a slowed enemy before they can get away and detonate them all at once to guarantee an instant kill. Eyelander-wielding Demomen can also get an easy head with this combo, not needing to have to chase down the enemy anymore.<br />
** The Scout can also use the [[Force-A-Nature]] to launch slowed enemies into Stickybomb traps for an easy kill.<br />
* This team combo works well if both parties make up for each class's range weakness.<br />
<br />
==={{class link|Heavy}}===<br />
The Heavy and Scout are complete opposites when it comes to movement speed; the combined force of their weapons, however, is not much of a laughing matter.<br />
* Because the Scout is good for distracting enemies, leading them into the path of a Heavy will force them to retreat, allowing you to finish them off after the Heavy has inflicted his share of damage.<br />
* Conversely, the Heavy is a good shock trooper at the front lines, and is enough of a threat that enemies will usually focus on him. The Scout can take advantage by having free reign of the area the Heavy is covering, and can fire easily at distracted enemies.<br />
* If a Heavy stands in a narrow doorway expecting enemies to come by, the Scout can use his [[Bonk! Atomic Punch]] and walk in front of him to act as a human shield. Since enemies can't shoot through you and the friendly Heavy can, the Heavy's chances of survival greatly increases.<br />
* The pair can complement each other's healing capabilities through combining the Heavy's [[Sandvich]] and the Scout's [[Mad Milk]]; the Heavy benefits from the massive healing granted from hitting milked targets with his [[Minigun]], and the Scout will uniquely gain 75 health from the Sandvich instead of 50 health.<br />
** Mad Milk is especially useful with the [[Dalokohs Bar]] or [[Warrior's Spirit]], where the former's +50 health increase will give the Heavy even further augmented survivability, and the latter's max health reduction will be offset by the constant healing.<br />
* The Heavy's [[Natascha]]'s slowdown effect combined with the slow effect of a Sandman ball will make enemies practically immobile, giving either of you an easy kill.<br />
** Even without the Sandman, this will make the Scout's job much easier.<br />
* Because the Heavy carries huge firepower and very slow speed, this makes him a prime target for Spies to [[backstab]] him. A Scout can Spy-check the area by throwing his Mad Milk or attacking teammates.<br />
* As the Heavy is slow whilst you are fast, it is essential to protect the Heavy or wait for him to move before you approach enemies, especially if both of you are working closely together. Ensure that he survives instant deaths from backstabs or [[headshot]]s by providing a distraction, while he protects you from being overwhelmed by opponents.<br />
<br />
==={{class link|Engineer}}===<br />
Scouts, at first, don't seem to be a potential Engineer buddy. However, the Scout's abilities not only make up for what the Engineer lacks, but can also be a vital part of a base.<br />
* One of the Scout's purposes is to see what's ahead of the team and alert them to it. If a Scout sees an incoming threat, such as a Heavy, Demoman, or Soldier, alert the Engineer as soon as you can so he can prepare better.<br />
** If it's a weaker class, such as another Scout, it may be best to kill him yourself or let the Sentry Gun kill him.<br />
* If the Engineer is trying to get to the enemy base to build a [[Teleporter]], the Scout should go in front of him to check for danger. Additionally, if enemies come out of one route while the Engineer wants to build in another route (such as the vents on [[Turbine]]), the Scout should distract the enemies so that the Engineer can slip by unnoticed.<br />
* One of the Sentry Gun's primary counters is a Heavy and Medic pair. Luckily, the Scout can take action to keep the Sentry active.<br />
** If a Scout has Bonk! equipped, use it to body-block the Heavy's bullets. The Sentry Gun should kill the Heavy before your invincibility wears off.<br />
** Even if the Heavy is Übered, you can use the [[Force-A-Nature]] to knock either him or the Medic off-course, messing up his aim. However, this strategy won't work on a Quick-Fix Übercharge, as it prevents all [[knockback]].<br />
** If you can hit the Heavy with the [[Fan of War]], all damage he takes will be increased by 35%, including ramp-up damage. This will cause the Heavy to take much more damage than a Medic can heal, dramatically decreasing his survivability.<br />
* A Scout has much better [[Spy-checking]] abilities than the Engineer does. Use this to your advantage.<br />
** A Scout's Pistol is useful for surveying the area for [[Cloak]]ed Spies. If you stand near a Dispenser while spamming bullets, you gain as much ammunition as the Engineer normally would.<br />
** A Scout's speed allows him to run into teammates to check for Spies; if you can't go through a teammate, he's an enemy Spy. Furthermore, if the Spy attacks you on a reflex, he will reveal himself and be gunned down by the Sentry Gun.<br />
** The Mad Milk will reveal [[Cloak]]ed and [[Disguise]]d enemy Spies. If you think you see a Disguised Spy or if he tries to Cloak in order to escape, use your Mad Milk in order to track him down.<br />
** The Scout's Bleed mechanic works in the same way as the Mad Milk, while dealing damage over time. Don't be afraid to hit teammates with the Boston Basher if you aren't sure he's a Spy; your Engineer's Dispenser will heal you up if you miss.<br />
** The [[Holy Mackerel]] or [[Unarmed Combat]] will reveal Cloaked Spies in the kill feed when hit. However, they will not reveal Disguised Spies or those using the [[Dead Ringer]].<br />
* Using the [[Crit-a-Cola]] while standing next to a [[Dispenser]] will offset the self-mark-for-death penalty, allowing you to roast your enemies from afar when coupled with the [[Shortstop]].<br />
* If you see a fully charged Medic looking to use his Ubercharge with his patient to destroy your Engineer's Sentry Gun, shoot at the Medic to try and force an early Ubercharge from him, or if he has slow reaction times, kill him outright.<br />
* Overall, you will be a fragile, yet useful Engineer buddy with lots of utility. While you will often be at the front lines preventing enemies from coming close, helping out your Engineer will make his job, and your team's defense, more effective.<br />
<br />
==={{class link|Medic}}===<br />
A Scout and Medic can make a great team. The Scout's main job is to protect the Medic at all costs and escort him to other teammates so he can heal them as quickly as possible.<br />
* Always be sure to [[Spy-checking|Spy-check]], as Medics are usually the main killing priority for Spies; alert teammates immediately if you find a possible Spy that is trying to target your Medic.<br />
* Due to the Scout's low health pool, it is a good idea for a Medic to stay nearby in order to top him off as necessary.<br />
** Keep in mind that in the order of classes to heal, Scouts are a relatively low priority. If more important teammates (ex. [[Heavy|Heavies]], [[Soldier|Soldiers]], [[Demoman|Demomen]], or another [[Medic]]) are injured, heal them first.<br />
* Do not ask for an [[Übercharge]] to be deployed, unless it's an emergency or if the Medic is using the [[Kritzkrieg]] or [[Quick-Fix]]; if you do, you can easily waste an [[Übercharge]] that would have been more beneficial with another teammate.<br />
** However, do not underestimate a crit-boosted Scout. A full Pistol clip, aimed correctly, deals enough damage to take down any class. Additionally, the Scattergun's [[crits]] can take down any [[overheal]]ed target in just 3 hits at close range, even a [[Heavy]]. As [[critical hits]] do not suffer from damage falloff, this can make you exceptionally powerful even at range.<br />
* Although it's generally a bad idea to [[pocket]] a Scout, it can be viable. Since all Mediguns mirror the patient's speed for the Medic himself, he will be able to keep up with you, while its healing lets you tank damage much more than usual.<br />
** This works especially well with the Mad Milk, as the health on hit can make the duo very hard to kill.<br />
* The [[Vaccinator]]'s resistances can potentially save the Scout and his low health pool from death. The Medic can give a resistance bubble to the Scout before he moves in, such as bullet resistance to tank a Sentry Gun's shots.<br />
* The Quick-Fix pairs perfectly for the Scout, due to the increased healing working well with the Scout's low health pool.<br />
** In Control Points, the Scout's speed and evasiveness can allow a Medic and Scout pair to get behind enemy lines in order to [[back-cap]] the point. The Scout's firepower and the Medic's rapid healing allows the duo to hold the point until it becomes available to capture.<br />
** In [[Capture the Flag]], the Medic can ride with the Scout until he reaches the Intelligence room. When the Medic is situated in the enemy base, the Scout can run off without him to capture the flag. The Medic can then wait for teammates to arrive and give them assistance with the next cap.<br />
** The Crit-a-Cola can be used in a pinch if the Medic needs an extra burst of speed, especially on large maps such as [[Gravel Pit]].<br />
* Using the [[Boston Basher]]'s self-inflicted damage is extremely useful for building an [[ÜberCharge]]. If the Scout keeps hurting himself, the Medic will be able to fill his meter in half the time he could if the Scout was at full health.<br />
* If the Scout uses the [[Baby Face's Blaster]], the Medic will receive speed directly proportional to the Scout's boost bar. When the Scout is at full speed, the Medic will go ludicrously fast, allowing them to get to the front lines much faster. The healing will also allow the Scout to gain boost back safely whenever he gets hurt.<br />
* This team combination does not work well when you encounter multiple bulkier enemies like the Soldier or Heavy, as the Scout is only strong in one-on-one confrontations. As the Medic will be more beneficial if he heals his entire team instead of just you, ensure that your team can handle themselves before attempting any of these solo tactics.<br />
<br />
==={{class link|Sniper}}===<br />
The Scout and Sniper make up for each other's range weakness. The Scout focuses on close-range combat while the Sniper focuses on long-range combat, allowing the both of you to guard one another.<br />
* The Scout is a perfect distraction for a Sniper. If he has a line of sight, the Sniper can constantly get free shots with minimal danger at a distance while enemies are distracted by the Scout's close-range shenanigans.<br />
** The Sniper can also take down distant [[Sentry Gun]]s so you can run in safely.<br />
* A Sniper can protect you from other Scouts and Snipers. If trying to capture the Intelligence, a point, or escort the Payload, he can pick off enemies from a distance to keep you safe. You can do the same for the Sniper as well, protecting him from his close-range weakness as he snipes.<br />
* Snipers who decide to follow you to the front lines with the [[Huntsman]] will be vulnerable after each shot. The Scout can distract enemies as the Sniper keeps back, or outright kill enemies who want to come closer to capitalize on the Huntman's slow reload.<br />
* [[Jarate]] will make the Scout's job easier, as he can take down enemies with less shots. [[Mad Milk]] can also be a surprisingly good utility for a Sniper, as a fully-charged headshot on a milked target will instantly refill all his health.<br />
* The Sandman's slow will keep opponents moving minimally, making it much easier for the Sniper to get a [[headshot]] or two.<br />
* The Sniper and Scout can form an adequate Spy checking-team. With the combined force of the [[Wrap Assassin]], Mad Milk or Flying Guillotine, [[Bushwacka]] or [[Tribalman's Shiv]], and [[Jarate]], a Spy usually cannot escape.<br />
* While you may excel at keeping one another safe, you will often not be able to protect both members due to the different ranges your classes work at. This team combination might have to sacrifice one's safety for the benefit of the other, as a Sniper will be easily killed at close range, while a Scout's weapons are helpless at long range.<br />
<br />
==={{class link|Spy}}===<br />
It's very rare for a Scout to ever team up with a Spy, but it's possible and has potential, due to each classes' tendencies to ambush on command.<br />
* As usual, the Scout is a perfect distraction for his teammate. Enemies focusing on the Scout will not realize if a Spy sneaks up behind them for a backstab.<br />
** The Spy can also hang back at a distance as a Scout fights in the front lines. He can then use his health-observing ability to pick off weakened targets with the [[Revolver]], or simply keep firing for headshots with the [[Ambassador]].<br />
* The Scout can make it look like he's being chased by an "enemy" for a quick distraction. Let the Spy disguise as an enemy and chase the Scout, as he shoots back and retreats. Enemies might move forward to help their "teammate", and the Spy can hang back to get backstabs. It makes it more convincing if the Scout uses the "Help!" command using C+1.<br />
** The Spy can also disguise as a friendly teammate beside the Scout, and feign death using the [[Dead Ringer]] as they approach opponents. The Scout can distract the enemy long enough for the Spy to switch to an enemy disguise, recharge his Dead Ringer, and blend into the opposing team.<br />
* A [[Bonk! Atomic Punch]] distraction combined with the Spy's ability to sap buildings can quickly eliminate an entire sentry nest before reinforcements arrive.<br />
** The Scout can also use Bonk! to clear a pathway of Stickybombs so the Spy can move in. However, take note that this will result in the Scout absorbing a high amount of damage that will lead to a considerable slowdown after the invulnerability wears off.<br />
* As Spies are constantly Spy-checked, he will frequently be on fire. Equipping [[Mad Milk]] to extinguish him will help immensely.<br />
* Take note of this team combination, as you can be the one that ruins your friendly Spy's espionage. Refrain from running towards him if you meet behind enemy lines, as you may accidentally get him blown up by an unwary opponent.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Jumping#Double Jump|Double jump]]<br />
<br />
{{Class strategy}}<br />
{{Scout Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Scout]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Community_Scout_strategy&diff=2393909Community Scout strategy2019-02-11T17:51:58Z<p>MK38993: Added more clear summaries, removed some outdated advice</p>
<hr />
<div>[[File:Community_Scout_Strategy_Header.png|350px|right]]<br />
{{Quotation|'''The Scout''' on impersonators|Hit the road, bozo, let a real Scout get to work!|sound=Scout_dominationsct03.wav}}<br />
<br />
The [[Scout]] has the fastest movement [[speed]] of the nine mercenaries, the ability to double jump, captures objectives and pushes payloads at double the regular speed, and deals a consistent amount of damage from short to medium range. These attributes make him great for quickly completing objectives, such as capturing [[Control Point (Objective)|Control Points]], and optimal for one-on-one battles when timed correctly. However, his maximum base health of 125 makes direct confrontations against some mercenaries difficult and risky. Optimal combat involves [[Strafing|circle strafing]] or [[#Weapon Heckling|weapon heckling]], techniques that help the Scout avoid and simultaneously put out as much damage as possible.<br />
{{TOC limit|limit=3}}<br />
<br />
==Quick tips==<br />
* You have double the capture rate of any other class. If you're anywhere near an unguarded enemy [[Control Point (Objective)|Control Point]], stand on it in order to aid your team and sometimes distract enemies from your team.<br />
** In [[Payload]] maps, crouch-walking behind the Payload to use it as a shield can be very useful since your body and hitbox is smaller than other classes and can fit behind the Payload easily. This is particularly effective against stationary Sentry Guns, as they cannot target anyone they do not have a direct line of sight to.<br />
<br />
* Know where the [[Health|health packs]] are on every map, because you will usually work alone and thus be out of reach of your team's Medic(s).<br />
** You can use the [[Mad Milk]] on maps with few health packs to avoid having to leave combat for healing. Additionall, Mad Milk can be used to support your team in a firefight.<br />
<br />
* Attempting to out-gun tougher classes directly is unwise unless you know they are low on health.<br />
** Use your maneuverability to catch enemies (especially tougher classes) off-guard. Your extra speed and double jump can get you over gaps and other obstacles that block most of the other classes. Constantly strafe when your enemy decides to engage you.<br />
<br />
* [[Sentry Gun]]s should be avoided because the Scout relies on not being hit; a Sentry Gun's attacks are very strong, have high knockback, and its bullets never miss, making it a natural counter.<br />
** However, it is possible to destroy a lone Sentry by finding cover near it, exiting cover whilst shooting at it, and retreating to cover repeatedly, as well as with circle-strafing.<br />
** [[Bonk! Atomic Punch]] can be used to distract an enemy Sentry Gun while a teammate destroys it, or to run past the Sentry Gun while avoiding damage. Remember, bullets knock you back, so make sure that the sentry does not pin you against buildings or other obstacles, or you will die as soon as your invulnerability wears off.<br />
* As the class with the fastest base speed in the game, you should leave [[Teleporters]] for other classes to use. Unless the distance is significant enough, the teleporter is Level 3, or if you are sure they will be able to recharge before other teammates come by, it is best to run to the control point instead.<br />
<br />
==General==<br />
===Combat===<br />
* The Scout excels at one-on-one combat. Wandering or lone players (such as Spies and enemy Scouts) are good targets for a Scout, but if they see you coming, you will not last long. Instead, ambush them from above, behind, or anywhere else from which they can not see you first.<br />
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* Refrain from excessively using your Bat or other melee weapons in combat. They may hit fast, but the low damage output with a small health pool most likely won't end in your favor. <br />
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* Call for help if you can't handle enemies by yourself. Your firepower is generally only effective against a single target. Once enemy reinforcements arrive, you'll be forced to retreat.<br />
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* Your speed is useful for avoiding [[backstab]]s and [[headshot]]s; however, jumping will leave you suspended in a predictable arc against [[Sniper]]s. Use the double jump mechanic (while rapidly pressing crouch) to jump erratically to avoid their shots, but be warned that many Snipers will wait for you to use your double jump, after which you will fall predictably to the ground and may be easier to hit.<br />
** You should also be aware of common sightlines in various maps, so you aren't always worrying about whether a Sniper might be looking at you or not.<br />
<br />
* Open ground lets you use your maneuverability most effectively; tight spaces limit your evasive options and will make staying alive much harder.<br />
<br />
* When playing as Scout, keep moving. If a confrontation goes poorly, you can always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.<br />
** Never stand still when you are attacking someone as a Scout - your movement is the only way to prevent yourself from dying quickly, thanks to your low base health. Use your speed to your advantage by strafing left and right while attacking someone. Keep your distance when facing classes such as Soldiers and other Scouts, as a Soldier's rockets at close range do 90+ damage and a Scattergun will do the same damage as yours. When facing other Scouts, try to mirror their strafing movements to make them easier to hit. Once you get below 75 health, start to either make a retreat or jump around erratically to try and land a solid hit to finish the other Scout off.<br />
* If you find yourself circling an enemy, focus on your strafing and jumping, and fire your weapon only when your crosshair lines up with your target. This makes it more difficult for your enemy to hit you.<br />
<br />
* Find a mouse sensitivity that is suitable for '''you''' while playing Scout. A high sensitivity lets you quickly switch targets as you move, while a low sensitivity, paired with more mouse movement, makes it considerably easier to land point-blank shots with your Scattergun.<br />
** Optimal sensitivities may vary from person to person. Don't be afraid to try out new sensitivities in order to find one that works best for you. Try to use a new sensitivity for at least a few days before switching to a different one.<br />
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* When low on health, wait for the right moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating quickly to avoid enemy fire.<br />
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* The Scout has the smallest hitbox and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.<br />
** Take note of the object you are hiding behind. If it is tall but narrow, deploying your Bat will allow you to hide without your Scattergun or [[Pistol]] protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.<br />
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* Try to be unpredictable while fighting classes that are using [[hitscan]] weapons, such as the [[Shotgun]]. Hitscan weapons, usually bullet-based weapons, will instantly hit you as they do not have travel time, unlike a Rocket Launcher or a Flamethrower.<br />
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* When fighting enemy [[Pyros]] that are attempting to [[airblast]] you in a predictable arc to kill you with their secondary, use your second jump to escape from above.<br />
** You run backwards at the same speed as you run forward, meaning you can run back from enemy Pyros while shooting at them without the risk of being ignited.<br />
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* Do not confront a Sentry Gun unless necessary. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry to turn back to its default position.<br />
** It is also possible to circle-strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This can be difficult, however, and requires that you be somewhat close to the Sentry Gun while also being able to adjust your aim with your constant movements, which may be more difficult if you have a lower mouse sensitivity.<br />
** Generally, if a Sentry Gun has an attentive Engineer nearby, it is best to find another route instead of trying to destroy it.<br />
<br />
===Speed===<br />
* Your speed allows you to decide which battles to engage in; enemies cannot escape from you if you pursue them, nor can they catch you if you don't want to fight them.<br />
<br />
* Your high mobility makes you more difficult to hit, and at long range, your speed can render certain projectile weapons useless, since you can easily dodge these attacks.<br />
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* You can reach health/ammo kits or Dispensers more quickly than other classes when needed, minimizing your downtime.<br />
** However, be mindful of other players that might need a health kit more than you do, as your fast speed means you can easily find another one slightly further away.<br />
<br />
* [[Death]] is less of a penalty for you since you will spend less time than other classes running to where the battle is. Still, be wary that you may die often due to your low health, and [[respawn]] times are not reduced for you.<br />
** You are often the first to the fight at the beginning of the round. Be cautious, though, as you won't be the only one on the battlefield for long.<br />
<br />
* Because you can easily outrun other classes, it is possible to [[backcap]] [[Control Point (objective)|Control Points]] and other objectives. If the point captures quickly enough, this will lock the enemy out of capturing your own Control Point, forcing them to fall back.<br />
** Even if you do not manage to capture the point, you can still divert enemy forces so that some must run to deal with you, which you can then engage or simply escape.<br />
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* You are the ideal [[Capture the Flag#Intelligence|Intelligence]] carrier due to your mobility. With good planning, firepower, and luck, you can snatch the Intelligence from enemy-guarded territory and still make it out alive.<br />
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* Run into players to [[Spy checking|Spy check]], as this can conserve ammo, and your high mobility means that doing so won't be much of a time penalty. If you don't pass through them, and instead bump into them, then they're a disguised Spy. One or two point-blank shots from your primary will be enough to kill the Spy. Be sure to keep your distance and never turn away, lest you open yourself up for a [[backstab]].<br />
**[[Mad Milk]] can be useful for tracking down a cloaked Spy, as it allows you to see him while he’s invisible. He will be unable to escape you until the debuff wears off - your speed allows you to pursue him easily.<br />
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* Medics who heal you will be able to match your speed - help them reach the front lines faster! Try not to use your double jump too much - you might leave him behind a barrier he cannot cross and leave him open to enemy attacks.<br />
<br />
===Weapon Heckling===<br />
* '''Weapon heckling''' is a tactic that involves deploying a weapon that outranges or overpowers the current weapon your opponent is holding. While every class is capable of doing this with varied results, the Scout's natural speed and his weapons (with different optimal ranges) allow you to pull this off with much more efficiency.<br />
<br />
* Know the optimal range of your weapons and use them when your opponent is using a weapon that cannot significantly harm you at said range.<br />
** For example, if a Soldier is your target, move in close (though not too close) and blast him with a Scattergun at close range. If he knocks you back with the Rocket Launcher, draw your Pistol and fire at medium range, where rockets take some time to reach. If he switches to the Shotgun to deal accurate and instant damage, get close again and shoot with the Scattergun, where his Shotgun will deal less damage than his Rocket Launcher.<br />
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* Weapon heckling is as important when fighting enemy Scouts as it is with fighting other classes. It is usually more effective to use your Pistol over a Scattergun at medium range, for example, in order to maximize your damage and still have extra Scattergun shots in reserve.<br />
** As both of you will usually be avoiding each other's shots, it is sometimes possible to bait the enemy Scout into using up all his Scattergun shots, then taking advantage of his reload time and running in with your Scattergun or Bat.<br />
<br />
[[Image:Scoutjump.png|right|200px|thumb|The Scout's double jump is incredibly versatile; use it well.]]<br />
<br />
===Jumping===<br />
* Whichever movement key is being held at the time of the [[Jumping#Double Jump|double jump]] is the direction you will go. This allows you to instantly change direction in mid-air and confuse enemies.<br />
** Performing a double jump without pressing a movement key will cancel all horizontal momentum, regardless of your current speed. As a result of this, try to predict where enemies are aiming before double jumping.<br />
<br />
* Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. However, experienced players can wait for you to commit to your second or [[Atomizer|third jump]] before attempting an [[Aerial|airshot]]. Once you've committed, your trajectory is mostly locked and skilled players can easily predict your path and severely damage or outright kill you either before or right when you reach the ground.<br />
** An example is with [[Snipers]]: most usually aim where they expect you to be just after they zoom in, and double jumping will throw them off. Skilled Snipers, however, can use this to predict the path of your second jump, since you cannot move in mid-air after using it, and line up a headshot at your inevitable location.<br />
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* Double jumping just before you hit the ground will negate [[fall damage]], regardless of the distance you’ve fallen.<br />
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* Use the double jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above to take enemies by surprise, using your double jump to negate fall damage. You can confuse enemies by falling from above, firing at them, then jumping over their head as they turn around to see what hit them. This will often allow you to land one or two free hits on them before they figure out where you are.<br />
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* Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.<br />
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* Make sure you jump before falling from a ledge if you're double jumping to another spot. Falling off negates your first jump, so be careful.<br />
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* If you are under fire, try double-jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.<br />
** A slightly difficult, yet potentially useful strategy is to jump on top of an enemy’s head, and attack from there. This is best used against Heavies, whose slow movement speed makes it easier to stay on top of them. However, they will be able to kill you quickly from close range, so only engage Heavies when they are vulnerable and on low health.<br />
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* You are able to perform a triple jump of sorts if the [[Force-A-Nature]] is equipped as your primary weapon, as the [[knockback|recoil]] from firing can be used to propel yourself a few feet in the opposite direction of where the shot was fired. To do this, jump and then double jump, and while in the air after the second jump, aim directly down and shoot. It will propel you into the air, effectively giving you a third jump.<br />
** The Force-A-Nature can be used for a single, very high jump if timed correctly. Whilst running forward, aim down and jump. As you leave the ground, immediately shoot directly down. You will go much further into the air than a regular double jump would, and you'll still have your double jump.<br />
** Similar results can be achieved using the [[Boston Basher]]'s [[Bleed|self-damage]], though this costs a lot of health to use.<br />
** The [[Atomizer]] allows you to do a triple jump in the same manner as regular jumping, but you must have it deployed.<br />
*** You can use the Force-A-Nature and the Atomizer together to perform a [[Jumping#Quad jump|quad jump]].<br />
*** The [[Soda Popper]] allows you to quintuple jump after filling the Hype meter; however, this does not stack with the Atomizer.<br />
*** When active, the [[Winger]] increases the height of all your jumps, allowing you to boost any previously mentioned jump techniques.<br />
<br />
==Weapon Specific==<br />
===Primary Weapons===<br />
====[[Scattergun]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Scattergun|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
| rowspan="5"|6<br />
| rowspan="5"|32<br />
| rowspan="5"|90-110<br />
| rowspan="5"|15-30<br />
| rowspan="5"|3-6<br />
| rowspan="5"|183<br />
|-<br />
! {{Table icon|Festive Scattergun|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Festivized Scattergun|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Icon weapon|weapon=Rust Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Scattergun|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Scattergun|icon-size=40x40px}}<br><br />
'''[[Botkiller Scattergun]]'''<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|-<br />
! {{Table icon|Australium Scattergun|Advanced+ Mann Up Reward|title={{common string|Australium item|Scattergun}}}}<br />
| align="center" | {{Icon killicon|weapon=Scattergun}}<br />
|}<br />
<br />
* With six shots, the Scattergun is your most reliable primary weapon for prolonged combat. This comes at the cost of a relatively long reload time when it is empty, so try to keep at least two shots loaded before engaging the enemy.<br />
<br />
* The Scattergun does large amounts of damage at close range — one shot deals 105 damage if all bullets connect at point-blank range, slightly more than a [[Shotgun]] (which in comparison only does a maximum of 90 damage at point-blank range). This makes three shots enough to take out a non-overhealed [[Heavy]]. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off-guard.<br />
<br />
* Range severely reduces the Scattergun's damage. If you haven’t been noticed yet, avoid firing early. Wait until you are just a few feet away from the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This also may negate the need for reloading in the middle of a fight.<br />
** This is a major factor in fighting Soldiers. Two shots are enough to take down a Soldier at point-blank range, while you need three to do the same at a slightly greater distance. The difference between needing only two shots to kill and needing three is huge against a class whose primary weapon can easily kill you. Sneak up, flank, close the distance, and score two point-blank shots to eliminate him before he can react.<br />
<br />
* When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.<br />
<br />
* A trick that may work against newer Scouts is to shoot 3-4 shots from the Scattergun and then reload one shot. If the enemy sees you reloading, they may believe it is safe to rush up to you, giving you an easy chance to dodge and kill.<br />
<br />
====[[Force-A-Nature]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Force-A-Nature|Unlock}}<br />
| align="center" rowspan=3 | {{Icon killicon|weapon=Force-A-Nature}}<br />
| rowspan=3 | 2<br />
| rowspan=3 | 32<br />
| rowspan=3 | 88-105<br />
| rowspan=3 | 16-38<br />
| rowspan=3 | 3-6<br />
| rowspan=3 | 194<br />
|-<br />
! {{Table icon|Festive Force-A-Nature|Uncrate}}<br />
|-<br />
! {{Table icon|Australium Force-A-Nature|Advanced+ Mann Up Reward|title={{common string|Australium item|Force-A-Nature}}}}<br />
|}<br />
<br />
* The Force-A-Nature is an unlockable primary weapon for the Scout. It has only has two shots per clip, fires considerably faster than the stock Scattergun, and reloads both shots at once. It also has 10% less damage per pellet in exchange for 20% more pellets per shot, making it deal slightly more damage per shot than the Scattergun. The Force-A-Nature will [[Knockback|knock nearby targets back]], and when he is in mid-air, the Scout as well. This mechanic allows [[Jumping#Triple Jump|triple jumps]] (and [[Jumping#Quad Jump|quadruple jumps]] if accompanied by the Atomizer).<br />
<br />
* The Force-A-Nature's high burst damage and quick firing speed make it good at hit-and-run tactics. However, try not to get into a firefight with many enemies at once, as its slow reload time, small magazine, and short range is not suited for large, prolonged shootouts. Instead, try flanking to take on a single isolated enemy. Try not to approach them from the front; instead, attack from the side or behind, where you can close in easily.<br />
<br />
* Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.<br />
<br />
* Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you, and firing at the end of your second jump. Another method is to jump, fire quickly, and jump again. Only fire one shot, as firing a second shot while still in the air will not have any further effect on your velocity.<br />
** Use your recoil to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players don't usually look up. The Force-A-Nature works better while the target is busy with something, such as an [[Engineer]] setting up a building.the push force should be reduced so it will not send them so far but a fair distance<br />
<br />
* Use the Force-A-Nature's knockback ability to your advantage, since it can send enemies flying several meters and into [[Environmental death|hazards]] such as the [[Environmental death#Pitfall|pits]] in [[Lumberyard]] and [[Steel]]. It's particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective, and retreat to reload and strike again.<br />
** The knockback can be a double-edged sword, so if at all possible, determine where your shot will throw them into. It's not hard to accidentally send your target into a med-kit, into the safety of [[Sentry Gun]] coverage, or even into a cluster of his teammates.<br />
*** Use the knockback to push people into walls, giving you an easy second shot to finish them.<br />
<br />
* The Force-A-Nature can push ÜberCharged enemies. Use this to either push enemies away from your teammates or break the [[Medi Gun]] beam and attack the now-vulnerable target.<br />
<br />
* The Force-A-Nature is generally easier to use when you are grounded, as your enemies will take the full force of the weapon's knockback and you won't lose control. When firing in the air, the knockback keeps enemies pinned down for a second, but your shot will blast you slightly backwards, which can throw off your aim and send you in a predictable path for people to fire at you.<br />
<br />
* If you equip the Force-A-Nature, consider equipping the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload. An alternative method is to use your Bat for the finishing hit, in which case it would be ideal to knock the enemy into a wall or the air first for an easy follow-up swing.<br />
<br />
* With fixed bullet spread on, the pellets from the shot will fire in a 3x3 grid. The extra two pellets will fire to the right of the center, making medium range engagements easier if you aim slightly to the ''left'' of the target.<br />
<br />
====[[Shortstop]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Shortstop|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
| rowspan=2 |4<br />
| rowspan=2 |36<br />
| rowspan=2 |69-72<br />
| rowspan=2 |24-48<br />
| rowspan=2 |6-12<br />
| rowspan=2 |144<br />
|-<br />
! {{Table icon|Festivized Shortstop|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Shortstop}}<br />
|}<br />
<br />
* The Shortstop is a craftable primary weapon for the Scout. It has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets per clip. When active, it makes the Scout 20% more vulnerable to [[Knockback|push force]] taken from [[damage]], explosions, or the Pyro's [[compression blast]]. Additionally, it allows the Scout to "shove" a single enemy away with secondary fire, causing them to get knocked back a short distance.<br />
<br />
* Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the [[Heavy]], who may survive the four shots of the Shortstop and may kill you as you reload.<br />
** This can be mitigated by using the [[Mad Milk]], which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots. Alternatively, use a damaging secondary like the Pistol to avoid having to wait for the Shortstop to reload.<br />
<br />
* It can be deceptively difficult to hit opponents with the Shortstop, since it only fires four pellets in a narrow spread. As such, treat the weapon somewhat like a [[Revolver]]: you have to aim accurately with your crosshair in order to deal good damage at medium range, while its spread and damage makes it useless at long range.<br />
<br />
* This weapon fires two seconds of [[critical hits]] whenever it randomly crits, similarly to the [[Pistol]]. Hence, while crits from this weapon only deal a maximum of 144 damage per shot, you will be able to fire up to four critical shots to make up for it.<br />
<br />
* The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.<br />
<br />
* The Shortstop works well for dealing with [[Sentry Gun]]s. A Mini-Sentry Gun will go down in about a clip, even when you're standing outside of its range, and standard Sentry Guns will take significant damage from the Shortstop's increased damage per pellet.<br />
<br />
* This weapon grants you a unique "shove" mechanic if you have the Shortstop as the active weapon, allowing you to push away enemies that are close by. This is useful for giving you space, since the Shortstop lacks the damage ramp-up of your other primaries, and can also forcibly reposition foes or push them into a [[Environmental death|hazard]] such as a [[Environmental death#Pitfall|pitfall]] or friendly [[Sentry Gun]]s.<br />
** Unlike the [[compression blast]], your shove doesn't happen instantly, and has a longer cooldown time between shoves. Time them carefully.<br />
<br />
* While the 20% increase in knockback taken allows classes with knockback capabilities (like the [[Pyro]]) to easily push you into an environmental hazard, you can use this to your advantage; the knockback allows you to "surf" and escape from your pursuer.<br />
** Make use of air-strafing to control your trajectory if attempting this. Not only will this make you more mobile, but will also make it harder for enemies to hit you while airborne. To air-strafe, hold down a directional key (left or right) and turn your mouse slowly in that direction.<br />
*** {{botignore|Miniguns}} and Mini-Sentry Guns can be great sources of knockback to surf off of at medium range, as they shoot at a consistent rate. This should only be attempted if you have a decent amount of health left, as Heavies especially can shred you in a second with their primary.<br />
<br />
* The [[Crit-a-Cola]] pairs well with this weapon, as the Shortstop's faster firing rate will maximize the potential of the [[mini-crit]] boost's duration, while its high damage per pellet and greatly increased accuracy will make you quite powerful at range.<br />
<br />
====[[Soda Popper]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=6 | Damage<br />
|-<br />
! class="header" width="7%" | Loaded<br />
! class="header" width="7%" | Carried<br />
! class="header" width="7%" | Point Blank<br />
! class="header" width="7%" | Medium Range<br />
! class="header" width="7%" | Long Range<br />
! class="header" width="7%" | Critical<br />
! class="header" width="7%" | Damage to Activate Hype<br />
! class="header" width="7%" | Hype Duration<br />
|-<br />
! {{Table icon|Soda Popper|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
| rowspan=2 |2<br />
| rowspan=2 |32<br />
| rowspan=2 |104<br />
| rowspan=2 |24-67<br />
| rowspan=2 |3-26<br />
| rowspan=2 |180<br />
| rowspan=2 |350<br />
| rowspan=2 |8 seconds<br />
|-<br />
! {{Table icon|Festivized Soda Popper|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Soda Popper}}<br />
|}<br />
<br />
* The Soda Popper is a craftable primary weapon for the Scout. It is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, faster reload time compared to the Force-A-Nature, and no knockback. In addition, the weapon has a "Hype" meter that fills by dealing damage with any weapon while having the Soda Popper equipped. When completely filled, alternate fire activates "Hype mode" and grants 5 extra air jumps for 10 seconds. The Hype meter takes roughly 350 damage to completely fill.<br />
<br />
* Like the Force-A-Nature, the Soda Popper is generally useful for hit-and-run tactics due to its reduced magazine size. However, it reloads faster than the Force-A-Nature, making it better for offensive fighting.<br />
** As with the Force-A-Nature, reloading after firing one shot wastes the second shot, so try to make sure both shots are used for efficient ammo usage.<br />
<br />
* Similarly to the [[Baby Face's Blaster]], you need to deal damage to fill up the Soda Popper's Hype meter. It takes approximately 4 point-blank shots from the Soda Popper, 16 shots from the Pistol, or 10 swings from the Bat to do so.<br />
<br />
* The extra midair jumps enhances your already good mobility. Classes that rely on tracking a target (such as the [[Sniper]]) or projectile classes with slow projectiles (like the [[Soldier]]) will have an even harder time landing direct shots on you before you land.<br />
** A good tactic is to constantly keep in the air with your extra jumps while firing downwards at your target. This lets you chip at your opponent's health while you evade all damage.<br />
<br />
* On large maps such as [[Frontier]] or [[2Fort]], Hype can be used to find alternate routes around the enemy, or to simply get somewhere faster.<br />
<br />
* This weapon pairs very well with the [[Winger]], as its increased jump height lets you reach even greater heights when using the Soda Popper's Hype. It also serves as a backup weapon for opponents that survive both shots of your Soda Popper, though other pistols will be more effective for dealing damage.<br />
** The stock [[Pistol]] is also a good choice as a backup weapon, as it is more useful in prolonged combat.<br />
<br />
====[[Baby Face's Blaster]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Baby Face's Blaster|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Baby Face's Blaster}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 10-40<br />
| 3-10<br />
| 180<br />
|}<br />
<br />
* The Baby Face's Blaster is a craftable primary weapon for the Scout. It acts like the Scattergun, but decreases the Scout's base speed by 10% and only has four shots per clip. However, it has a boost meter: as damage is dealt, the meter fills and the Scout's speed increases. At full boost, the Scout runs 40% faster than a normal Scout. The boost decreases when receiving damage and upon a double-jump, and is lost upon death.<br />
<br />
* The Baby Face's Blaster is a strong weapon for those who stick to a "hit-and-run" playstyle. The quick speed allows a skilled player to avoid a fight as to keep their boost from being drained, and take small chunks of health from a target multiple times before killing them.<br />
** However, its reduced clip size makes direct confrontations riskier, as you have less margin for error. Ambushes become less effective as well, as the number of enemies you can damage and/or kill with a clip decreases.<br />
<br />
* Your priority should be constantly gaining boost while using this weapon, due to the benefits you gain with increased speed and how easy it is to lose charge.<br />
** It takes 100 damage from any weapon to fill the boost bar, such as a point-blank shot from the Blaster. However, it only takes 25 damage to completely drain a full boost bar, making an enemy Scout's [[Bat]] swing or a single close-range Winger shot enough to take away all your increased speed. Keep scoring hits on opponents so your boost is always high.<br />
<br />
* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only [[Sentry Gun]]s, the [[Natascha]], and [[Flame Thrower]]s are constant threats. However, your inability to double jump without losing your boost means you will have a harder time dodging [[projectile]]s such as [[Rocket Launcher|rockets]].<br />
** Your high speed will make it even more difficult to aim at times, so try and adjust for that by ambushing enemies, who will have no time to dodge.<br />
<br />
* Your full speed boost is capable of chasing down or retreating from any opponents, even enemy [[Scout]]s.<br />
** The only exceptions are enemy Scouts with the same weapon at full charge, a [[Chargin' Targe|charging]] [[Demoman]], or explosive jumping enemies. Have this in mind when fighting against any of those.<br />
<br />
* The Baby Face's Blaster is useful for reaching to and capturing objectives. It is especially useful for grabbing the Intelligence on [[Capture the Flag]] maps and returning it quickly.<br />
<br />
* Air jumping will deplete 75% of your boost, making double jumps riskier if you want to keep your boost. Make sure your air jump is worth the sacrifice, such as to dodge a rocket that would have drained all of your boost anyway.<br />
<br />
* There are some instances to take note of when collecting boost:<br />
** Shooting an enemy Scout under the effects of [[Bonk! Atomic Punch]] ''will'' charge the Blaster's boost.<br />
** Shooting an enemy under the effects of a stock [[Medi Gun]]'s Übercharge will ''not'' charge the boost.<br />
<br />
* Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols at a distance for small gains, get a [[Flying Guillotine]] hit to instantly charge your meter, or drink [[Crit-a-Cola]] and blast at range.<br />
<br />
* The [[Fan O' War]]'s mark for death can help with collecting boost. However, you have to actually hit someone with it first, which can be difficult with your initially reduced speed, and will make you a vulnerable target.<br />
<br />
* The [[Atomizer]] is not recommended to use with this weapon, as a triple jump will remove all your boost. However, it will make your jumps more effective when you actually need to use it.<br />
<br />
* The [[Winger]]'s additional jump height can be used instead of a double jump, allowing you to keep your current boost.<br />
<br />
*The [[Boston Basher]] will charge up to 85% of your boost meter on a successful hit, but missing and hitting yourself will often fully drain it.<br />
<br />
====[[Back Scatter]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Back Scatter|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Back Scatter}}<br />
| 4<br />
| 32<br />
| 90-105<br />
| 8-32<br />
| 2-8<br />
| 180<br />
|}<br />
<br />
* The Back Scatter is a craftable primary weapon for the Scout. It deals mini-crits when fired at close range from behind, at the cost of 20% increased bullet spread and a reduced clip size of four.<br />
<br />
* In general, the Back Scatter acts as an ambushing-focused sidegrade to the Scattergun. While it excels at picking off unaware targets, direct confrontations at medium range and further become less effective due to its lower magazine size and accuracy.<br />
<br />
* Some strategies that apply for the [[Spy]] may also apply to this weapon. Get behind enemies and fire at them while unnoticed to benefit from the Back Scatter’s mini-crits.<br />
<br />
* The Back Scatter deals 140 mini-crit damage at point blank — enough to kill 125-health classes with a single shot if all pellets connect. This makes you even more effective when attacking unaware targets, such as Snipers and Medics.<br />
** Jumping over an enemy and then quickly turning around can land you a free mini-crit shot.<br />
<br />
* The Back Scatter excels at Spy-checking due to a back hit being able to instantly kill enemy Spies.<br />
** If the Spy has a Dead Ringer, the mini-crit marker over their head will give them away. Follow this marker and shoot them until they die.<br />
<br />
* Even if your opponent turns around, you can still take them down with two shots at close range, since the Back Scatter deals standard Scattergun damage if all pellets connect.<br />
** The clip size penalty can be negligible if you don't usually use a gun's entire clip (for example, firing 2 shots then reloading will have no difference to the Scattergun), although this means you will reload more frequently.<br />
<br />
* Because of the decreased accuracy, engaging at medium distance is not suggested. Prolonged combat also becomes less effective, as your lower clip size and higher bullet spread will put you at a significant disadvantage. <br />
** The extra spread of this weapon does make Spy-checking easier, though, due to the larger spread letting your bullets cover a larger area.<br />
<br />
* Getting behind enemy lines is crucial in using this weapon most efficiently. [[Bonk! Atomic Punch]], the [[Atomizer]], and the [[Winger]] synergize best with this, allowing you to get behind enemies without too much trouble.<br />
<br />
* Because of the lower clip size, it can be good to bring a [[Pistol]] variant for when you run out of scattergun shots.<br />
<br />
* Pairing the Back Scatter with the [[Crit-a-Cola]] is not recommended, as the bullet spread will prevent your shots from hitting at range, while you can already deal mini-crits from behind anyway.<br />
<br />
===Secondary Weapons===<br />
====[[Pistol]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pistol|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
| rowspan="4" |12<br />
| rowspan="4" |36<br />
| rowspan="4" |30-45<br />
| rowspan="4" |15-19<br />
| rowspan="4" |5-7<br />
| rowspan="4" |51<br />
|-<br />
! {{Table icon|Festivized Pistol|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Pistol}}<br />
|-<br />
! {{Table icon|Lugermorph|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Lugermorph}}<br />
|-<br />
! {{Table icon|C.A.P.P.E.R|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=C.A.P.P.E.R}}<br />
|}<br />
<br />
* Targets too far away for the Scattergun should be fought with the Pistol. Its greater accuracy at medium range and quick reload makes it a viable backup weapon for when your Scattergun runs out of ammunition, though it only holds three spare magazines of bullets.<br />
<br />
* One of the Pistol's primary uses is to finish off wounded targets attempting to retreat. Do not underestimate the power of the Pistol, as several shots at close range can kill you quickly.<br />
** The Pistol is also a great weapon for baiting enemy players. If you can run behind enemy lines, hit a few shots and then run away; players will often try to pursue you, making it easier for your team to move in without as much trouble.<br />
<br />
* The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will allow you to fire sooner than reloading the Scattergun.<br />
** Be careful - changing weapons before the Pistol finishes reloading cancel the reload, wasting the time you spent reloading. Wait until when your magazine count changes before switching weapons.<br />
<br />
* The Pistol can waste a lot of ammunition if fired haphazardly into a firefight, partly due to its firing speed and especially since you only have three magazines of bullets. Choose your targets wisely and aim carefully.<br />
<br />
* Your Pistol is the best option to take down [[Sentry Gun]]s from longer ranges than any other Scout weapon, since [[buildings]] are not affected by damage falloff. If you're out of the Sentry Gun's range, consider hitting the Engineer with a [[Sandman]] ball when he's far away from the Sentry (making it harder for him to reach the Sentry before you destroy it) and then destroying the Sentry Gun with your Pistol.<br />
<br />
* When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with one close-range blast of your primary weapon.<br />
<br />
* The Pistol is one of the most deadly weapons to get critical hits with. If you happen to get [[First Blood]] in [[Arena]], switch to your Pistol, as it can take any class down in one magazine, including most overhealed enemies, if you fire fast and accurately, and the critical hits mean the Pistol can kill enemies from longer distances without a need to consider damage falloff. However, for closer ranges, the Scattergun may still work better.<br />
<br />
* The Pistol is a reliable backup weapon for any of your primary weapons. All Scattergun sidegrades have a lower magazine size, so switch to your Pistol and fire at them once you are out of shots. This allows you to sustain fire when you would otherwise have been vulnerable reloading.<br />
<br />
====[[Bonk! Atomic Punch]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Bonk! Atomic Punch|Unlock}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | Drink to become invulnerable. Cannot attack, capture, or defend during this time. Damage absorbed will slow you when the effect ends.<br />
| rowspan="2" | 10 seconds<br />
| rowspan="2" | 29 seconds<br />
|-<br />
! {{Table icon|Festive Bonk! Atomic Punch|Uncrate}}<br />
|}<br />
<br />
* Bonk! Atomic Punch is an unlockable secondary weapon for the Scout. When consumed, you will become invincible for 8 seconds, although you are still affected by [[knockback]], similar to an [[ÜberCharge]]. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-kill with the [[Sandman]] or [[Atomizer]]). After the invulnerability effect wears off, the Scout will receive a 5-second slowing effect based on the damage they absorbed under Bonk!'s effect. Bonk! takes 24 seconds to recharge after use.<br />
<br />
* Use Bonk! as a safety net when you find yourself in a bad situation, like running into [[Sentry Gun]]s, [[Heavy]]/[[Medic]] combos, or large groups of enemies.<br />
** Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage. If you are launched by [[knockback]] while you drink, the animation will be canceled and you will not gain invulnerability, but it will still consume the drink and you will have to wait for it to recharge.<br />
** Take note of the map's flank routes and locations. You may need to run to a deserted area and wait out the [[slowdown]] following the end of your effect, as you will be highly vulnerable then, or you may be able to run behind your teammates for cover and recovery.<br />
<br />
* You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting. This can help you get ready for your next fight, or set up a [[taunt kill]] on unaware players. As you cannot switch weapons under Bonk!, make sure that you switch to the Bonk! from your primary rather than your melee weapon, as you will be forced to the last held weapon after you use Bonk!.<br />
<br />
* Bonk! can be used to avoid damage-over-time from [[fire]] or [[bleed]]ing. Though the afterburn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool or a source of health before you burn to death.<br />
** This also lets you negate [[Jarate]] and other effects that mark you for death. Drink Bonk! to protect yourself from the increased damage you will take otherwise. It's also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.<br />
*** However, this does not work for effects like the [[Mad Milk]]'s health-on-hit effect, as enemies can still gain on-hit effects from you while you are under the effects on Bonk!. The same goes for enemy Medics using the [[Ubersaw]], as they can still fill up their ÜberCharge meter by hitting you.<br />
<br />
* If your team is about to push with an [[ÜberCharge]], take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it. This can keep your Medic safe before he uses his ÜberCharge, and your allies can take out the opposition while you provide cover and distraction. It may also let you take the brunt of the knockback rather than your teammates, so they can advance more easily. If you have no one backing you, simply reporting what you found via voice chat or using the "Sentry Ahead!" voice command can potentially save your teammates.<br />
** If your team lacks a Medic, you can use Bonk! in the same way as an ÜberCharge, making the Sentry Gun target you while your teammates attack it. Make sure to escape before the Bonk! wears off, and know that Sentry Guns will deal knockback to you that may make it harder to flee. However, [[Wrangler|Wrangled]] Sentry Guns may make this ineffective, as the Engineer controlling it will likely focus its fire on the greater threats.<br />
*** It is possible to position yourself so that the Engineer is between you and your Sentry Gun. As Sentry Guns can injure both their owner and the enemy, you can use this to kill the Engineer with his own Sentry Gun, though this can be risky, as you will need to balance time used to kill the Engineer as well as time to escape before the effect ends.<br />
** As you will be absorbing high amounts of damage, you will be considerably slowed after the invulnerability wears off. If you “dodge” 200 damage or more, you will be reduced to half speed for 5 seconds, allowing enemies to hit you easily.<br />
<br />
* It is very easy to distract enemies while you are under the influence of Bonk!. Enemy [[Sniper]]s can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into [[Soldier]]s and [[Demomen]] will usually result in them hurting or outright killing themselves with their explosive weapons. Heavies and [[Pyro]]s will also find it difficult to focus on firing if you run circles around them. <br />
<br />
* You can use your invulnerability to block enemies or projectiles. Body-blocking an enemy Medic's patient can potentially waste their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's charge.<br />
** Save Sentry Guns or even hurt teammates from enemy fire by taking rockets and bullets before they can hit. Keep track when your Bonk! runs out though, and escape a few seconds before it wears off to recover from the post-effect slowdown in peace.<br />
<br />
* Bonk! can be used to propel yourself across the map using enemy explosives or Sentry Guns. However, where you will go is often unpredictable as you will have to rely on enemies for knockback.<br />
<br />
* Try to avoid taking unnecessary fire from enemies, as it will slow you down even more. Remember that you can still dodge attacks just as easily under the effects of Bonk!.<br />
* Try to use Bonk! at the right time. Using it in situations where it wasn't needed may result in a slowdown effect for no reason.<br />
<br />
====[[Crit-a-Cola]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=3 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="17%" | Drink Effect<br />
! class="header" width="17%" | Duration<br />
! class="header" width="17%" | Recharge Time<br />
|-<br />
! {{Table icon|Crit-a-Cola|Craft}}<br />
| 1<br />
| ∞<br />
| While effect is active: each attack mini-crits and sets Mark-For-Death for 10 seconds.<br />
| 5 seconds<br />
| 20 seconds<br />
|}<br />
<br />
* The Crit-a-Cola is a craftable secondary weapon for the Scout. When consumed, all damage dealt will be [[Critical hits#Mini-crit|mini-crits]] for 8 seconds. Attacking while under the effect will mark you for death for five seconds (does not stack). The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 24 seconds.<br />
<br />
* The Crit-a-Cola is a high-risk, high-reward weapon. A mini-crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you take mini-crits for five seconds after attacking, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.<br />
** Since you take mini-crits for five seconds after attacking, using this to up your damage output in a 1v1 fight is no longer viable, so Crit-a-Cola is now mainly a tool for assassinating lone players or flanking and taking out Medics.<br />
<br />
* During the 8-second mini-crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times. As such, make sure your weapon is fully loaded to benefit the most from the mini-crits.<br />
*** Keep in mind that when you use the Crit-a-Cola, you will automatically switch to your last equipped weapon. If this is your melee weapon, be prepared to attack with it or quickly switch to your primary.<br />
<br />
* At point-blank range, one blast from the Scattergun (or any primary weapon other than the Shortstop) with the mini-crit buff is capable of killing any 125 HP class from full health. Therefore, if you find yourself behind multiple light classes, the Crit-a-Cola can give you one kill per shot. Land two shots to kill most other classes.<br />
* Be careful about drinking the Crit-a-Cola when facing competent Soldiers or Demomen. You will die to one close-range {{botignore|direct hit}} [[Rocket Launcher|rocket]] or [[Grenade Launcher|grenade]], and if you are using the [[Sandman]], one point-blank [[Shotgun]] blast will also kill you.<br />
<br />
* Since mini-crits do not suffer from damage falloff, your primary weapon will remain useful at a longer range as well.<br />
** However, you will still be generally disadvantaged at range against most classes. As you are vulnerable while drinking, it is better to hide, drink it, then run closer to fight back.<br />
<br />
* Never drink the Crit-a-Cola under the effects of a friendly Buff Banner or a [[Critical hits#Crit boost|critical hit boost]], or when facing an enemy that is marked-for-death. Your mini-crits do not stack with critical hits or other mini-crits - using Crit-a-Cola will only weaken yourself with a self-inflicted marked-for-death debuff.<br />
** If possible, coordinate drinking Crit-a-Cola with a friendly Soldier's [[Battalion's Backup]]; the defense boost will negate your increased vulnerability and will allow you to deal mini-crits with no downsides.<br />
<br />
* The [[Force-A-Nature]] is capable of dealing up to 134 damage with the Crit-a-Cola, making it possible to kill any class (besides overhealed Heavies) with two shots at point-blank range. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, as the Force-A-Nature's fast firing speed may be able to kill the enemy before they can react.<br />
<br />
* The Crit-a-Cola pairs well with the [[Shortstop]], as its extra range and tighter spread combined with mini-crits not being affected by damage falloff lets you fire from a safer distance than is possible with the Scattergun.<br />
<br />
* The Crit-a-Cola and [[Soda Popper]] can be used together well because the damage boost from the Crit-a-Cola allows you to charge your Hype faster, and the Hype buff will allow you to avoid most damage altogether, negating your marked-for-death debuff. <br />
** However, you sacrifice a secondary weapon, making you less effective at long range. <br />
<br />
* When using the [[Baby Face's Blaster]] with the Crit-a-Cola, it is much easier to gain boost at a distance due to the mini-crits.<br />
<br />
* It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, because the 15 base health you lose may allow Soldiers, Demomen, and other Scouts to kill you before you can kill them.<br />
<br />
====[[Mad Milk]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Effect<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%" | Effect on Enemies<br />
! class="header" width="13%" | Effect on Teammates<br />
! class="header" width="13%" | Duration<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Mad Milk|Craft}}<br />
| rowspan="2" | 1<br />
| rowspan="2" | ∞<br />
| rowspan="2" | 60% of all damage dealt is returned as health. Also negates Cloak.<br />
| rowspan="2" | Extinguishes flame on yourself and/or teammates. <br />
| rowspan="2" | 10 seconds / {{tooltip|2.5 seconds|On a continuously healed target by any type of Medi Gun or Dispenser.}}<br />
| rowspan="2" | 20 seconds / 16 seconds when teammates extinguished.<br />
|-<br />
! {{Table icon|Mutated Milk|Uncrate}}<br />
|}<br />
<br />
* Mad Milk is a craftable secondary weapon for the Scout. Similar to [[Jarate]], it is a thrown weapon that covers enemies in the substance, and nullifies the Cloak of enemy Spies and extinguishes teammates and yourself when on fire. Anyone who attacks a player covered in Mad Milk will heal 60% of the damage they dealt. Mad Milk has a recharge time of 20 seconds.<br />
<br />
* Mad Milk allows you to remain in combat for longer without dying or needing to retreat, since you will regain health as you deal damage.<br />
<br />
* Mad Milk is a great supplement for an offensive push, allowing attackers to replenish their health quickly. Simply throw it onto enemy combatants and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.<br />
** For example, when using the Kritzkrieg's crit-boost, teammates heal a great amount of health.<br />
<br />
* Using Mad Milk on classes like the Heavy can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to his slow speed and high health. For example, Snipers will be able to regain at least 90 health if they land a headshot on a “milked” target.<br />
** While still risky, Mad Milk makes head-on approaches to bulky classes like the [[Heavy|Heavies]] more easier, as you will be able to take more damage as you attack the enemy.<br />
** Using Mad Milk on offensive classes like Pyros allows for survivability while fighting them. It allows you to survive the high outputs of damage from them through close range combat.<br />
<br />
* Mad Milk is a useful tool for dealing with enemy Spies. The dripping effect is easily spotted if they're disguised and will prevent them from evading your team by cloaking.<br />
** Additionally, the white particles of any player dripping in milk makes them more visible on dark maps such as [[Sawmill]].<br />
<br />
* Mad Milk lets you extinguish teammates or yourself. It is especially beneficial to you, as [[afterburn]] will deal enough damage over time to drain half your health. Do not be afraid to use it when you see a burning teammate, as it refills 20% of its charge instantly if you extinguish a teammate.<br />
<br />
* Some of your Scattergun variants synergize well with Mad Milk.<br />
** The healing will be more effective at close range with the Scattergun, as the larger clip and stronger shots can keep you alive longer using Mad Milk's effect.<br />
** The Shortstop will excel at a distance, as its reliable medium-range shots will give you a decent amount of health while letting you hang back safely.<br />
** Mad Milk will keep you alive while you constantly hunt enemies with the Baby Face's Blaster to fill your Boost bar.<br />
<br />
* Hitting an enemy with the [[Fan O'War]] and dousing them with Mad Milk will return more health per hit, but may alert the enemy to your presence.<br />
<br />
====[[Winger]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Winger|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
| rowspan=2 |5<br />
| rowspan=2 |36<br />
| rowspan=2 |25<br />
| rowspan=2 |15-19 <br />
| rowspan=2 |10-12<br />
| rowspan=2 |52<br />
|-<br />
! {{Table icon|Festivized Winger|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Winger}}<br />
|}<br />
<br />
* The Winger is a craftable secondary weapon for the Scout. It deals 15% more damage per shot than the Pistol, but has only 5 rounds per magazine. It also allows the user to jump 25% higher when active.<br />
<br />
* The Winger requires you to fire more accurately than the Pistol. If you can't aim well, consider using a different pistol instead.<br />
<br />
* Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's frequent reloading.<br />
<br />
* The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine. Take advantage of its high damage and use it for close encounters.<br />
** However, the larger clip of the Pistol makes for more sustained damage, and can potentially take down a target when the Winger would have run out of shots. Choose whichever one is preferable for the engagement.<br />
<br />
* Despite its drawback of 5 shots, this allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. However, the Winger is best for short encounters with weak targets, while the Pistol excels at prolonged combat. Consider this when determining your loadout.<br />
<br />
* The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at [[buildings]] don't factor in damage ramp-up/fall-off.<br />
** However, the reduced magazine size will make it harder when there's an Engineer constantly repairing the Sentry Gun.<br />
<br />
*Use the Winger’s increased jump height to take alternate routes throughout the map. Ambush enemies by approaching from unexpected areas.<br />
<br />
====[[Pretty Boy's Pocket Pistol]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Medium Range<br />
! class="header" width="13%"| Long Range<br />
! class="header" width="13%"| Critical<br />
|-<br />
! {{Table icon|Pretty Boy's Pocket Pistol|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Pretty Boy's Pocket Pistol}}<br />
| 9<br />
| 36<br />
| 22<br />
| 13-17 <br />
| 8-10<br />
| 45<br />
|}<br />
<br />
* The Pretty Boy's Pocket Pistol is a craftable secondary weapon for the Scout. It is similar to the [[Pistol|Stock Pistol]]; however, it has a 25% smaller clip size. When the weapon is active, it allows you to heal up to 3 health per hit and has a 15% faster firing speed.<br />
<br />
* This weapon offers a middle-ground between the healing utility of the [[Mad Milk]] and the various offensive roles of the Stock Pistol. It doesn't support your team, but it can be greatly beneficial for surviving when roaming around in enemy territory, where friendly [[Dispenser]]s and [[Medic]]s are scarce. It also fulfills most of the Stock Pistol's roles, albeit slightly less effectively.<br />
<br />
* As a Pistol, this weapon is useful in all the same ways as the Stock Pistol, including the ability to easily finish off weakened enemies at a distance, directly fight enemies at a distance, and destroy [[Sentry Gun]]s at a distance, among others. <br />
** Similarly to the Stock Pistol, the Pocket Pistol also offers an alternative to the [[Scattergun]] with better effective distance, faster fire rate, and a faster reload speed. It is a good backup weapon for when there is no time to reload your Scattergun.<br />
<br />
* The Pretty Boy's Pocket Pistol is useful for healing minor wounds. Fire at unaware or unprepared targets.<br />
<br />
* Attacking unaware or distant enemies can significantly increase the Scout's chances of survival. <br />
** Some very easy targets to hit include unprepared [[Heavy|Heavies]] and [[Pyro]]s.<br />
** If being pursued by an enemy, it may be a good decision to turn around and fire at them, to partially regain health you are losing.<br />
<br />
* If lit on fire, shoot the offending [[Pyro]]. Stay out of the range of his flames and backpedal while firing.<br />
<br />
====[[Flying Guillotine]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="17%" colspan=2 | Ammo<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="8%"| Loaded<br />
! class="header" width="8%"| Carried<br />
! class="header" width="13%"| Point Blank<br />
! class="header" width="13%"| Critical<br />
! class="header" width="13%" | Recharge Time<br />
|-<br />
! {{Table icon|Flying Guillotine|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Flying Guillotine}}<br />
| 1<br />
| ∞<br />
| 50<br />
| 150<br />
| 6 seconds / {{tooltip|4.5 seconds|On long range hit}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| N/A<br />
| N/A<br />
| 40 damage over 6 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Flying Guillotine is a craftable secondary weapon for the Scout. It is a thrown weapon that causes [[bleed]]ing when it hits an enemy.<br />
<br />
* The Flying Guillotine sacrifices your accurate Pistol for a stronger, harder-to-aim weapon with cooldown. One hit from the Flying Guillotine deals moderate damage, equivalent to several Pistol shots, if including bleed. However, you will lack a secondary weapon if you miss, so make sure your throws count.<br />
<br />
* This weapon flies at an arc, and takes some time to reach its destination. Lead your target accordingly, as throwing where your enemy was will simply cause it to miss.<br />
** While it can be hard to aim, the Flying Guillotine is very hard to see when thrown. Enemies will usually fail to see your throw coming until it strikes them.<br />
<br />
* The Flying Guillotine deals no damage to [[buildings]]: when thrown at any building, the weapon will simply bounce off.<br />
** Conversely, enemy Pyros can [[airblast]] your thrown weapon and bounce it back at you. Be careful, as this will take away most of your health.<br />
<br />
* This weapon can be very useful on [[Payload]] matches because most players will be moving slowly and/or not paying attention while they're pushing the cart, so you can dish out a solid amount of damage. The added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.<br />
<br />
* Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower-health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.<br />
<br />
* Bleeding damage included, a regular hit will fill up most of the [[Baby Face Blaster]]'s boost gauge in one hit.<br />
<br />
* Long-range hits will decrease the already short recharge time. Try to hit shots from further away to make it able to be thrown more often.<br />
<br />
===Melee Weapons===<br />
====[[Bat]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Bat|Stock}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
| rowspan="11" | 0.5 seconds<br />
| rowspan="11" | 35<br />
| rowspan="11" | 105<br />
|-<br />
! {{Table icon|Saxxy|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Saxxy}}<br />
|-<br />
! {{Table icon|Conscientious Objector|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}<br />
|-<br />
! {{Table icon|Festive Bat|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Bat}}<br />
|-<br />
! {{Table icon|Frying Pan|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Frying Pan}}<br />
|-<br />
! {{Table icon|Freedom Staff|Promotional}}<br />
| align="center" | {{Icon killicon|weapon=Freedom Staff}}<br />
|-<br />
! {{Table icon|Bat Outta Hell|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}<br />
|-<br />
! {{Table icon|Ham Shank|Drop}}<br />
| align="center" | {{Icon killicon|weapon=Ham Shank}}<br />
|-<br />
! {{Table icon|Necro Smasher|Achievement}}<br />
| align="center" | {{Icon killicon|weapon=Necro Smasher}}<br />
|-<br />
! {{Table icon|Crossing Guard|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Crossing Guard}}<br />
|-<br />
! {{Table icon|Batsaber|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Batsaber}}<br />
|}<br />
<br />
* While the Bat swings quickly, it deals less than half the damage of other stock melee weapons. Each swing does 1/3 of a point-blank Scattergun shot, making it only useful as a backup weapon.<br />
** On servers with random critical hits, the Bat becomes much more effective due to its high swing speed, which lets it roll for more crits compared to other melee weapons.<br />
<br />
* In a one-on-one melee fight, you will be able to get in more hits due to the Bat's swing speed and your own mobility, but your enemy will be able to kill you faster if he lands his.<br />
<br />
* You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your primary and secondary weapons need to be reloaded, but should not be used excessively otherwise.<br />
<br />
* You may use the bat when ambushing an enemy who is constantly strafing (as melee weapons require less precise aim to hit).<br />
<br />
* Unless under the conditions described above, you'd generally be better off using your Scattergun.<br />
<br />
====[[Sandman]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Slow Time<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Sandman|Unlock}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|-<br />
! rowspan="2" | {{Table icon|Festivized Sandman|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Sandman}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
| N/A<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 1-7 seconds<br />
| 15 seconds<br />
|}<br />
<br />
* The Sandman is an unlockable melee weapon for the Scout. With secondary fire, the Scout will launch a baseball that will [[slow]] an enemy on hit for 1-8 seconds, depending on how long the ball has stayed in the air, but carrying this weapon will lower the Scout's maximum [[health]] by 15, to a total of 110. Hit targets are considerably slowed and cannot [[Jumping|jump]]. Hitting an enemy with the ball at maximum range will render the target immobile for the entire effect duration. The ball has a recharge rate of 10 seconds, but can instantly be reused by picking up a baseball that has been launched by the player or another Scout.<br />
** The ball counts as a [[projectile]], and can be [[Compression blast|airblasted]].<br />
** A launched ball lingers for 3<!-- confirm?--> seconds if it hits someone, or 10 seconds if it doesn't.<br />
<br />
* The Sandman can be a great supportive weapon for your team. Slowing a target that has a [[ÜberCharge#Kritzkrieg|Kritzkrieg]] activated on them can halt the enemy's push.<br />
** It is also a great tool for slowing key targets, like [[Heavy|Heavies]], [[Medic]]s, or [[Sniper]]s, leaving them open to attack.<br />
<br />
* If you are caught in a bad situation, the slowing effect can buy you enough time to get to safety.<br />
** Similarly, if you are in a situation to get the first strike, slowing your opponent can make it much easier for you to hit them before they can react.<br />
<br />
* [[Critical hits]] lengthen the slow time. In servers with random critical hits enabled he baseball also uses the same base crit chance of 15% as any melee weapon, making such criticals rather common on these servers.<br />
<br />
* Aiming the baseball isn't always easy due to its arc and travel time, but in certain areas, it can be. For example, the bridge in [[Badlands (Control Point)|Badlands]] is just long enough for you to hit an enemy with a moon shot (a maximum strength slow) and it is relatively easy to hit someone with it since the bridge is a straight pathway.<br />
<br />
* When equipping the Sandman, be aware that you start with only 110 health. A Soldier can kill you with a single rocket up close, as can a Demoman with a well-placed explosive. If survival is a priority, it is better to switch to another melee weapon.<br />
<br />
* A lone [[Engineer]] is a prime target for the Sandman's ball. While slowed, the Engineer may not be able to reach his Sentry Gun in time due to his decreased speed. Use this opportunity to attack the [[Sentry Gun]]. This is especially useful if the Engineer is a good distance away from his Sentry Gun.<br />
<br />
* Avoid using the Sandman with [[Crit-a-Cola]], as the 15 health deduction will allow enemies to kill you nearly instantly.<br />
<br />
====[[Holy Mackerel]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Holy Mackerel|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
| rowspan="4" | 0.5 seconds<br />
| rowspan="4" | 35<br />
| rowspan="4" | 105<br />
|-<br />
! {{Table icon|Festivized Holy Mackerel|Festivizer}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|-<br />
! {{Table icon|Unarmed Combat|Craft}}<br />
| align="center" | {{Icon killicon|weapon=unarmed combat}}<br />
|-<br />
! {{Table icon|Festive Holy Mackerel|Uncrate}}<br />
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}<br />
|}<br />
<br />
* The Holy Mackerel and Unarmed Combat are craftable melee weapons for the Scout. Each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!", but otherwise they function the same as the Bat.<br />
<br />
* While the kill feed announcement may be aesthetic, hitting a cloaked Spy will be displayed on the kill feed. Conversely, triggering a [[Dead Ringer]] Spy's cloak or hitting a disguised Spy will not be displayed in the kill feed. This lets you track down Spies that attempt to feign death.<br />
<br />
* The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.<br />
<br />
====[[Candy Cane]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Candy Cane|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Candy Cane}}<br />
| 0.5 seconds<br />
| 35<br />
| 105<br />
|}<br />
<br />
* The Candy Cane is a craftable melee weapon for the Scout. When the player kills an enemy, a small Health pack is dropped regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.<br />
<br />
* Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.<br />
** Use the Candy Cane to check for [[Dead Ringer]] Spies, as feigned deaths will not drop Health kits.<br />
<br />
* The Candy Cane can be a double-edged sword when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill.<br />
<br />
* A successful kill with the Candy Cane in [[Medieval mode]] will cause two health kits to be dropped instead of one.<br />
<br />
* Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from any of their primary weapons at point-blank range will instantly kill you.<br />
** With this knowledge, equipping this weapon with others that give you additional damage vulnerability, such as the Crit-a-Cola, may be useful, as any hit from an explosive would kill you anyway, even without the marked-for-death effect.<br />
<br />
* Using the Mad Milk with the Candy Cane can allow you to heal yourself and teammates if no Medics or Health kits are nearby.<br />
<br />
====[[Boston Basher]] + [[Reskin#List of reskins#Scout | reskins]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" rowspan=2 | Weapon<br />
! class="header" width="16%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="50%" colspan=4 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Boston Basher|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Boston Basher}}<br />
| rowspan="2" |0.5 seconds<br />
| rowspan="2" |35<br />
| rowspan="2" |105<br />
|-<br />
! {{Table icon|Three-Rune Blade|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Three-Rune Blade}}<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Boston Basher is a craftable melee weapon for the Scout. On hit, the enemy will [[Bleeding|bleed]] for 5 seconds (for a total of 75 damage), but on miss, it will apply 18 base damage and bleed effect to the user at a reduced rate (a total of 48 damage). The user will not be damaged when hitting a teammate, any world geometry, or props.<br />
<br />
* This is not a weapon meant to be spammed, as it will just get you killed. Instead, keep landing single hits when the enemy is close to minimize missing.<br />
** If you end up making yourself bleed, you can stop the bleeding by drinking [[Bonk! Atomic Punch]] and getting a Health kit to recover.<br />
<br />
* A successful hit including bleed will deal 75 damage, making hit-and-run tactics even more effective. Run in, melee your target once to soften him up, and fire Scattergun shots as you retreat.<br />
** If you are losing a one-on-one fight and need to escape or are likely to die, hitting your opponent as you run away may be enough to kill them. This is more effective on squishy targets like other Scouts, although bulkier classes will be weakened all the same.<br />
<br />
* By swinging right after jumping, you can boost yourself with the self-damage of the Boston Basher to heights comparable to the Pyro's [[Detonator]] jump. However, this costs a lot of health, so take note of where the map's health packs are.<br />
** By combining the boost of the Boston Basher with the ability of the [[Force-A-Nature]] to perform a third jump, you can jump over long stretches of a map.<br />
<br />
* By hitting yourself while being healed, you can boost a friendly [[Medic]]'s [[ÜberCharge]] building speed.<br />
<br />
* The bleed effect can be useful for preventing [[Spy|Spies]] from escaping by [[cloak]]ing. However, trying to hit a Spy that is already invisible is inadvisable as you may likely hit yourself instead.<br />
<br />
* If you land a successful hit on an enemy with the Boston Basher while the enemy is coated in [[Mad Milk]], the bleed damage will heal you. This can partially protect you from missed swings as well.<br />
<br />
* The [[Crit-a-Cola]] can be useful with the Boston Basher; self-inflicted damage will not be boosted by Crit-a-Cola's effect, and the mini-crits will greatly increase the bleed damage on an enemy player.<br />
<br />
====[[Sun-on-a-Stick]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=2 | Damage<br />
|-<br />
! class="header" width="20%" | Point Blank<br />
! class="header" width="20%" | Critical<br />
|-<br />
! {{Table icon|Sun-on-a-Stick|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Sun-on-a-Stick}}<br />
| 0.5 seconds<br />
| 26<br />
| 79<br />
|}<br />
<br />
* The Sun-on-a-Stick is a craftable melee weapon for the Scout. It delivers 25% less damage than the Bat, but guarantees a critical hit whenever you strike a [[Fire|burning]] enemy. Additionally, it grants the user 25% fire resistance when it is the active weapon.<br />
<br />
* Equipping the Sun-on-a-Stick usually comes down to whether you have a Pyro on your team, as the critical hits only come into play when your opponent is suffering from afterburn.<br />
** Likewise, fire resistance is of minimal usefulness if there are no Pyros on the enemy team, and flat-out worthless if there are no enemies capable of inflicting fire damage at all, such as [[Cow Mangler 5000]]-wielding Soldiers.<br />
<br />
* While the Sun-on-a-Stick's critical hits on burning targets are powerful, your Scattergun deals damage much more reliably. Hence, as effective as it may be, you may only opt to use this combo when your enemy is unaware or retreating whilst on fire.<br />
<br />
* The Sun-on-a-Stick's passive fire resistance is usually more useful than its highly situational critical hits, giving you the extra survivability needed to get to a health source when you're on fire.<br />
<br />
* A good game mode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the [[Huntsman]] and the [[Sharpened Volcano Fragment]]. Otherwise, it is overall a weak weapon to use for combat, and may not be reliable in a melee fight.<br />
<br />
====[[Fan O'War]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="13%" | Point Blank<br />
! class="header" width="13%" | Critical<br />
! class="header" width="13%" | Marked for Death Time<br />
|-<br />
! {{Table icon|Fan O'War|Promotional/Craft}}<br />
| align="center" | {{Icon killicon|weapon=Fan O'War}}<br />
| 0.5 seconds<br />
| 9<br />
| 27<br />
| 15 seconds<br />
|}<br />
<br />
* The Fan O'War is a craftable melee weapon for the Scout. An enemy hit by the Fan O'War will be "marked for death", indicated by the skull with crossbones floating above their head, and all damage they take will be mini-crits. The "marked for death" effect lasts 15 seconds. The Fan O'War also deals critical hits when it would normally mini-crit. As a drawback, the Fan O' War deals 75% less damage on hit.<br />
** The Fan O' War's effect can only be applied to one enemy at a time.<br />
<br />
* Remember that the Fan O'War is essentially the melee equivalent of [[Crit-a-Cola]]; while you don't receive increased damage from enemies, it still requires that you get within point-blank range of enemies.<br />
** Unlike the Crit-a-Cola, you still get access to your secondary weapon, so the Fan O' War is a good choice if you don't use your melee weapon for combat often.<br />
<br />
* Even though it will deal close to Bat damage when you hit an opponent who's already marked for death, the Fan O'War is not a weapon for directly dealing damage. Use your primary and secondary weapons to finish a marked-for-death target.<br />
<br />
* Ambushing and good maneuvering are crucial with the Fan O'War; whether you're using it on the front lines or the opposing base, remember that surprise is key to landing a hit (as rushing straight towards an enemy is never a good strategy).<br />
** Try attacking enemies that are alone, so that you aren't killed by his teammates once you mark him for death. If within a group of enemies, prioritize key targets like [[Heavy|Heavies]] and [[Medic]]s, as your teammates may be able to clean them up.<br />
<br />
* Unlike [[Jarate]], the mark for death persists for 15 seconds and its duration is not reduced if the target is being healed, making the Fan O'War better at weakening key targets.<br />
<br />
* The Fan O'War is very effective for countering [[Spy|Spies]]; even if a marked Spy [[cloak]]s with a [[Dead Ringer]], the skull symbol will remain above their head, allowing you to see through his feigned death and prevent his escape.<br />
<br />
====[[Atomizer]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | On Enemies<br />
! class="header" width="10%" | On Buildings<br />
! class="header" width="10%" | Self-Damage<br />
! class="header" width="10%" | Critical<br />
|-<br />
! {{Table icon|Atomizer|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Atomizer}}<br />
| 0.5 seconds<br />
| 28<br />
| 35<br />
| 10<br />
| 84<br />
|}<br />
<br />
* The Atomizer is a craftable melee weapon for the Scout. It grants the Scout the ability to triple jump while holding the weapon and mini-crit enemies while airborne, but also deploys 50% slower in addition to 15% less damage done to players.<br />
** The Atomizer deals less damage on players, but not to buildings. Using it to take out an enemy Teleporter or Dispenser can conserve primary and secondary ammo while doing regular damage.<br />
<br />
* Like the Fan O' War, the Atomizer is more of a utility than a weapon. If you do not use your melee enough for its penalties to matter, consider using the Atomizer.<br />
<br />
* The Atomizer's third jump can be very useful in a fight, as it gives you another jump to dodge more attacks.<br />
<br />
* Using the Atomizer's third jump, you can often take shortcuts into places in the map you couldn't otherwise reach. Try using them for devastating flanks.<br />
<br />
* With the [[Force-A-Nature]] equipped, you can perform a [[Jumping#Quad Jump|quadruple jump]] by combining the Atomizer's triple jump with the Force-A-Nature's [[Knockback|recoil]].<br />
<br />
* The Atomizer does not pair well with the [[Baby Face's Blaster]], as the Blaster loses some of its speed boost with each jump.<br />
<br />
====[[Wrap Assassin]]====<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="20%" rowspan=2 | Weapon<br />
! class="header" width="20%" rowspan=2 | Kill Icon<br />
! class="header" width="20%" rowspan=2 | Attack Interval<br />
! class="header" width="40%" colspan=4 | Damage<br />
|-<br />
! class="header" width="10%" | Point Blank<br />
! class="header" width="10%" | Critical<br />
! class="header" width="10%" | Recharge Time<br />
|-<br />
! rowspan="2" | {{Table icon|Wrap Assassin|Craft}}<br />
| align="center" | {{Icon killicon|weapon=Wrap Assassin}}<br />
| 0.5 seconds<br />
| 11<br />
| 32<br />
| N/A<br />
|-<br />
| align="center" | {{Icon killicon|weapon=Sandman Ball}}<br />
| 0.25 seconds<br />
| 15<br />
| 45<br />
| 11.25 seconds<br />
|-<br />
! [[Bleed]]ing<br />
| align="center" | {{Icon killicon|weapon=Bleed}}<br />
| 40 damage over 5 seconds<br />
| N/A<br />
| N/A<br />
| N/A<br />
|}<br />
<br />
* The Wrap Assassin is a craftable melee weapon for the Scout. It allows you to launch a Bauble similar to the [[Sandman]]'s baseball, but causes damage and bleeding on hit instead of slowing. The bauble also breaks on contact with a surface, dealing negligible damage to enemies around it, or the Scout himself. The Wrap Assassin's ball regenerates 25% faster than the Sandman's, allowing for more shots. The drawback is its melee damage, which is reduced by 65%.<br />
<br />
* The Wrap Assassin is a Sandman variant that sacrifices its slow ability for a more frequent damage option. While you will not be penalized with less health like the Sandman, you become very weak at melee combat. Keep away from enemies attempting to melee-fight you - you will likely lose.<br />
** As the bauble works similarly to the Sandman's ball, most of the Sandman's tactics work for this weapon.<br />
<br />
* Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.<br />
** The ornament also shatters if it hits anything, dealing minor damage in an area-of-effect which does not cause bleeding. Because of its useless shatter damage, rely on direct hits instead.<br />
<br />
* The bleed damage of the Wrap Assassin can greatly benefit from the Crit-a-Cola as it will deal a greater amount of damage to enemies.<br />
<br />
* Although the Flying Guillotine does more damage and has a faster recharge time, the Wrap Assassin allows you to choose a secondary of your preference and retain a weapon that causes a bleeding effect.<br />
** However, using both at once can make you a damage-over-time powerhouse, as bleed damage stacks with multiple bleeding weapons. You will do up to 146 damage if both weapons hit.<br />
<br />
== [[Taunts#Taunt Attacks|Taunt Attacks]] ==<br />
===[[Home Run]]===<br />
{| class="wikitable grid" width="100%" style="text-align: center;"<br />
! class="header" width="17%" | <br />
! class="header" width="16%" | Kill Icon<br />
! class="header" width="10%" | Weapon<br />
! class="header" width="10%" | Damage<br />
! class="header" width="10%" | Duration<br />
! class="header" width="37%" | Details<br />
|- style="height: 110px;"<br />
| {{Table icon|Home Run}}<br />
| align="center" | {{Icon killicon|weapon=Home Run}}<br />
| [[Sandman]]<br />[[Atomizer]]<br />
| 500 with Sandman, 375 with Atomizer<br />
| 5 seconds<br />
| The Scout points to the sky, winds up, and swings a deadly blow.<br />
|}<br />
<br />
* It is advisable to only use your killing taunt on scoped Snipers, very distracted Heavies, or someone that has been slowed by a critical ball because the taunt animation takes so long. As with most other killing taunts, it can also be used to retaliate during Humiliation as the losing team.<br />
<br />
* You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. You can, however, still be knocked back, ruining the taunt attempt.<br />
<br />
* This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon {{botignore|execution}}. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Home Run tauntkill.<br />
<br />
==Weapon combinations==<br />
{| class="wikitable grid collapsible collapsed" width="65%"<br />
|-<br />
! colspan=4 class="header" | Example Combinations<br />
|-<br />
! colspan=3 class="header" | Combo<br />
! class="header" | Usage<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature |icon-size=40x40px}} <br /><br />
'''[[Scattergun]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol |icon-size=40x40px}}<br />
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
'''[[Pistol]]''' or '''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br />
'''[[Bat]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This is a balanced, offensive Scout set that focuses on the central role of Scout: flanking and picking.<br />
<br />
The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol, while the Force-A-Nature allows you to finish off any injured opponents or push away other defenders that may stand in your way. <br />
<br />
Bonk! Atomic Punch is most useful when you need to get by enemy Sentry Guns in order to run past unharmed with relative ease, but isn't much to fully stop a Sentry for good, or for mid-ranged self defense, unlike the Pistol.<br />
<br />
If you need to augment your survivability, swap the Sandman for the Bat. The Sandman's ability to hit a slowing baseball, however, can serve as a last minute attack when either Scattergun needs to be reloaded, or as an offensive mechanism to get in a couple of easy hits. <br />
<br />
Use caution while using the Sandman, however; the Sandman's -15 health attribute drops your health down to only 110, allowing Soldiers to kill you with one attack at close range. Should you not land a Scattergun kill, either close in again with the Pistol or use your slowing ball as you retreat to prevent the enemy from following you.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Flying Guillotine|icon-size=100x100px}}<br />
'''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
<br />
|<br />
This loadout focuses on damage over time, with your bleed damage projectiles doing most of your work. As such, this combination of weapons works best at medium range, and is generally only effective against a single target.<br />
<br />
By constantly flinging both the Flying Guillotine and the Wrap Assassin's baubles into groups of enemies, you can help your team by softening up to two enemies each time. However, this combination shines against a single target, as bleed damage stacks if they are caused by separate weapons. If you find a key target, landing both projectiles will double the bleed damage and inflict both weapon's base damage as well, which is enough to kill any 125-health class over time and severely weaken tougher classes. For anyone who survives, simply blast them with your primary weapon.<br />
<br />
Your primary weapons generally help you make up for your close-range weakness, or to get behind enemy lines to ambush them with this combo. The Force-A-Nature allows you to knock back enemies that get too close for you to throw your projectiles safely, gives you a very powerful retaliation option, and can help with getting behind enemies with its force jump so you can catch them offguard. If you want to take ambushing one step further, the Soda Popper's multiple jumps will make it even easier to get behind enemy lines, where you can constantly pester your opponents.<br />
<br />
As effective as this combo may be, remember that you will lack a reliable weapon for at least 6 seconds if you throw both projectiles at once. Fending off more than one opponent will be more difficult for you, so land your bleed weapons, retreat, and return once you are recharged.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br /><br />
'''[[Boston Basher]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This combination turns the Shortstop into a viable way to deal large amounts of burst damage at higher ranges than you usually can, and increases the power of your bleed damage.<br />
<br />
As mini-crits do not suffer from [[damage]] fall-off, you are lethal from all ranges (for short periods of time). Because of this, the Shortstop will deliver strong and accurate damage with mini-crits even at range, and paired with 4 rounds per magazine and a fast reload, it is potentially lethal even to Heavies if you get close. <br />
<br />
As bleeding damage is also affected by your mini-crit boost, pairing it with a bleeding melee weapon can be very powerful as well. If you prefer to stay back at a distance, the Wrap Assassin will maximize your damage potential at from afar if you land a bauble while you are mini-crit boosted. The Boston Basher works better for those who want to get in to do damage. However, given that Crit-a-Cola also makes your self-inflicted hits hurt even more as well, it's important to have a nearby healing source or Medic in case you miss with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Scattergun|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This is a great combo when you want to help your team survive longer and aid them with pushes.<br />
<br />
The Shortstop and Scattergun are excellent weapons when you don't have your Pistol equipped. The Scattergun has its reliable six shots and high damage at close range that lets you take down targets easily, while the Shortstop lets you do more damage at a distance if safety is imperative. When a Medic is not around, the Mad Milk's ability will provide your teammates with a well-appreciated opportunity to heal when they hit a soaked enemy, and if you do have a Medic, it will make his job infinitely easier and improves the effectiveness of your team's pushes, as they will survive longer on the battlefield. Mad Milk will also reveal cloaked Spies, aiding your team with [[Spy checking]], and will also extinguish any teammates on [[fire]]. The Sandman's ball can slow key targets and make aiming much easier for you and your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} <br />
'''[[Shortstop]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} <br />
'''[[Candy Cane]]'''<br />
| <br />
<br />
This is an ideal loadout for Medieval mode.<br />
<br />
Since the only explosive attack is from the Demoman’s [[Ullapool Caber]], the Candy Cane coupled with the Mad Milk, can help you and your teammates survive long enough to capture a point. <br />
<br />
In normal gameplay, however, you need to be careful to not engage in front line combat unless required because of the likelihood of stray explosives. The Shortstop will help you with this vulnerability, as it increases the amount of knockback you experience and can send you flying into safety if you are hit by an explosion. Because of the additional health this loadout provides to your team, it is also very useful in Arena mode.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}<br />
'''[[Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
<br />
This combo uses the Fan O'War to enhance the capabilities of your Stock weapons, which have the the most ammunition and the overall best power output. <br />
<br />
Your standard fare of Scattergun and Pistol bullets will help you in general situations, as they are dependable overall with few situational weaknesses. Using the Fan O'War will make the best out of a bad situation, since it will increase your weapon's already high damage. Mark your target for death before going up to them, such as a Heavy with the [[Natascha]], or a Soldier or Demoman in a tight corridor. Consider using this loadout when you know you will be facing high HP enemies.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Sun-on-a-Stick|icon-size=100x100px}} <br />
'''[[Sun-on-a-Stick]]'''<br />
|<br />
<br />
This combination is recommended if you are working with a Pyro on your team, or are trying to counter an enemy Pyro.<br />
<br />
The Sun-on-a-Stick's guaranteed Critical hits on burning players allows for easy kills when working in conjunction with a Pyro. Mad Milk will provide more health for Pyros against a group of enemies, and allows them guaranteed critical hits if they are using the [[Neon Annihilator]]. The Scattergun can damage burning enemies from a distance, hastening their death due to afterburn, or weaken high HP classes such as the Heavy or Soldier before your Pyro buddy runs in. This loadout also works well in Medieval Mode if you have a Pyro coordinating with you on your team.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br /><br />
'''[[Shortstop]]''' or '''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}} <br />
'''[[Fan O'War]]'''<br />
|<br />
This setup is for an entirely support-based Scout. Because you will lack a true weapon other than your primary weapon, play carefully and stay with your team, supporting them with your utility and providing covering fire.<br />
<br />
Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Combine both on a single target to grant even higher healing while increasing damage done. Both of these weapons can also be used to reveal cloaked or disguised Spies; Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit. Both of them are also unaffected by the Dead Ringer, making them more effective. The Shortstop's fast firing rate, accuracy at medium range, and short reload time makes up for a lack of a Pistol (or melee weapon), whereas the Force-A-Nature makes up for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow you to reach more advantageous positions to throw Mad Milk or flank from.<br />
<br />
With the Force-A-Nature, this is also a great loadout for Mann VS Machine. As the Scout's main roles are money collection and team support, there's little need to invest points in anything but upgrades for Mad Milk and resistances. As such, the MVM Scout tends rely on the effects of his primary and melee weapons, rather than on any damage they can deal.<br />
<br />
For instance, the knockback from Force-A-Nature can either temporarily stop giant robots in their tracks, or send bomb-carrying Robots flying backward, thus causing them to lose ground. Mad Milk, of course, is the staple for the Scout not only due to the slowing upgrade, but also due to the healing bonus given to the entire team. The Fan O'War, while dealing little damage on hit, marks its target for death. This is primarily used against giant Robots, as the mark causes the giant robot to take mini-crit damage from nearly all sources, allowing your team to destroy it faster.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This combination allows you to reach tremendous heights at the cost of firepower.<br />
<br />
By using the Atomizer's triple jump ability in combination with the Force-A-Nature's knockback jumps to pull off a quadruple jump, you will be able to reach places that only a Soldier or Demoman could reach with explosive jumping. However, as the Atomizer does little damage, the best way to protect yourself is with Force-A-Nature blasts, followed by a retreat with the Pistol if you don't have enough time to reload the Force-A-Nature. If you have the Pretty Boy's Pocket Pistol in your disposal, you will be immune to fall damage, so you don't have to worry if you fall from a great height. Remember that the Pretty Boy's Pocket Pistol fires 25% slower than your stock Pistol and you will take 20% more damage when it is out, so keep it holstered till you need a heal when you're at a height.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}<br />
'''[[Scattergun]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} <br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}<br />
'''[[Boston Basher]]'''<br />
|<br />
<br />
This loadout is good for survivability and is best when combining the Mad Milk's self healing with the the [[Bleeding]] by the Boston Basher, causing self healing over time. <br />
The Scattergun can quickly dispatch enemies at close range for burst healing when enemies are covered in Mad Milk. Milked enemies will also help you negate self-inflicted damage if you happen to accidentally hit yourself with the Boston Basher.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=100x100px}}<br />
'''[[Pretty Boy's Pocket Pistol]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x400px}} <br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br /><br />
'''[[Bat]]''' or '''[[Candy Cane]]'''<br />
| '''The Public Enemy Setup'''<br />
<br />
The Public Enemy Setup works well together, as it prevents wasting Boost by jumping, and helps you regain lost health from damage so you can move in to gain even more Boost.<br />
<br />
The Baby Face's Blaster's discourages jumping, which the fall damage negation presented by the Pocket Pistol complements. The boost provided by the Baby Face's Blaster presents more opportunities for ambushes, and the healing granted by the Pocket Pistol lets you steal any lost health that would have depleted when you escape from enemies, which would have also depleted your Boost. Heal up with Pocket Pistol shots from afar if you lack Boost, then run in again. However, you take increased damage when you have the Pocket Pistol out, so be in a safe location before doing so. If you like, the Candy Cane will help you keep gaining your Boost if you get damaged on the battlefield, as you will stay healthier and be able to fire more shots off. However, remember it makes you very vulnerable to explosives, so you might prefer to bring the standard Bat instead.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br /><br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Pistol]]''' or '''[[Winger]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br /><br />
'''[[Wrap Assassin]]''' or '''[[Sandman]]'''<br />
|<br />
<br />
This set is centered on building Boost quickly with the Scout's secondary and melee weapons at a distance.<br />
<br />
The Pistol's high rate of fire and quick reload can make it easier to quickly build Boost quicker. Its clip size makes it easy to spam, and is recommended if you are not as accurate when in motion. The Winger trades magazine size for power, but less accurate players may have trouble landing hits with it. The Flying Guillotine trades spammability for instant benefits; although its cooldown and travel time makes it harder to land hits with, a single hit will fill your Boost bar almost all of the way. <br />
<br />
Depending on your melee, you can pick either the Wrap Assassin or Sandman. The Wrap Assassin is effective if you are not using the Flying Guillotine for ranged combat, as it can inflict Bleed at long ranges to safely fill up your Boost meter. The Sandman reduces your survivability, but deals reliable melee damage, and its slowing ball pairs well with the Pistol or Flying Guillotine, making it easier to score Pistol shots or hits with the Guillotine.<br />
<br />
Regardless of your choice, it is essential to keep getting hits to keep your Boost high, as you lose a lot of charge when you are damaged. Once you get full Boost, run in to do some damage, then retreat to a distance to regain your Boost. Rinse and repeat.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}<br />
'''[[Sandman]]'''<br />
|<br />
<br />
This set monopolizes on your ability to make quick getaways and use hit-and-run tactics. While using this set initially leaves Scout vulnerable with a slower starting speed and 110 HP, the reward is often worth the risk.<br />
<br />
The Baby Face's Blaster lets the Scout fly in and out of battle at blazing speeds once he has full Boost. As damage reduces the Boost bar, pairing this with the Bonk! Atomic Punch's effects gives you the absolute maximum infiltration and retreating potential without fear of losing Boost. Capture the Flag maps become fairly easy for grabbing the intelligence if the opposing team doesn't have many Sentry Guns. Arena and King of the Hill modes are also less intimidating as you can retreat to heal with minimal chance of being injured while running away. The Sandman is used to slow enemies, further opening your window of opportunity to close in quickly for a kill or to escape on a whim.<br />
<br />
However, because you lack a reliable ranged weapon to build Boost, you are fully dependent on the Blaster. Make sure to drink Bonk! as soon as possible to ensure you don't lose your hard-earned Boost before you move in.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br /><br />
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br /><br />
'''[[Crit-a-Cola]]''' or '''[[Flying Guillotine]]'''<br />
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} <br />
'''[[Sandman]]'''<br />
| <br />
<br />
This setup mainly focuses on the Scout using alternative routes to sneak up on opponents and deal a lot of damage in a short period of time using quick-firing Scatterguns or Flying Guillotine.<br />
<br />
The Force-A-Nature and Soda Popper work best as a flanking weapon thanks to their faster firing rate. If using the Force-A-Nature, the Crit-a-Cola pairs well with it, as it can kill most classes in a single clip before they can react. If not, the Flying Guillotine can be used as a long ranged backup weapon. The Soda Popper's hype charge can be enhanced with the Crit-a-Cola's damage boost, and when full, the multiple jumps can let you reach massive heights, while also ambushing from behind the enemy's defenses. The Sandman's ability to fire slowing balls can be used to ambush or escape combat more effectively.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}<br />
'''[[Baby Face's Blaster]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=100x100px}}<br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Sandman|icon-size=40x40px}} <br/ ><br />
{{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
'''[[Bat]]''' or '''[[Sandman]]''' or '''[[Fan O'War]]''' or '''[[Wrap Assassin]]'''<br />
| <br />
<br />
This set focuses on maximizing the Scout's movement speed to its fullest potential, making you a very hard target to hit, at the cost of survivability and being close to enemies.<br />
<br />
The Baby Face Blaster is weaker than the Scattergun at combat due to its lower magazine size. However, coupled with the Crit-a-Cola, hitting multiple targets at close to mid range can build Boost almost instantly. Once you have full Boost, Crit-a-Cola will not boost your speed even further, but you will be fast and strong enough to take down most enemies in a single hit if you get close. As you take increased damage if Crit-a-Cola is in use, you will be very vulnerable especially since damage easily reduces your Boost, but you will often be fast enough to dodge most projectiles. Just be wary of Sentry Guns, which have perfect aim.<br />
<br />
Bring a melee weapon of your choice. The Bat does have any downsides and improves your survivability. The Sandman will let you slow your target before you move in with your speed, but makes you even more fragile. The Fan O' War will be easier to use since you'll often be moving faster than usual, and the Wrap Assassin's bleed effect will help you gain Boost easily when boosted by your mini-crits.<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}<br />
<br /><br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
| '''The #1 Fan'''<br />
<br />
This setup rewards good aiming and ambushing tactics with high burst damage and incredible mobility.<br />
<br />
The faster reload speed of the Soda Popper gives your enemies less time to catch you unarmed, while its faster firing speed helps you to kill unaware foes before they can even react. Once your hype meter is full, the additional air jumps when activating hype mode allows you to rain bullets from the air or flank your enemies and set up ambushes.<br />
<br />
The jump boost of the Winger lets you easily jump over obstacles or enemies, before landing beside them to fire strong Winger shots at them. Keep in mind that you should focus on hit-and-run tactics because of the reduced clip size of both the Soda Popper and the Winger. The Atomizer's third jump provides a good fallback to help you escape when you do not have hype mode activated, but be aware that it does deal 10 damage to you.<br />
<br />
The best way to use this set is to weave in and out of combat to build your hype meter. When it is full, activate hype and then switch back to Winger to boost your air-jumps. This allows you to jump over enemies' heads to shoot them from behind, or simply to get into enemy territory.<br />
<br />
<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}<br />
'''[[Mad Milk]]'''<br />
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Holy Mackerel|icon-size=40x40px}}<br/ ><br />
'''[[Fan O'War]]''' or '''[[Wrap Assassin]]''' or '''[[Holy Mackerel]]'''<br />
|<br />
<br />
This combination of weapons is specifically designed to hunt down enemy Spies. As a Scout, you are the fastest class in the game and the second most effective Spy hunting class after the Pyro. While you can simply run into a suspicious teammate to check them, this loadout enables you to check for Spies with less risk to yourself as well as notify your team of any Spies you may discover.<br />
<br />
The Back Scatter's wider spread becomes a benefit here, as even a single pellet will reveal an invisible Spy by their flicker--simply fire from a medium distance at suspicious spots, since you have Back Scatter ammo to spare. It can also be useful if you see a disguised Spy about to backstab a teammate; simply blast him at the back to rid of him with your mini-crits.<br />
<br />
Once you find a Spy, bring out your melee weapon or your Mad Milk to highlight them as a target. If the enemy Spy is not using a [[Dead Ringer]], the Wrap Assassin or Fan O'War can make it easy to find them using the telltale blood spatter or Marked For Death symbol above their heads. If you suspect there are Dead Ringer Spies on the field, the Holy Mackerel and its variants can ensure that you don't let them get away with faking their death. If the kill feed indicates that the Spy has not actually died, use your Mad Milk to douse the area; done quickly, the Spy will not be able to avoid being covered in Mad Milk, which will give away his position. <br />
<br />
Even when not hunting Spies, this loadout can still contribute to the Scout's usefulness by extending his team's effectiveness due to the Mad Milk and Fan O'War, and rewards powerful sneak attacks from behind on targets splashed with Mad Milk.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br /><br />
'''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} <br />
'''[[Atomizer]]'''<br />
|<br />
<br />
This set trades the #1 Fan set's Soda Popper for the Force-A-Nature, allowing you to get out of confrontations you cannot win and traverse large areas in good time.<br />
<br />
This loadout enables three Winger-boosted jumps and a Force-A-Nature force jump, allowing you to be extremely unpredictable and agile. This is strictly a hit-and-run playstyle, due to the Force-A-Nature's small clip. Surprise your enemy by dropping from the sky after a triple jump, then fire at them to push them back. This is useful for when a key target decides to push into your team's territory (such as a Heavy), as you can deny his entry and simply jump away to safety. The Force-A-Nature knockback also lets you escape if you can't win a confrontation, as well as push enemies into environmental hazards or into the hands of your teammates. This set can also aid your team if you play as a decoy, as you can distract your opponents by firing from above while jumping, hence keeping attention away from your teammates.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}<br />
'''[[Force-A-Nature]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}<br />
'''[[Bonk! Atomic Punch]]'''<br />
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}<br />
'''[[Wrap Assassin]]'''<br />
|<br />
<br />
This load-out turns the Scout into a major distraction. Although you won't be able to do high damage as with the Scattergun, the Force-A-Nature can be used to push opponents away from their objective or target, while still dealing high burst damage to take out anyone unaware. The Wrap Assassin's bat and bleed damage is not spectacular, but its main benefits include shaking the screens of Snipers to hinder their aim, and causing damage over time that can lead panicky opponents to hunting you down and wasting time. Bonk! Atomic Punch will be a fallback option for escape if you are low on health, and you can use the invulnerability to distract opponents or block their line of sight. <br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}<br />
'''[[Back Scatter]]'''<br />
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br/ ><br />
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br/ ><br />
'''[[Bonk! Atomic Punch]]''' or '''[[Pretty Boy's Pocket Pistol]]''' or '''[[Winger]]'''<br />
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br/ ><br />
'''[[Atomizer]]''' or '''[[Candy Cane]]'''<br />
|<br />
<br />
This loadout focuses on using the Back Scatter as a flanking weapon.<br />
<br />
The Bonk! Atomic Punch and Atomizer can help a Scout to get behind enemy lines. Invincibility can allow a Scout to go unscathed, and even undetected, through enemy territory. The Bonk! Atomic Punch is also useful as an escape option. The Atomizer can assist in finding alternate routes or evading damage. Together with the Back Scatter, these weapons can easily allow a Scout to flank and attack people from behind with his Back Scatter. Alternatively, the Winger can be used instead of the Bonk! Atomic Punch, in order to gain greater access to flank routes.<br />
<br />
Another loadout for a flanking Scout is the Back Scatter, Pretty Boy's Pocket Pistol and Candy Cane. The healing power of the other two weapons comes at the cost of some vulnerability to damage, so it should be your goal to avoid taking explosive damage, and the Pretty Boy's Pocket Pistol should only be deployed when desperate or from safety (such as from behind). This set is particularly deadly against [[Heavy|Heavies]], [[Engineer]]s, [[Sniper]]s, [[Medic]]s, [[Pyro]]s, [[Spy|Spies]], and other Scouts. However, this loadout is less effective against [[Demoman|Demomen]], [[Soldier]]s, and [[Sentry Gun]]s.<br />
<br />
As a general rule, the Back Scatter should be used with [[Pistol]] variants (in order to make up for lesser accuracy) or the Bonk! Atomic Punch. The [[Crit-a-Cola]] is one of the worst weapons to equip alongside the Back Scatter as [[Critical hits|Mini-Crits]] do not stack.<br />
<br />
|-<br />
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br />
'''[[Soda Popper]]'''<br />
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} <br />
'''[[Crit-a-Cola]]'''<br />
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}} <br />
'''Any Melee'''<br />
|<br />
This is a combo loadout that revolves around using the Crit-a-Cola to build Hype faster, and then using your Hype to play aggressively. This loadout requires you to switch between flanking sneakily and playing aggressively. Be careful when building up Hype, because of the Crit-a-Cola's bigger downside.<br />
|-<br />
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small><br />
|}<br />
<br />
== Cooperative Class Strategies ==<br />
==={{class link|Scout}}===<br />
An experienced Scout alone is powerful, but two or more, or even a squadron can cause massive havoc for the enemy team. A coordinated ambush can easily take down any enemy.<br />
* Because a Scout's main duties are to provide a distraction and rush to the objective, one Scout has the ability to distract a whole team at once by shooting from one route, while another Scout can go through an alternate route to the objective without any hassle.<br />
* If a team is experienced enough and is willing to cooperate, they can utilize a [[Scout Rush]] to swarm over enemy objectives before the enemy team has time to prepare a defense.<br />
** In [[Capture the Flag]], a team of Scouts can get to the enemy base before the other team has time to set up defenses. Once the Scouts are situated in the flag room, it is only a matter of time before they capture the flag.<br />
** In [[Attack/Defend]], a team of BLU Scouts can overwhelm the RED defense before they are fully prepared to counter-attack. Coupled with the outrageous capture speed of a Scout rush and the RED team's long [[respawn]] time, this strategy is very hard to combat.<br />
** In [[Payload Race]], the cart only requires two Scouts to reach maximum speed, while the rest of the team can rush to the other cart and prevent them from advancing further. With the majority of teammates focused on the enemy while the enemy is focused on their cart, the attacking team will make easy work of the opposition.<br />
* When teaming up with another Scout, make sure your loadout complements their loadout's weaknesses.<br />
** A team of Scouts can fulfill many roles; distracting [[Sentry Gun]]s with [[Bonk! Atomic Punch|Bonk!]], [[Slowdown|slowing]] enemies for easier aiming, healing teammates and [[Spy-checking]] via [[Mad Milk]], and even taking down a Heavy-Medic combo.<br />
*** Even without the effects of Bonk!, a pair of Scouts can quickly rush a Sentry Gun and destroy it with their Scatterguns, with the Sentry having no one target to lock on.<br />
* Regardless of the tactics mentioned above, Scout teams suffer when the enemy has set up defenses; it will be difficult to overwhelm an objective quickly if a fully constructed [[Sentry Gun]] is built there, or if a Heavy-Medic pair constantly hunts you down. Additionally, cramped maps such as [[Junction]] will make it more difficult for Scout teams to avoid damage.<br />
**As such, the earlier in a round you attempt a Scout team, the better.<br />
<br />
==={{class link|Soldier}}===<br />
While it may seem unlikely, a Soldier-Scout duo can easily decimate any obstacle that happens to move into their sights; with the combined effect of the Scattergun and [[Rocket Launcher]]'s close to medium range power, it is unlikely that any target will survive long enough to fight back.<br />
* Although the Scout very powerful on the ground, the Soldier is the master of the air. While the Scout engages an enemy from below, the Soldier can rocket jump and blast rockets on the ground to overwhelm his enemies. While both teammates are focused on the same enemy, they can easily take down any foe together.<br />
* As the Soldier's rockets have a longer travel time than bullets, the Scout can run in and clean up any injured enemies should the Soldier miss rockets at medium range.<br />
** Thses two teammates can work together as a tag-team. The Scout can protect the Soldier while he reloads by firing his Scattergun to draw attention away from the Soldier. The Soldier should have reloaded by the time the Scout runs out of bullets, and the Soldier can then protect the Scout as he reloads.<br />
* The Soldier, with his rocket jumps, can be just as mobile as the Scout, at the cost of some health. This pairing can be used to their advantage.<br />
** In [[Control Point (game mode)|Control Points]], this means that they can both capture the same point together with the efficiency of three players. If the Soldier is using the [[Pain Train]], this pair-up is especially effective.<br />
** In [[Capture the Flag]], this combo allows the Scout and Soldier to capture the flag in double-time. While the Scout goes into the base to steal the intelligence, the Soldier waits outside for the Scout. The Scout passes the intelligence to the Soldier, where he rocket jumps back to his home base. The Scout goes back to the enemy base as he captures, and the cycle starts anew.<br />
** In [[Payload]], a Scout can hide behind the cart while a Soldier stands on top of the cart to shoot at enemies. This pairing defends the Scout's invaluable double-capture bonus while still clearing a straight path to the next capture zone.<br />
** On [[Steel]], the Soldier and Scout can both rush to Point E while the enemy team is distracted at other control points. The Scout can deny enemy troops a clear path by firing at approaching enemies, and the Soldier can target specific enemies so that they don't interfere.<br />
* This team can make a great Anti-[[Sentry Gun]] setup; the Scout can use [[Bonk! Atomic Punch]] to distract Sentry Guns, while the Soldier can destroy them and any [[Engineer]]s with a few Rockets.<br />
* [[Mad Milk]] thrown by the Scout into a group of enemies will allow the Soldier to heal significant amounts of health and keep in combat longer, especially with the [[Black Box]].<br />
* A Soldier with the [[Buff Banner]] can improve the Scout's Scattergun effectiveness, as mini-crits are not affected by damage falloff. This will make both the Scout and Soldier deal good damage at range.<br />
* This team is weakest in small buildings. The more open areas the map has, the more effective this combination will be, as both players will be able to move quickly.<br />
<br />
==={{class link|Pyro}}===<br />
The Pyro and Scout are both excellent and efficient ambushing classes. Due to their strengths at close range, a coordinated ambush can result in killing practically any enemy without too much effort.<br />
* As the Scout's speed makes him a wonderful distraction, a Scout can run in and make an opponent focus on him as the Pyro takes an alternate route to ambush them while they are turned away.<br />
** The same can be done in reverse, where the Pyro burns and confuses an opponent as the Scout runs in to finish the job.<br />
* A Pyro can "mark" an opponent by setting them on fire before the Scout runs in to take them down, as they will either be injured or running to a healthpack.<br />
* A Pyro can be a lifesaver for a burning Scout, as afterburn can take drain about half of his health. [[Airblast]]ing can potentially save the Scout from a lengthy respawn time.<br />
* A Pyro who sets an enemy on fire can be finished off quickly by a Scout with the [[Sun-on-a-Stick]], and combined with Mad Milk, the Pyro can [[Critical hits|crit]] using the [[Neon Annihilator]]. In addition to the extra damage, the Mad Milk will heal the Pyro for 94 health on a successful hit. This is a potent combination in Medieval mode.<br />
** Even without this combination, Mad Milk can improve a Pyro's endurance while he burns enemies.<br />
* A Scout equipped with a [[Candy Cane]] can potentially give a steady stream of health to a Pyro carrying the [[Back Scratcher]]: the Pyro can light enemies on fire while the Scout provides the finishing blow. Likewise, the Scout's 25% damage vulnerability to explosives can be neutralized by simply airblasting away any explosives.<br />
* The Pyro can use the [[Detonator]] or [[Scorch Shot]] to take routes where the Scout can.<br />
* The Mad Milk pairs especially well with the [[Phlogistinator]]. The Mad Milk's healing rate will partially negate the Pyro's vulnerability while he burns opponents for "Mmph", and when the weapon is charged, the Pyro can not only fill up his whole health capacity in under a second using milked targets, but also destroy any opponents in range. <br />
** The Backburner operates on the same principles as the Phlogistinator, but with more emphasis on ambushing.<br />
* The Pyro's afterburn combined with the Scout's [[Bleeding]] (when equipped with either the [[Flying Guillotine]], [[Wrap Assassin]], [[Boston Basher]], or [[Three-Rune Blade]]) turns the team into a damage-over-time powerhouse. Constant hits from the [[Flare Gun]] and the Scout's bleed weapons will do significant damage, even at range, where the Scout and Pyro are weak at.<br />
* As mentioned above, this team combination is exceptionally weak at range. [[Sniper]]s and [[Heavy|Heavies]] can often ruin any attempts for the Scout or Pyro to move in. This team combo works best when both parties find alternate routes to ambush enemies, or when one provides a distraction for the other.<br />
<br />
==={{class link|Demoman}}===<br />
Another unlikely team up, the Demoman and Scout are complete opposites of each other; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense and keeping the enemy at bay from mid-range. However, when combined, they can fill a number of roles together.<br />
* Because the Scout specializes in distractions and weapon heckling, a lone Scout is able to lead an enemy right into a Sticky trap even from far away.<br />
** This also allows a Demoman with a sword and shield to charge up to a distracted enemy.<br />
* As the Demoman excels at medium range and Grenades are hard to land, he can help the Scout deal good damage where his Scattergun would not, while the Scout can run in to clean up any missed Grenade shots with his more accurate Scattergun.<br />
* Similarly to a Scout and Soldier team, a Demoman can equip the [[Sticky Jumper]] and [[Pain Train]] to gain the capture rate and speed of a Scout. Combined, they can swiftly capture points together.<br />
* [[Mad Milk]] can offset the -25 health penalty incurred by the [[Eyelander]], giving the Demoman more survivability.<br />
* Because the [[Sandman]] ball can slow enemies for a period of time, a Demoman can place multiple Stickybombs around a slowed enemy before they can get away and detonate them all at once to guarantee an instant kill. Eyelander-wielding Demomen can also get an easy head with this combo, not needing to have to chase down the enemy anymore.<br />
** The Scout can also use the [[Force-A-Nature]] to launch slowed enemies into Stickybomb traps for an easy kill.<br />
* This team combo works well if both parties make up for each class's range weakness.<br />
<br />
==={{class link|Heavy}}===<br />
The Heavy and Scout are complete opposites when it comes to movement speed; the combined force of their weapons, however, is not much of a laughing matter.<br />
* Because the Scout is good for distracting enemies, leading them into the path of a Heavy will force them to retreat, allowing you to finish them off after the Heavy has inflicted his share of damage.<br />
* Conversely, the Heavy is a good shock trooper at the front lines, and is enough of a threat that enemies will usually focus on him. The Scout can take advantage by having free reign of the area the Heavy is covering, and can fire easily at distracted enemies.<br />
* If a Heavy stands in a narrow doorway expecting enemies to come by, the Scout can use his [[Bonk! Atomic Punch]] and walk in front of him to act as a human shield. Since enemies can't shoot through you and the friendly Heavy can, the Heavy's chances of survival greatly increases.<br />
* The pair can complement each other's healing capabilities through combining the Heavy's [[Sandvich]] and the Scout's [[Mad Milk]]; the Heavy benefits from the massive healing granted from hitting milked targets with his [[Minigun]], and the Scout will uniquely gain 75 health from the Sandvich instead of 50 health.<br />
** Mad Milk is especially useful with the [[Dalokohs Bar]] or [[Warrior's Spirit]], where the former's +50 health increase will give the Heavy even further augmented survivability, and the latter's max health reduction will be offset by the constant healing.<br />
* The Heavy's [[Natascha]]'s slowdown effect combined with the slow effect of a Sandman ball will make enemies practically immobile, giving either of you an easy kill.<br />
** Even without the Sandman, this will make the Scout's job much easier.<br />
* Because the Heavy carries huge firepower and very slow speed, this makes him a prime target for Spies to [[backstab]] him. A Scout can Spy-check the area by throwing his Mad Milk or attacking teammates.<br />
* As the Heavy is slow whilst you are fast, it is essential to protect the Heavy or wait for him to move before you approach enemies, especially if both of you are working closely together. Ensure that he survives instant deaths from backstabs or [[headshot]]s by providing a distraction, while he protects you from being overwhelmed by opponents.<br />
<br />
==={{class link|Engineer}}===<br />
Scouts, at first, don't seem to be a potential Engineer buddy. However, the Scout's abilities not only make up for what the Engineer lacks, but can also be a vital part of a base.<br />
* One of the Scout's purposes is to see what's ahead of the team and alert them to it. If a Scout sees an incoming threat, such as a Heavy, Demoman, or Soldier, alert the Engineer as soon as you can so he can prepare better.<br />
** If it's a weaker class, such as another Scout, it may be best to kill him yourself or let the Sentry Gun kill him.<br />
* If the Engineer is trying to get to the enemy base to build a [[Teleporter]], the Scout should go in front of him to check for danger. Additionally, if enemies come out of one route while the Engineer wants to build in another route (such as the vents on [[Turbine]]), the Scout should distract the enemies so that the Engineer can slip by unnoticed.<br />
* One of the Sentry Gun's primary counters is a Heavy and Medic pair. Luckily, the Scout can take action to keep the Sentry active.<br />
** If a Scout has Bonk! equipped, use it to body-block the Heavy's bullets. The Sentry Gun should kill the Heavy before your invincibility wears off.<br />
** Even if the Heavy is Übered, you can use the [[Force-A-Nature]] to knock either him or the Medic off-course, messing up his aim. However, this strategy won't work on a Quick-Fix Übercharge, as it prevents all [[knockback]].<br />
** If you can hit the Heavy with the [[Fan of War]], all damage he takes will be increased by 35%, including ramp-up damage. This will cause the Heavy to take much more damage than a Medic can heal, dramatically decreasing his survivability.<br />
* A Scout has much better [[Spy-checking]] abilities than the Engineer does. Use this to your advantage.<br />
** A Scout's Pistol is useful for surveying the area for [[Cloak]]ed Spies. If you stand near a Dispenser while spamming bullets, you gain as much ammunition as the Engineer normally would.<br />
** A Scout's speed allows him to run into teammates to check for Spies; if you can't go through a teammate, he's an enemy Spy. Furthermore, if the Spy attacks you on a reflex, he will reveal himself and be gunned down by the Sentry Gun.<br />
** The Mad Milk will reveal [[Cloak]]ed and [[Disguise]]d enemy Spies. If you think you see a Disguised Spy or if he tries to Cloak in order to escape, use your Mad Milk in order to track him down.<br />
** The Scout's Bleed mechanic works in the same way as the Mad Milk, while dealing damage over time. Don't be afraid to hit teammates with the Boston Basher if you aren't sure he's a Spy; your Engineer's Dispenser will heal you up if you miss.<br />
** The [[Holy Mackerel]] or [[Unarmed Combat]] will reveal Cloaked Spies in the kill feed when hit. However, they will not reveal Disguised Spies or those using the [[Dead Ringer]].<br />
* Using the [[Crit-a-Cola]] while standing next to a [[Dispenser]] will offset the self-mark-for-death penalty, allowing you to roast your enemies from afar when coupled with the [[Shortstop]].<br />
* If you see a fully charged Medic looking to use his Ubercharge with his patient to destroy your Engineer's Sentry Gun, shoot at the Medic to try and force an early Ubercharge from him, or if he has slow reaction times, kill him outright.<br />
* Overall, you will be a fragile, yet useful Engineer buddy with lots of utility. While you will often be at the front lines preventing enemies from coming close, helping out your Engineer will make his job, and your team's defense, more effective.<br />
<br />
==={{class link|Medic}}===<br />
A Scout and Medic can make a great team. The Scout's main job is to protect the Medic at all costs and escort him to other teammates so he can heal them as quickly as possible.<br />
* Always be sure to [[Spy-checking|Spy-check]], as Medics are usually the main killing priority for Spies; alert teammates immediately if you find a possible Spy that is trying to target your Medic.<br />
* Due to the Scout's low health pool, it is a good idea for a Medic to stay nearby in order to top him off as necessary.<br />
** Keep in mind that in the order of classes to heal, Scouts are a relatively low priority. If more important teammates (ex. [[Heavy|Heavies]], [[Soldier|Soldiers]], [[Demoman|Demomen]], or another [[Medic]]) are injured, heal them first.<br />
* Do not ask for an [[Übercharge]] to be deployed, unless it's an emergency or if the Medic is using the [[Kritzkrieg]] or [[Quick-Fix]]; if you do, you can easily waste an [[Übercharge]] that would have been more beneficial with another teammate.<br />
** However, do not underestimate a crit-boosted Scout. A full Pistol clip, aimed correctly, deals enough damage to take down any class. Additionally, the Scattergun's [[crits]] can take down any [[overheal]]ed target in just 3 hits at close range, even a [[Heavy]]. As [[critical hits]] do not suffer from damage falloff, this can make you exceptionally powerful even at range.<br />
* Although it's generally a bad idea to [[pocket]] a Scout, it can be viable. Since all Mediguns mirror the patient's speed for the Medic himself, he will be able to keep up with you, while its healing lets you tank damage much more than usual.<br />
** This works especially well with the Mad Milk, as the health on hit can make the duo very hard to kill.<br />
* The [[Vaccinator]]'s resistances can potentially save the Scout and his low health pool from death. The Medic can give a resistance bubble to the Scout before he moves in, such as bullet resistance to tank a Sentry Gun's shots.<br />
* The Quick-Fix pairs perfectly for the Scout, due to the increased healing working well with the Scout's low health pool.<br />
** In Control Points, the Scout's speed and evasiveness can allow a Medic and Scout pair to get behind enemy lines in order to [[back-cap]] the point. The Scout's firepower and the Medic's rapid healing allows the duo to hold the point until it becomes available to capture.<br />
** In [[Capture the Flag]], the Medic can ride with the Scout until he reaches the Intelligence room. When the Medic is situated in the enemy base, the Scout can run off without him to capture the flag. The Medic can then wait for teammates to arrive and give them assistance with the next cap.<br />
** The Crit-a-Cola can be used in a pinch if the Medic needs an extra burst of speed, especially on large maps such as [[Gravel Pit]].<br />
* Using the [[Boston Basher]]'s self-inflicted damage is extremely useful for building an [[ÜberCharge]]. If the Scout keeps hurting himself, the Medic will be able to fill his meter in half the time he could if the Scout was at full health.<br />
* If the Scout uses the [[Baby Face's Blaster]], the Medic will receive speed directly proportional to the Scout's boost bar. When the Scout is at full speed, the Medic will go ludicrously fast, allowing them to get to the front lines much faster. The healing will also allow the Scout to gain boost back safely whenever he gets hurt.<br />
* This team combination does not work well when you encounter multiple bulkier enemies like the Soldier or Heavy, as the Scout is only strong in one-on-one confrontations. As the Medic will be more beneficial if he heals his entire team instead of just you, ensure that your team can handle themselves before attempting any of these solo tactics.<br />
<br />
==={{class link|Sniper}}===<br />
The Scout and Sniper make up for each other's range weakness. The Scout focuses on close-range combat while the Sniper focuses on long-range combat, allowing the both of you to guard one another.<br />
* The Scout is a perfect distraction for a Sniper. If he has a line of sight, the Sniper can constantly get free shots with minimal danger at a distance while enemies are distracted by the Scout's close-range shenanigans.<br />
** The Sniper can also take down distant [[Sentry Gun]]s so you can run in safely.<br />
* A Sniper can protect you from other Scouts and Snipers. If trying to capture the Intelligence, a point, or escort the Payload, he can pick off enemies from a distance to keep you safe. You can do the same for the Sniper as well, protecting him from his close-range weakness as he snipes.<br />
* Snipers who decide to follow you to the front lines with the [[Huntsman]] will be vulnerable after each shot. The Scout can distract enemies as the Sniper keeps back, or outright kill enemies who want to come closer to capitalize on the Huntman's slow reload.<br />
* [[Jarate]] will make the Scout's job easier, as he can take down enemies with less shots. [[Mad Milk]] can also be a surprisingly good utility for a Sniper, as a fully-charged headshot on a milked target will instantly refill all his health.<br />
* The Sandman's slow will keep opponents moving minimally, making it much easier for the Sniper to get a [[headshot]] or two.<br />
* The Sniper and Scout can form an adequate Spy checking-team. With the combined force of the [[Wrap Assassin]], Mad Milk or Flying Guillotine, [[Bushwacka]] or [[Tribalman's Shiv]], and [[Jarate]], a Spy usually cannot escape.<br />
* While you may excel at keeping one another safe, you will often not be able to protect both members due to the different ranges your classes work at. This team combination might have to sacrifice one's safety for the benefit of the other, as a Sniper will be easily killed at close range, while a Scout's weapons are helpless at long range.<br />
<br />
==={{class link|Spy}}===<br />
It's very rare for a Scout to ever team up with a Spy, but it's possible and has potential, due to each classes' tendencies to ambush on command.<br />
* As usual, the Scout is a perfect distraction for his teammate. Enemies focusing on the Scout will not realize if a Spy sneaks up behind them for a backstab.<br />
** The Spy can also hang back at a distance as a Scout fights in the front lines. He can then use his health-observing ability to pick off weakened targets with the [[Revolver]], or simply keep firing for headshots with the [[Ambassador]].<br />
* The Scout can make it look like he's being chased by an "enemy" for a quick distraction. Let the Spy disguise as an enemy and chase the Scout, as he shoots back and retreats. Enemies might move forward to help their "teammate", and the Spy can hang back to get backstabs. It makes it more convincing if the Scout uses the "Help!" command using C+1.<br />
** The Spy can also disguise as a friendly teammate beside the Scout, and feign death using the [[Dead Ringer]] as they approach opponents. The Scout can distract the enemy long enough for the Spy to switch to an enemy disguise, recharge his Dead Ringer, and blend into the opposing team.<br />
* A [[Bonk! Atomic Punch]] distraction combined with the Spy's ability to sap buildings can quickly eliminate an entire sentry nest before reinforcements arrive.<br />
** The Scout can also use Bonk! to clear a pathway of Stickybombs so the Spy can move in. However, take note that this will result in the Scout absorbing a high amount of damage that will lead to a considerable slowdown after the invulnerability wears off.<br />
* As Spies are constantly Spy-checked, he will frequently be on fire. Equipping [[Mad Milk]] to extinguish him will help immensely.<br />
* Take note of this team combination, as you can be the one that ruins your friendly Spy's espionage. Refrain from running towards him if you meet behind enemy lines, as you may accidentally get him blown up by an unwary opponent.<br />
<br />
== See also ==<br />
*[[Team strategy]]<br />
*[[Jumping#Double Jump|Double jump]]<br />
<br />
{{Class strategy}}<br />
{{Scout Nav}}<br />
<br />
[[Category:Strategy]]<br />
[[Category:Scout]]<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Engineer_strategy&diff=2393344Anti-Engineer strategy2019-02-09T00:55:07Z<p>MK38993: </p>
<hr />
<div>[[File:Engineerhumiliation.png|right|155px|Aw, hell.]]<br />
{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}}<br />
<br />
The '''[[Engineer]]''' is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his [[Sentry Gun]], which is capable of killing almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team supplies with health and ammo, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. By himself, however, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance his solo combat capabilities, such as the [[Gunslinger]] and [[Southern Hospitality]].<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Engineer strategy<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Engineer_badge_RED.png|40px]] [[Classes|Role]]<br />
|<br />
* A competent Engineer will construct his buildings so that your team needs to destroy them to advance. However, it takes some time for him to fully build or move his structures, so try to catch him before he can fully set up.<br />
* If you can't take out his buildings, try killing the Engineer to prevent any repairs and letting your team destroy them.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]<br />
|<br />
* The Engineer has little health compared to other classes. When far away from his Sentry Gun, he's easy to defeat.<br />
** The [[Gunslinger]] will give the Engineer an extra 25 health and access to the [[Combat Mini-Sentry Gun]], making him significantly tougher when fighting on his own.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]<br />
|<br />
* The Engineer runs at an average speed equivalent to that of the Pyro and Sniper. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.<br />
* The Engineer moves relatively slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]<br />
|<br />
* The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of.<br />
* Additionally, the Sentry Gun must be repaired by the Engineer, which exposes him to danger, though the [[Rescue Ranger]] can let him repair his Sentry from afar.<br />
* If equipped with the [[Gunslinger]], the Engineer’s playstyle becomes more combat oriented, as he has enough firepower to decisively defeat the more fragile classes.<br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Engineer|l1=Engineer weapons}}<br />
<br />
=== Primary weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Engineer strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''<br />
|<br />
* The Shotgun is the Engineer's primaty weapon, though it does not deal as much damage as other classes’ primaries. For a strength comparison, the Shotgun is merely the secondary weapon for classes like the [[Soldier]] and [[Heavy]].<br />
* The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Frontier Justice}} + '''reskins''' <br />
|<br />
* The Frontier Justice gains guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Staying away from his Sentry Gun denies him this bonus.<br />
* After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a relatively weak combatant if you stay prepared and defeat him before he gets the chance to attack you.<br />
* Consider killing the Engineer before quickly destroying his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead.<br />
* In combat, treat the Frontier Justice like the Shotgun, but with the potential for a significantly more damage. It has a low clip size of three, punishing the Engineer harshly for missing.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Widowmaker}}<br />
|<br />
* The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when successfully dealing damage. Stay at range to dodge his shots and force him to switch weapons.<br />
* Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply.<br />
* The Widowmaker gains a 10% damage bonus if you are his Sentry Gun's target, even if the Sentry is out of ammo. Avoid getting in his Sentry Gun's range while fighting him at all.<br />
* The Widowmaker changes the Engineer’s playstyle from a supportive role to a more combat-oriented one. He can be formidable when paired with a Medic, as he will not have to reload.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}}<br />
|<br />
* The Pomson 6000's projectiles are weak and easy to avoid, making an Engineer an easier kill.<br />
* The Pomson 6000's projectiles are accurate at long range and affect abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and the [[Spy]]'s [[Cloak]].<br />
** Medics and Spies should take special care not to expose themselves to Pomson 6000 fire.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rescue Ranger}}<br />
|<br />
* The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts are weak but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.<br />
* The Rescue Ranger can be used to teleport buildings to the Engineer if he maintains a line of sight. Doing so marks him for death, giving you an opportunity to kill him and destroy his building.<br />
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings.<br />
* The Rescue Ranger's repair rate and limited clip size can potentially let you destroy his Sentry Gun by outdamaging his repairs.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}<br />
|<br />
The Panic Attack deals less damage per shot and its bullet spread widens with consecutive shots, but is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread, forcing him to switch to his Pistol.<br />
|-<br />
|}<br />
<br />
=== Secondary weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Engineer strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins'''<br />
|<br />
* An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.<br />
** Unlike the Scout, the Engineer has nearly unlimited Pistol ammunition; don't expect him to run out.<br />
* After an Engineer uses up his Shotgun's clip, he may switch to his Pistol to finish you off, similarly to what a Scout would do after firing all six Scattergun shots. Keep your distance and continue moving erratically to avoid being hurt.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrangler}} + '''reskins''' <br />
|<br />
* The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides. <br />
* If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then you can either retreat or attack the Sentry Gun while remaining behind it after it reactivates - it cannot turn fast enough to shoot you if you are close to it.<br />
* Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.<br />
* Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets, at the cost of most of his health.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Short Circuit}}<br />
|<br />
* The Engineer will typically use the Short Circuit to destroy [[projectiles]] (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with bullets or your melee weapon (if his Sentry Gun is out of the way).<br />
* The Short Circuit's energy ball costs 65 metal of an Engineer's 200. If he is not near a Dispenser, and there are no ammo packs nearby, attempt to drain his metal supply before attacking him directly. Since this energy ball does minimal damage, and the Engineer has no secondary, merely being outside of his effective Shotgun range will almost guarantee the advantage in any 1v1 fight.<br />
* The energy ball requires the Engineer to see your projectiles to destroy them, or otherwise waste 65 metal on a single projectile. Attack from the sides and the back, outside of the Engineer's vision.<br />
|-<br />
|}<br />
<br />
=== Melee weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Engineer strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrench}} + '''reskins'''<br />
|<br />
* An Engineer will use his Wrench to build and repair buildings, destroy [[Sapper]]s, or as a last resort when attacked. The Engineer's poor health pool makes him weak in melee combat, though in [[Casual Mode]] servers, he may land a random [[Critical Hit|critical hit]], often killing you instantly.<br />
<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunslinger}}<br />
|<br />
* The Gunslinger grants the Engineer 25 additional base health, making him more durable in combat.<br />
* Avoid being struck consecutively to prevent the Gunslinger's triple-hit combo.<br />
* The Gunslinger replaces the Sentry Gun with the Combat Mini-Sentry Gun, making the Engineer's area denial capabilities much weaker.<br />
* In combat, an Engineer with the Gunslinger can lay down Mini-Sentries repeatedly, forcing you to choose between two targets. Take out the Mini-Sentry with one hit before it fully constructs, as it will start with only 50 health.<br />
* Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to destroy.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}}<br />
|<br />
* The Southern Hospitality inflicts [[bleed]] on hit, making the Engineer slightly stronger in melee combat.<br />
* As a Spy, avoid being struck with this weapon if the Engineer checks for Spies or pursues you, as the bleed effect will negate your Cloak and disguise.<br />
* The Southern Hospitality increases the Engineer's fire vulnerability by 20%, making him easier prey for the Pyro. Harassing him with flare guns also becomes more effective.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jag}}<br />
|<br />
* The Jag allows an Engineer to construct his buildings faster. If he sticks around his buildings as they are deployed, consider that he can build and upgrade them more easily.<br />
* An Engineer with the Jag must keep hitting his buildings to speed up their construction. This leaves him vulnerable, especially if he is still constructing his Sentry Gun.<br />
* The Jag has a significantly reduced repair rate and requires 3 hits to remove a Sapper. Constant pressure will eventually destroy his base.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eureka Effect}}<br />
|<br />
* An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him this ability.<br />
* The Eureka Effect is less effective at speeding up building construction. It will be much easier to take out buildings before they are finished deploying. <br />
* The Eureka Effect gives the Engineer 20% less metal from Dispensers and ammo pickups. Steal nearby pickups to force the Engineer to teleport away to restock his metal supply, and catch him at his teleporter exit. <br />
|-<br />
|}<br />
<br />
== Buildings ==<br />
Be aware that [[buildings]] are unaffected by critical hits; Medics should not use the [[Kritzkrieg]] in an area filled with multiple Sentry Guns<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Building<br />
! class="header" colspan="1" width="800"| Anti-Engineer strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]'''<br />
|<br />
* The Sentry Gun is most likely the first building you must attack thanks to its high area damage.<br />
* An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point to directly target the Engineer.<br />
** If you are taking free potshots at the enemy Sentry Gun, the Engineer might consider saving it a lost cause and leave his base to ambush you.<br />
* Sentry Guns have a slow turning speed. They can be safely damaged from around a corner, as it will take time to fully lock onto and fire at the attacker.<br />
* Don't assume you know where a Sentry Gun is, even if you've encountered one previously. The ability to [[Buildings#Hauling|haul]] buildings allows the Engineer to move a single Sentry Gun between key points. Listen for the Sentry Gun's signature 'beep' sound, and count how many 'beeps' are played, as the count corresponds to the Sentry Gun's level, which may help you decide whether or not to attack.<br />
* A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]'''<br />
|<br />
* The Dispenser is an easier building to destroy, as an Engineer will usually prioritize repairing his Sentry Gun.<br />
* If destroying a Sentry Gun isn't possible, destroy the Dispenser to cut off the Engineer's supply of metal, then target the Sentry until the Engineer runs out of metal, forcing him to retreat.<br />
* Destroying a Dispenser will reduce the entire enemy team’s health regeneration rate, especially if there is no enemy Medic.<br />
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot attack you through Dispensers.<br />
* A Spy disguised as a member of the opposing team can freely use that team's Dispensers, even while cloaked, though the Dispenser's beam may reveal cloaked Spies.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]'''<br />
|<br />
* Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as [[Gold Rush]] or [[Badwater Basin]].<br />
* Teleporters that regain health are being repaired from the other side. It's fairly easy to outdamage the repair rate by using strong weapons or the Spy's [[Sapper]].<br />
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage such as that from [[Stickybomb]]s or the Knife's backstab work best.<br />
* Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]].<br />
** Consequently, this can be used against your enemies. As a Spy, you can sap a Teleporter Entrance and stand on it, then teleport through after your Sapper is removed. You may be able to telefrag the Engineer removing the Sapper as well as any nearby opponents, though this will not work against experienced players, who will take care not to stand on teleporters.<br />
* On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]'''<br />
|<br />
* Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and will still automatically target you.<br />
* You will often need to decide whether to target the Mini-Sentry Gun or its Engineer if they are both attacking you. <br />
* If in combat, consider targeting the Engineer building the Mini-Sentry Guns, as it is difficult to continuously destroy the quickly-built Mini-Sentry Guns from full health.<br />
* If you're attacked by a Mini-Sentry from an unexpected place, take it out then check the immediate area to see if an Engineer is about to attack you.<br />
* If an Engineer is deploying Mini-Sentry Guns near his teammates or ammo supplies, destroying it may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Sentry Gun]]<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Engineer Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Demoman_strategy&diff=2393337Anti-Demoman strategy2019-02-08T21:26:48Z<p>MK38993: </p>
<hr />
<div>[[File:DemomanHumiliation.png|right|150px|I feel like every bone in me body's broke!]]<br />
{{Quotation|'''The Scout'''|Yeah, next time, try two eyes!|sound=Scout_dominationdem01.wav}}<br />
<br />
The '''[[Demoman]]''' is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics, you can usually depend on the roles of most classes not changing dramatically. This does not apply to the Demoman, who can opt for an explosive-oriented playstyle with a [[Stickybomb Launcher]] or a melee-oriented playstyle with a shield like the [[Chargin' Targe]]. Each style has its own evident strengths and weaknesses, so pay attention to his loadout to avoid being caught off guard.<br />
<br />
== General ==<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Demoman strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] '''[[Classes|Role]]'''<br />
|<br />
* The Demoman is great at both offense and defense. He is particularly good at mid-range combat.<br />
* As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't move from cover.<br />
* A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and will be melee-oriented.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''<br />
|<br />
* The Demoman has a base health of 175, so he can withstand a considerable amount of damage.<br />
* Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool.<br />
* A Demoman carrying a shield will have a significant resistance to fire and explosive damage, but be fully vulnerable to bullets and melee attacks.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''<br />
|<br />
* The Demoman is slower than a majority of the classes, but he can still chase you down if he uses a melee combat loadout.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''<br />
|<br />
* The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably.<br />
* All of the Demoman's explosives can harm himself should they hit you at point-blank range, giving you an additional advantage at close range.<br />
* A Demoman with a shield and melee weapon can charge at you to deal critical hit damage. Avoiding his charge and staying outside his extended melee range gives you room to counterattack.<br />
|}<br />
<br />
== Explosive loadout ==<br />
<br />
A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons take a long time to reload so catching him by surprise will leave him at a major disadvantage.<br />
<br />
== Melee loadout ==<br />
<br />
Alternatively, a Demoman can charge with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance very quickly and deal [[critical hit]] melee damage. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Bullet-based weapons work best against him, as none of his shields reduce bullet damage.<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Demoman|l1=Demoman weapons}}<br />
<br />
=== Primary ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Demoman strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Grenade Launcher}} + '''reskins'''<br />
|<br />
* The Grenade Launcher has a relatively long small clip and takes a while to reload. Attack the Demoman before he regains a full clip.<br />
* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.<br />
* Grenades travel somewhat slowly and in a wide arc, giving you time to dodge or take cover.<br />
* If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman takes damage as well.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}<br />
|<br />
* The Loch-n-Load has only three shots in a clip, forcing the Demoman to reload more often, which gives you more windows of opportunity to surprise him.<br />
* Grenades fired from the Loch-n-Load travel faster, but do not explode if they do not strike enemy players or enemy buildings. If you dodge his initial shots, you won't need to worry about it exploding under your feet.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ali Baba's Wee Booties}} + '''reskins'''<br />
|<br />
* Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer, but require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat. Stay out of melee range and fight back with ranged weapons.<br />
* The Booties give the Demoman a 10% speed bonus and increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge. If caught out in the open, pretend to move in one direction, then double back - once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible.<br />
* The Booties also causes the Demoman's shields to refill 25% of its charge meter upon a melee kill, allowing near-constant charges if he manages to land multiple kills with the [[Tide Turner]] equipped.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loose Cannon}}<br />
|<br />
* The Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. If you dodge a cannonball, you can assume the mid-air explosion will deal minimal damage.<br />
* The Demoman needs to time the Loose Cannon's charge so that cannonballs explode immediately after hitting you. Moving towards or away from him can affect his aim, unlike a Grenade Launcher wielding Demoman.<br />
**He may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop him from landing an easy kill.<br />
* Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" [[Critical hits#Mini-crits|mini-crit]] damage, which will instantly kill classes with low base health.<br />
*The Loose Cannon has a smaller range than the Grenade Launcher, and will usually fire slower. Stay away and pick the Demoman off with your ranged weapons.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}}<br />
|<br />
* Keep in mind that a Demoman gives his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.<br />
* A paratrooping Demoman will typically try to bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes an easy target - shoot him down before he can kill you, or blast jump up to him to avoid his explosives.<br />
** His other, less practical option is to [[charge]] at you from the air using one of his [[shield]]s. A Demoman with the B.A.S.E. Jumper and a shield is locked into melee combat, so avoid the charge and stay out of melee range.<br />
* A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Take the opportunity to damage him after he lands or before he can launch into the sky.<br />
* The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different venue if the Demoman's aerial assault becomes a problem.<br />
* The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass him in midair or force him to retract his parachute, potentially taking fall damage.<br />
|-<br />
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Iron Bomber}}<br />
|<br />
* The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.<br />
* Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller blast radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.<br />
* As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too. <br />
* The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.<br />
|}<br />
<br />
=== Secondary ===<br />
<br />
==== Stickybomb Launchers ====<br />
<br />
* Stickybombs can be destroyed by bullets and melee attacks (the latter option is not recommended, for obvious reasons). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.<br />
* Firing an explosive or a [[compression blast]] around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates.<br />
* The Demoman will often watch over his Stickybomb traps, which may leave him more distracted. Try to flank him and catch him by surprise.<br />
* Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first.<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Demoman strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}} + '''reskins''' <br />
|<br />
* A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time.<br />
* The Stickybomb Launcher takes a long time to reload. Attack the Demoman before he can regain a full clip.<br />
* Stickybombs are typically placed in hard-to-see spots as traps. Be aware of these spots and check your surroundings; the best trap is the one you do not expect.<br />
* Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap.<br />
<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}}<br />
|<br />
* The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap you will have to deal with.<br />
* A Demoman can see his Scottish Resistance Stickybombs through walls, allowing him to detonate individual traps even when he can't see them.<br />
* The Scottish Resistance is not suited for direct combat because of its Stickybombs' longer arming time. A Demoman using the weapon will likely switch to his Grenade Launcher or melee weapon when confronted.<br />
* The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}}<br />
|<br />
* A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.<br />
* A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him.<br />
* A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and his melee weapon, allowing him to put up a decent fight.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}}<br />
|<br />
* Stickybombs launched from the Quickiebomb Launcher can detonate quickly, allowing it to act as a secondary grenade launcher.<br />
* The Quickiebomb Launcher has only four shots, compared to the other Stickybomb launchers’ 8 and 14. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload.<br />
* Stickybombs from this launcher do 15% less damage. This is often offset by their shorter arming time, making them far harder to dodge.<br />
* The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you.<br />
* Unlike other Stickybomb launchers, charging the Quickiebomb Launcher will increase its damage. Do your best to avoid the stickybombs get close to the Demoman to force him to use his melee weapon, or take heavy self-damage.<br />
|-<br />
|}<br />
<br />
==== Shields ====<br />
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds, removing debuffs instantly and granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to explosive and fire damage.<br />
* A Charge can be delayed or nullified by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]].<br />
* When the Demoman charges, he can only rush forward. Dodge his charge by strafing to the side or ducking behind cover - backpedalling will seldom save you.<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Demoman strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} + '''reskins'''<br />
|<br />
* The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. If possible, attack with bullets from outside his melee range.<br />
* If you cannot avoid a charge, run towards the Demoman and end his charge early before he travels far enough to land a Critical Hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}}<br />
|<br />
* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often, and deal more damage. Damage him with bullets, but be ready to dodge at all times.<br />
* The Splendid Screen deals considerably more impact damage and can do so at any range; try not to engage him in close combat.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}<br />
|<br />
* Unlike the other shields, the Tide Turner provides full turning control while charging. Avoiding the charge will be much more difficult. However, while he charges every point of damage he takes will drain his charge meter by 1%. Landing a solid hit on him will stop his charge instantly.<br />
* If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. Cancel his charge with damage to prevent him from scoring more kills.<br />
* Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Use bullets for maximum damage.<br />
* When paired with Ali Baba’s Wee Booties, a melee kill will instantly refill the Demoman’s charge meter, allowing him to rapidly kill multiple enemies. Landing a decent hit will be difficult, but will stop him in his tracks.<br />
|-<br />
|}<br />
<br />
=== Melee ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Demoman strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bottle}} + '''reskins''' <br />
|<br />
* A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.<br />
* The Demoman's slightly slower speed does not hinder his melee combat, especially when combined with his above average health.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eyelander}} + '''reskins''' <br />
|<br />
* A Demoman will often use the Eyelander with a shield and charge at unaware foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by kiting him or luring him into traps.<br />
* If a Demoman with the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range and speed boost combined with his shield's charge make retreat very difficult.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}<br />
|<br />
* The Scotsman's Skullcutter reduces the Demoman's speed when active, making him an easier target. However, this weapon has an increased melee range and deals more damage, so attack the Demoman from afar, and be ready to dodge if he has a shield equipped.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}<br />
|<br />
* A Demoman wielding the Claidheamh Mòr will likely equip a shield to take advantage of the weapon’s bonuses. It becomes even more important to strafe or take cover when he charges.<br />
* The Claidheamh Mòr inflicts a flat 15% damage vulnerability on the Demoman, making him weaker to direct attacks.<br />
* The Claidheamh Mòr refills 25% of his charge meter upon a kill. Expect him to charge soon after a kill.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}}<br />
|<br />
* The Pain Train grants the Demoman an increased capture rate, at the cost of increased bullet damage. Shoot him down before he can assist his team.<br />
* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.<br />
* Even without the Pain Train, a Demoman can sticky jump onto a control point and try to capture it. Be prepared if you see an enemy Demoman flying through the air above your team.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}<br />
|<br />
* The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort; kill him before he reaches you.<br />
* Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all.<br />
* If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage.<br />
* Pairing the Ullapool Caber with a shield allows him to deal on-demand critical explosions, which will usually kill any class instantly. Stay away from your teammates in order to avoid the explosion, then counterattack!<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}<br />
|<br />
* A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty.<br />
* If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he had recently spawned.<br />
* Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, try to catch the Demoman off guard to minimize the risk of dying instantly.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}}<br />
|<br />
* The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes while fighting the Demoman.<br />
* The Persian Persuader gives 20% charge for every hit. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge.<br />
* The Persian Persuader reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using a grenade launcher with this sword, expect him to run out of ammo very quickly and force him to engage into melee combat, giving you an advantage.<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Sticky jump]]<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Demoman Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Heavy_strategy&diff=2393335Anti-Heavy strategy2019-02-08T20:39:22Z<p>MK38993: </p>
<hr />
<div>[[File:Heavyhumiliation.png|right|180px|How could this happen?]]<br />
{{Quotation|'''The Soldier'''|This American boot just kicked your ass back to Russia.|sound=Soldier_DominationHeavy06.wav}}<br />
<br />
The '''[[Heavy]]''' is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat capabilities are so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or ranged weapons. Additionally, his unpredictability is limited by less diverse loadout options than other classes; any weapon that provides utility usually comes with heavy drawbacks in combat.<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Heavy strategy<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]<br />
|<br />
* The Heavy's large size and firepower often places him at the center of any fight. <br />
* He is a natural shield for his allies - taking him out can often cause the enemy team to hesitate or fall back.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]<br />
|<br />
* The Heavy has the largest health pool of all nine classes and can use his large size to take damage meant for frailer teammates. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]<br />
|<br />
* The Heavy's slow movement speed is his main weakness - it limits his ability to pursue you or dodge attacks. If you can't take him by surprise, take potshots from behind cover to get free hits in.<br />
* As a slow, easily distracted class with a lot of health, the Heavy is especially vulnerable to Snipers and Spies.<br />
|-<br />
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]<br />
|<br />
* The Heavy possesses the most powerful weapons in the game. This means that fighting him head-on without backup is usually a bad idea.<br />
* While the Heavy is formidable at close range, his weapons are not very accurate. Snipers can easily pick him off while taking minimal damage.<br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Heavy|l1=Heavy weapons}}<br />
<br />
=== Primary weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Heavy strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Minigun}} + '''reskins'''<br />
|<br />
* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate over distances. Use cover and don't charge directly at him.<br />
* The Heavy must spin-up his Minigun for about a second before he can begin firing. This makes him vulnerable to ambushes and coordinated attacks from different directions.<br />
* When firing the Minigun, the Heavy's movement speed slows to a crawl, making him a very easy target.<br />
* After any Minigun is spun up, there is a one-second interval where it deals only half damage and is half as accurate. If you catch a Heavy without his gun spun up, he will be at a significant disadvantage. End the encounter quickly, however - once this interval is over, the Heavy will deal full damage!<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}<br />
|<br />
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.<br />
* Natascha grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.<br />
* Due to Natascha's significantly reduced damage, the more bulky classes can face its user head-on with proper positioning.<br />
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}<br />
|<br />
* The Brass Beast deals increased damage, making it near impossible to face directly.<br />
* The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper.<br />
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.<br />
* The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}<br />
|<br />
* The Tomislav spins up quickly and quietly, making it excel at ambushing.<br />
* Listen for a rattling noise when approaching corners, which may indicate that a Heavy with the Tomislav lies in wait.<br />
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}<br />
|<br />
* When the Heavy spins up the Huo-Long Heater, it consumes 4 ammo per second to deploy a ring of flames. If he is away from the Payload cart or enemy Dispenser, get his attention and stay behind nearby cover to force him to keep his gun spun up, wasting ammunition.<br />
* Spies can jump over the ring of flames deployed by the Huo-Long Heater, making it possible for them backstab the Heavy without being set on fire or losing their [[Spy-cicle]].<br />
<br />
|-<br />
|}<br />
<br />
=== Secondary weapons ===<br />
<br />
==== Armaments ====<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Heavy strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''<br />
|<br />
* A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. Take him down before he can prepare his other weapon.<br />
* The Shotgun is a point-blank-to-medium range weapon and will be ineffective at long range. <br />
* The Shotgun only has six shots. If the Heavy runs out of shots, keep the pressure up to deter him from switching to his Minigun.<br />
|-<br />
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}<br />
|<br />
* The Family Business has a 33% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.<br />
|-<br />
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}}<br />
|<br />
* The Panic Attack deals less damage from a distance and has a bigger dispersion with consecutive shots, but is not affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your distance and force him to keep firing and increase his weapon spread - after a few shots, he will be helpless against medium-distance attacks and be forced to switch to his Minigun, allowing you to finish him off.<br />
|-<br />
|}<br />
<br />
==== Edibles ====<br />
* A Lunchbox item replaces the Heavy's Shotgun, leaving him with only one ranged weapon to attack you with.<br />
* If a Heavy retreats from a fight, check if he's trying to eat. The distinct "nom" sound makes him easy to track down.<br />
* A Heavy is defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many [[kill taunts|taunt kills]] are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Heavy strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}} + '''reskins''' <br />
|<br />
* The Sandvich quickly restores the Heavy to full health as he eats it, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor. Alternatively, use a [[kill taunt|taunt kill]] that is faster than the eating animation.<br />
* A Heavy can acquire a new Sandvich by picking up a medkit while at full health; take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.<br />
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins'''<br />
|<br />
* The Dalokohs Bar only heals the Heavy for 100 HP, but has a cooldown timer of only 10 seconds, compared to the Sandvich’s 30 seconds. It increases his maximum Health by 50 for 30 seconds, which can determine the winner of a duel.<br />
* Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. <br />
* Most significantly, while the Heavy cannot use it to heal his allies for as much as the Sandvich, but he can throw it more often to dispense more total health.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}<br />
|<br />
* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. Keep a distance and take advantage of the 20% damage vulnerability that the buff gives him.<br />
* Heavies may use the Steak Sandvich to reach the front lines faster. If you catch him off guard as he travels to the front, he will be helpless against your ranged attack.<br />
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Try to deny his allies this healing by taking it before they can reach it, or knocking them away with rockets or grenades.<br />
|-<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Second Banana}}<br />
|<br />
* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Counterplay for this item is similar to that of the Sandvich.<br />
|-<br />
|}<br />
<br />
=== Melee weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Heavy strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists}} + '''reskins'''<br />
|<br />
* The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him or back up as you attack.<br />
* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you in turn.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}<br />
|<br />
* If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you with a critical punch, your death will just reset the buff’s duration.<br />
* The Heavy can also apply the Crit boost to his other weapons when switched. Quickly decide whether to take him down or retreat until his buff wears off.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins'''<br />
|<br />
* A Heavy will usually only have the G.R.U. out while running to a battlefield and will switch weapons once he arrives. <br />
* The G.R.U. take longer to holster and drain health by 10 HP per second while active, so try ambushing him while he travels.<br />
* A Heavy could use the G.R.U. as a means of pursuit. If you realize this, turn around and fight before he switches to another weapon.<br />
** He may also use it to flee when at low health. Try to pick him off before he escapes.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}<br />
|<br />
* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both him and you.<br />
* If a Heavy recently obtained a kill using the Warrior's Spirit, remember that he will have recovered some health. This will be offset by his damage vulnerability, however. Try to jump over his head using any high ground you can find - this can confuse him, allowing you to land a free hit or two.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}<br />
|<br />
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit safer. It increases the time it takes for him to switch weapons, so catching him by surprise is always a good option.<br />
* The Heavy takes doubled melee damage while the Fists of Steel are active. Consider charging at him with your melee weapon.<br />
** If you don't think you can reach him before he switches to his Minigun, you can fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}<br />
|<br />
* Outside of combat, the Eviction Notice acts as a lesser version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.<br />
* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.<br />
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him once he manages to land the first hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}<br />
|<br />
* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck laughing in place and will probably suffer a humiliating death.<br />
* You cannot be forced into an animation while airborne. If you're fighting a Heavy with the Holiday Punch, jump whenever he punches.<br />
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Again, try to jump while the Heavy punches to avoid this.<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Heavy Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Medic_strategy&diff=2392751Anti-Medic strategy2019-02-06T22:30:52Z<p>MK38993: </p>
<hr />
<div>[[File:MedicHumiliation.png|right|130px|Velcome to the 've lose vonce again'-fest.]]<br />
{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}<br />
<br />
The enemy '''[[Medic]]''' tends to be highest priority target on the battlefield due to his ability to heal teammates and deploy [[ÜberCharge|ÜberCharges]]. While he moves somewhat quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an [[ÜberCharge]] can then grant [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], [[Vaccinator|resistance to a selected damage type]], or a [[Quick-Fix|powerful healing buff and immunity to knockback]] for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, even if it means sacrificing your own life, as his death will harm his team far more than your own.<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Medic strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''<br />
|<br />
* Killing the Medic should always be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.<br />
* The Medic is typically found behind his teammates, but can be ambushed and defeated easily when on his own.<br />
** In particular, the Pyro's [[Flame Thrower]] reduces the Medic's healing by 25%, should he manage to get close.<br />
* The healing connection between a Medic and his patient can be broken using [[Knockback]].<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''<br />
|<br />
* The Medic has a moderate pool of health and natural health regeneration. Combined with his speed, he can flee quite easily.<br />
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''<br />
|<br />
* The Medic has the second highest base speed of all classes, making him quite agile in firefights.<br />
* If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''<br />
|<br />
* The Medic is quite weak when trying to defend himself, as his weapons are ineffective at medium to long range.<br />
* Most classes should be able to take out an unassisted Medic with little trouble.<br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Medic|l1=Medic weapons}}<br />
<br />
=== Primary weapons ===<br />
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge amounts of damage. Try to avoid as many as possible.<br />
* Needles fired from Syringe Guns are travel slowly and are significantly affected by gravity. Zig-zag towards the Medic to dodge the syringes.<br />
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Medic strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}<br />
|<br />
* A Medic will often use his Syringe Gun when there are no teammates to protect him. Keep your distance and strafe to avoid the needles, then close in as the Medic reloads.<br />
** A Medic will also most likely retreat soon after he pulls out his Syringe Gun; while it is often advantageous to pursue and kill a Medic to debilitate his team, consider the risk of him killing you or leading you into overwhelming backup.<br />
* The Syringe Gun makes the same sound as the Blutsauger, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}<br />
|<br />
* The Blutsauger allows a Medic to replenish health; avoiding the Blutsauger's needles is just as important as dealing damage to the Medic firing them.<br />
* The Blutsauger decreases a Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].<br />
* The Blutsauger uses the same sound as the Syringe Gun, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''<br />
|<br />
* The Crusader's Crossbow deals more damage the further away a target is; close the distance to reduce the damage a bolt will deal.<br />
* The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.<br />
* The bolts fired from the Crusader's Crossbow heal the Medic's teammates; most classes fully recover health when hit by a friendly bolt from long-range. Keep the Medic's attention on you and your team to prevent him from aiding his teammates instead.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}<br />
|<br />
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his Übercharge. Pursuing this Medic may not be worth the risk of leaving your post and/or running into enemy forces.<br />
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.<br />
|-<br />
|}<br />
<br />
=== Secondary weapons / [[ÜberCharge]] ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Medic strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Medi Gun}} + '''reskins'''<br />
|<br />
See [[ÜberCharge strategy#Defense against ÜberCharge|Defense against ÜberCharge]].<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kritzkrieg}}<br />
|<br />
See [[ÜberCharge strategy#Defending against Kritzkrieg|Defense against Kritzkrieg]].<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quick-Fix}}<br />
|<br />
See [[ÜberCharge strategy#Defending against Quick-Fix|Defense against Quick-Fix]].<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vaccinator}}<br />
|<br />
See [[ÜberCharge strategy#Defending against Vaccinator|Defense against Vaccinator]].<br />
|}<br />
<br />
<br />
=== Melee weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Medic strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonesaw}} + '''reskins''' <br />
|<br />
* The Medic's above-average movement speed allows him to chase retreating foes with his Bonesaw. Knocking back or stunning the Medic can help you deter or eliminate him without taking much damage.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins''' <br />
|<br />
* Engaging a Medic equipped with the Ubersaw in melee should be a last resort, as any hit he lands on you with the weapon gains him 25% more ÜberCharge. Attack him from outside his melee range to prevent this.<br />
* Scouts using Bonk! Atomic Punch should keep their distance from Medics with the Ubersaw; they can still gain Übercharge from striking phasing Scouts.<br />
* If a Medic manages to score multiple hits with the Ubersaw, he might use his Übercharge to retreat safely. If he attempts this, use knockback to deny him from retreating.<br />
* If cornered by an enemy Medic while his Ubersaw is out, suicide if possible to deny the Medic the 25% Übercharge.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}<br />
|<br />
* A Medic using the Vita-Saw may be able to fill his ÜberCharge sooner upon respawning, but he has 10 less health than a Medic without the Vita-Saw. Attack the Medic as you would if he had the Bonesaw.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}<br />
|<br />
* A Medic with the Amputator out may be preparing to heal his team with the weapon's taunt. Either attack the Medic to prevent him from taunting or allow him to, rendering himself immobile for a few seconds.<br />
* The Amputator increases the Medic's regeneration rate, making afterburn and bleed less effective at finishing him off. Use teamwork and strong weaponry to prevent him from retreating; engaging the Medic in melee combat is also an option, as Amputator's damage penalty puts him at a disadvantage.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}<br />
|<br />
* The Solemn Vow allows a Medic to see his enemies' health, making it easier for him to pick off weakened targets. Stay away from him when you have low health so he and his team don't single you out. If you engage the Medic in melee, fight him as you would a Medic using the Bonesaw.<br />
*The Solemn Vow has a 10% slower swing penalty. It will be much easier to win a Melee fight with him due to a longer pause between his melee swings.<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Medic Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Pyro_strategy&diff=2392750Anti-Pyro strategy2019-02-06T22:19:17Z<p>MK38993: </p>
<hr />
<div>{{Update|Jungle Inferno weapons are missing from the "Weapon specific" section.}}<br />
[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]]<br />
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}<br />
<br />
The '''[[Pyro]]''' is a relatively hardy class that excels at close range combat, particularly in confined areas where his [[Flamethrower]] is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering his opponents than aiming and has more leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows him to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because he lacks strong ranged weaponry, he is most vulnerable when distant from enemies or when in open areas.<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Attributes<br />
! class="header" colspan="1" width="800"| Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''<br />
|<br />
* The Pyro finds success in [[Ambushing#Pyro|ambushing]] opponents rather than approaching them head-on. Be aware of your surroundings; take note of what available routes Pyros can take to ambush you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''<br />
|<br />
* The Pyro has above-average health and can be a hassle to take down if allowed to enter close range.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''<br />
|<br />
* Although the Pyro is relatively hardy, he only travels at the standard movement speed and is susceptible to being outmaneuvered or even defeated before he gets too close.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''<br />
|<br />
* The Pyro is strong at close range but has no effective long range weaponry. Keeping your distance will prevent much of the Pyro's possible damage.<br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Pyro|l1=Pyro weapons}}<br />
<br />
=== Primary weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}} + '''reskins'''<br />
|<br />
* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes he can take so that you can repel him before he reaches you.<br />
** If you can't escape the Pyro, try to weaken him for your teammates before he kills you.<br />
* Extinguish yourself as soon as possible once he sets you on fire to reduce [[afterburn]] damage.<br />
**Remember where medkits and bodies of water are located or stay close to friendly Pyros and Medics who can extinguish you quickly .<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins'''<br />
|<br />
* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.<br />
* Never run away from a Pyro using the Backburner, or he will deal crits and kill you three times as quickly. Keep facing him while backing up.<br />
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use their compression blast less often.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}<br />
|<br />
* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective. <br />
* The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon to finish you off.<br />
** Popular combinations include using the Flare Gun or Axtinguisher alongside the Degreaser.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}<br />
|<br />
* The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or he will quickly fill his "Mmmph" meter.<br />
* While a Pyro is taunting to activate the Phlogistinator's ability, he remains immobile. You can prepare for his attempted rampage by having your team focus fire him. <br />
** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]].<br />
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of them being reflected.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}}<br />
|<br />
* Bear in mind that this weapon does not play like any of the Pyro's other primaries, aside from the close-quarter-combat role.<br />
* Avoid very tight areas where there is little room to move. Air vents and small corridors are where this weapon is most dangerous.<br />
* Be as unpredictable as you can; the weapon is most destructive if a Pyro can land successive shots on you.<br />
* While able to use the compression blast, this temporarily disables the Pyro's ability to attack with this weapon while it recharges. Using more rockets, grenades, or other projectiles during the period can be deadly.<br />
** Keep in mind that a skilled user knows when to take cover or retreat.<br />
* The weapon has a longer range than the other Pyro's other Primaries; try to land medium-range attacks on him.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]'''<br />
|<br />
* The compression blast's most obvious use is to shove enemies into environmental hazards, such as cliffs, or into corners and the air, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.<br />
* The compression blast can reflect [[projectiles]]; use bullets or fire your projectiles away from the Pyro's line of sight to reduce the chances of being struck by a reflected one.<br />
** While the compression blast can reflect projectiles, there is a small cooldown time. Two or more teammatees can easily overwhelm a Pyro with more projectiles than he can reflect.<br />
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished.<br />
* Try to delay firing successive shots - if you hold down the “fire” button, the Pyro may predict when you will fire the next projectile and reflect it with ease.<br />
|}<br />
<br />
=== Secondary weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''<br />
|<br />
* The Shotgun is the Pyro's best secondary weapon against foes barely outside the Flamethrower's range. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary and their secondary, leaving them helpless.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins'''<br />
|<br />
* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is difficult to predict.<br />
* The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, move erratically to reduce a Pyro's chance of finishing you off with a critical flare.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}<br />
|<br />
* The Detonator's flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize the potential splash damage.<br />
* Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off.<br />
* A Pyro can use the Detonator to perform a small Flare Jump, at the cost of a significant amount of health. Stay aware of all possible routes that the Pyro can take to reach you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}<br />
|<br />
* The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knock back]] excluding airblast and bullets. A Pyro might deploy it to deal mini-crits on enemies that have been propelled in the air by a teammate.<br />
* The Reserve Shooter's reduced magazine size makes the Pyro far less effective at anywhere outside close range, especially since it will not deal mini-crits on targets launched by the Pyro's airblast.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}<br />
|<br />
* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment. Keep moving to reduce this weapon's effectiveness.<br />
* The Manmelter's projectiles do not deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with his Flamethrower instead.<br />
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a critical hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}<br />
|<br />
* The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered with teammates.<br />
* The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases if you already are on fire. Don't idle while crossing places with long falls or other environmental hazards.<br />
* The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing to negate afterburn.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}<br />
|<br />
*The Panic Attack deals less damage per shot and its bullet spread grows wider with consecutive shots, but it is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread.<br />
* The Panic Attack is nearly useless at medium to long range. Keep your distance, and the Pyro will be helpless against you.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}}<br />
|<br />
* The Thermal Thruster allows the Pyro to get an extreme amount of mobility that they otherwise lack. When fired, it flings the Pyro into the air, similar to a rocket jump.<br />
* On take off, the Thermal Thruster is capable of extinguishing teammates and igniting enemies.<br />
** The Thermal Thruster takes a second to activate before the Pyro can “jump”; ensure you are out of range during this moment.<br />
* The direction the Pyro goes is based off the direction he is looking at; take this into account when they activate the Thermal Thruster.<br />
* Avoid being in the landing zone; the Pyro can do 3 times the fall damage to enemies he lands on (similar to the [[Mantreads]]).<br />
** Anyone in the landing zone will also be knocked out of the way.<br />
** While this is not a reliable way for Pyro to do damage, be aware of this and make sure to avoid the incoming Pyro.<br />
* A Pyro can use the Thermal Thruster twice in rapid succession; each “jump” requires 15 seconds to recharge, so take advantage of this if you know the Pyro has used both his charges.<br />
* The Pyro can switch weapons in mid-flight. As such, they may already have their Primary out and ready to attack before they even land!<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}}<br />
|<br />
* This weapon can be considered the Pyro's version of [[Jarate]] or [[Mad Milk]].<br />
* Anyone who is in the Gas Cloud upon or enters it during the cooldown will be doused in Gas for ten seconds. <br />
** If they take any form of damage is taken, the enemy will be afflicted afterburn for 10 seconds. This includes Pyros!<br />
** Even the [[Rocket Jumper]] is capable of igniting you - though most Soldiers will not attempt to do this, keep this in mind.<br />
* As such, it is generally best for you to avoid walking into the cloud.<br />
* Continuous healing from either a Medic or a Dispenser will reduce the gas effect to five seconds.<br />
* Lingering in the cloud does not reset the gas effects.<br />
* Despite the fact that this is not shown in the weapon’s tooltip, the Gas Passer can extinguish teammates. Keep this in mind if you are in a large crowd of friends and foe alike.<br />
* Unlike other rechargeable items, the Pyro does not initially spawn with the weapon ready for deployment.<br />
** Instead, they have to wait 60 seconds before it can be deployed, though the charge time can be reduced as the Pyro deals damage. This leaves him with only his Primary and Melee to work with, so try to take advantage of his lack of range!<br />
*** If you are fighting him underwater, you will have a major advantage.<br />
*** 750 damage will fill the Gas meter up completely.<br />
* The charge is retained in-between deaths, so keep in mind that killing a Pyro does not affect the Gas Passer's charge time - he may respawn with a full charge of gas!<br />
* A Player is not considered "wet" when covered in Gasoline. As such, you will not take extra damage from the Neon Annihilator.<br />
|}<br />
<br />
=== Melee weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Pyro strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins'''<br />
|<br />
* Most of the Pyro's alternate melee weapons outclass the Fire Axe in terms of utility, since the Pyro is already fighting at melee range with the Flamethrower. As such, a Pyro will seldom use it.<br />
* A Pyro attempting to use the Fire Axe in standard combat is likely new to the game - the Shotgun will deal more damage.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' <br />
|<br />
* The Axtinguisher is usually used alongside any weapon that can inflict afterburn to quickly dispatch most classes. Keep vigilant to avoid being ambushed.<br />
* Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster. Repel the Pyro before he closes the gap, as the Axtinguisher deals massive damage against burning targets.<br />
* The longer your afterburn duration, the more damage it does.<br />
** A hit from the Axtinguisher from Degreaser fire will deal less damage than an Axtinguisher hit from Flame Thrower fire.<br />
* Upon a successful killing blow to a burning player, the Pyro is granted a speed boost.<br />
* The weapon does very low damage than the standard Fire Axe on non-burning players. As such, they are at a disadvantage if you are not on fire.<br />
* The weapon holsters 35% slower. While this isn't much time, players can take advantage of this, as the Pyro will be unable to attack.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins'''<br />
|<br />
* Pyros equipped with the Homewrecker often watch over their team's buildings, protecting them from Spies. This playstyle can leave them more susceptible to attacks from long distances, especially enemy Snipers.<br />
* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro.<br />
* Buildings should not be left unattended, as the Homewrecker can destroy them in two hits.<br />
* While an uncommon tactic, Medics sometimes will [[Übercharge]] a Pyro using the Homewrecker as a means of destroying Sentry Nests. This can be extremely destructive if left unchecked.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}<br />
|<br />
* The Powerjack grants the Pyro bonus movement speed while it is active, allowing him to outrun any class except the Scout.<br />
* The Powerjack gives the Pyro a 20% damage vulnerability. If you catch him moving between areas with it out, you can get in extra damage before he switches weapons.<br />
* In combat, the Pyro will someitimes switch to the Powerjack to finish you off and regain some health. The damage vulnerability it gives the Pyro gives you a chance to fend him off yourself.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}<br />
|<br />
* Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. <br />
* The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to take any nearby health packs before he can use them.<br />
* A Pyro holding the Back Scratcher is healed by Dispensers and Medics at an extremely slow rate. Although it makes the Pyro a bad Medic buddy, a competent enemy Medic may use this to build an ÜberCharge faster.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}<br />
|<br />
* A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort for lighting enemies ablaze. Regardless, never let the Pyro come close enough to reach you with the weapon.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}<br />
|<br />
* As a Medic, consider temporarily breaking off contact with his patient when approached by Pyro with the Third Degree, in order to prevent yourself from taking damage. Hide behind your patient and heal him with the [[Crusader’s Crossbow]]. <br />
* The Flamethrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. <br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}}<br />
|<br />
* A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keeping your distance remains a sound strategy.<br />
* Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro trying to ambush you with the Neon Annihilator. <br />
* The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when on land, keep a distance to minimize his effectiveness.<br />
* The Neon Annihilator is able to break Sappers in 2 hits. Treat it like if the Pyro was holding the Homewrecker.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}}<br />
|<br />
* Much like the Fire Axe, this weapon is usually foregone for other weapons with more utility. <br />
* The weapon attacks the opponent in two consecutive hits. <br />
** In order for a Pyro to do full damage, they have to hit you both times. Keep this in mind, as the weapon is not effective if the user cannot regularly get both hits in.<br />
* The user gets a very brief speed boost on hit. This can help them get the second slap.<br />
* Like the [[Holy Mackerel]] the weapon announces each Slap in the kill feed. This can be used to track down [[Dead Ringer]] Spies.<br />
** The weapon will announce a kill as a "SLAP KILL!" in the kill feed.<br />
* If you are a Spy using a Dead Ringer, keep in mind that the "SLAP KILL" will not show up in the kill feed. An observant Pyro may become aware of your feigned death!<br />
* The weapon will only roll for random Critical Hits once. In other words, if the first hit is a Critical Hit, then the second one will also be a Critical Hit.<br />
|}<br />
<br />
== See also ==<br />
* [[Fire]]<br />
* [[Compression blast]]<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Pyro Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993https://wiki.teamfortress.com/w/index.php?title=Anti-Scout_strategy&diff=2392747Anti-Scout strategy2019-02-06T21:39:15Z<p>MK38993: </p>
<hr />
<div>[[File:Scouthumiliation.png|right|125px|'Kay, this does not look good here, um...]]<br />
<br />
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}<br />
<br />
The '''[[Scout]]''' is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.<br />
<br />
== General ==<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Attributes<br />
! class="header" colspan="1" width="800" | Anti-Scout strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]'''<br />
|<br />
* The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]'''<br />
|<br />
* The Scout is very frail and can usually be killed with two solid hits.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{icon class|Scout|40px}} '''[[Speed]]'''<br />
|<br />
* The Scout is extremely fast and can [[double jump]]. No class can outrun him without certain equipment, so always be prepared to fight. <br />
* Carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he uses his double jump before trying to land [[Aerial|airshots]]. <br />
* His maneuverability allows him to easily chase after any other class, but is less powerful in confined areas, where he has less room to dodge.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]'''<br />
|<br />
* The Scout’s weapons are devastating at close range but very weak far away. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. <br />
|-<br />
|}<br />
<br />
== Weapon-specific ==<br />
{{main|Weapons#Scout|l1=Scout weapons}}<br />
<br />
=== Primary weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Scout strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}} + '''reskins'''<br />
|<br />
* The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows. <br />
* It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} + '''reskins'''<br />
|<br />
* The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying nearby, pick him off during his frequent reloading periods. <br />
* The Force-A-Nature's [[knock back]] effects let a Scout easily reposition himself or disorient you by pushing you backwards for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.<br />
* The Force-A-Nature will also knock the Scout back if he is in mid-air. If he decides to attack while in midair, you can easily line up a counterattack.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}<br />
|<br />
* The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.<br />
* When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.<br />
* The Shortstop has a damageless “shove,” which deals medium knockback at melee range. If you choose to approach the Scout, don't position yourself near an environmental hazard, such as a cliffside or sawblade.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}<br />
|<br />
* Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster, allowing the Scout to keep firing.<br />
* The Soda Popper deals only as much damage as the Scattergun.<br />
* The Soda Popper fires 50% faster; its second shots will fire almost immediately after the first. Avoid being hit by both shots by making a slight movement or changing direction after the first attack.<br />
* You’ll need to quickly eliminate the Scout before he gains a full Hype charge, which gives him five mid-air jumps (for a total of six jumps) and make him nearly impossible to hit mid-air.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}<br />
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* The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.<br />
* As the Scout deals damage, his movement speed will increase. It would be wise to lead him with your shots, even with hitscan weapons.<br />
* Reduce the Scout's boost by dealing chip damage and forcing him to double jump.<br />
* Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit will slow him down to his base speed.<br />
|-<br />
|align="center" valign="center" style="padding:0.5" |<br />
{{Table icon|Back Scatter}}<br />
|<br />
* The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power.<br />
* Back Scatter Scouts will tend to take alternate routes in order to catch you off-guard. Check your back often.<br />
* Since the Back Scatter deals mini-crits from behind, try to keep facing the Scout to make sure he can't get behind you. <br />
* The Back Scatter is 20% less accurate than the Scattergun, so keeping a distance will force the Scout to stay closer to you, allowing you to deal more damage to him.<br />
|}<br />
<br />
=== Secondary weapons ===<br />
<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200" | Weapon<br />
! class="header" colspan="1" width="800" | Anti-Scout strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins'''<br />
|<br />
* While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance to take advantage of his weak long range capabilities.<br />
*Scouts will tend to use the Pistol to finish you off after firing all their Scattergun shots. Try not to take too much damage in the first place, as it is very difficult to dodge all twelve shots.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins'''<br />
|<br />
* Bonk! Atomic Punch helps a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking him or using [[knock back]].<br />
* Absorbing damage under the effect of Bonk! Atomic Punch will greatly slow down the Scout for 5 seconds once the effect wears off. Attack him while he’s invulnerable to prevent him from escaping when his invulnerability ends - two solid hits will slow him to half-speed and allow you to easily kill him.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}<br />
|<br />
* Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he fires a shot. Use this to retaliate against his attacks.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins '''<br />
|<br />
* The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, prevent him from healing by putting more effort into dodging his attacks.<br />
* Scout can use Mad Milk to extinguish fire. As a Pyro, you can force the Scout to waste it by harassing him with a flare gun.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}<br />
|<br />
* The Winger functions similarly to the Pistol and should be treated the same way; keep at a distance so it can only deal minor damage.<br />
* This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}<br />
|<br />
* The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit, but has a smaller clip size.<br />
* If the Scout resorts to using this, his health may be low. Try to put more pressure on him - the healing the gun provides is barely enough to tide him over until he reaches a health pack - it won’t save him from a solid hit.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}<br />
|<br />
* The Flying Guillotine is ideal for picking off weakened targets but recharges relatively slowly - every five seconds. Move erratically so that the Scout misses.<br />
* Long-distance hits reduce the Guillotine's recharge time. Do your best to avoid getting hit.<br />
|}<br />
<br />
=== Melee weapons ===<br />
{| class="wikitable grid" cellpadding="0" cellspacing="0"<br />
! class="header" colspan="1" width="200"| Weapon<br />
! class="header" colspan="1" width="800"| Anti-Scout strategy<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bat}} + '''reskins'''<br />
|<br />
* A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat if you can keep your aim steady.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}<br />
|<br />
* Keep moving to avoid getting hit by the Sandman's [[stun]] ball. Being hit will slow you down, and the duration of the slow increases with range.<br />
* If you are struck by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat.<br />
* The Sandman reduces the Scout's health by 15, making killing him significantly easier - a point-blank rocket attack can instantly kill him.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins'''<br />
|<br />
* The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.<br />
* [[Dead Ringer]] Spies should be wary of the Holy Mackerel, as the hit announcements can give away the fact that they used the Ringer to escape.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}<br />
|<br />
* A Scout who causes health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will kill often him instantly.<br />
* Try to steal the small health kits dropped by teammates that the Scout killed, preventing him from using the benefit of the weapon.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins'''<br />
|<br />
* Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.<br />
** A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of health.<br />
|-<br />
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}<br />
|<br />
* The Sun-on-a-Stick does increased damage to burning enemies. If you are set on [[fire]], you should be try to extinguish yourself and killing any Scout trying to take advantage of the weapon’s benefit.<br />
* The Sun-on-a-Stick grants a passive 25% resistance against fire damage. A burning Scout may deploy it to reduce damage, though this prevents him from attacking as he retreats.<br />
|-<br />
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}<br />
|<br />
* If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon and try to move to your teammates for help.<br />
* A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover until the mark wears off if there are too many enemies.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}<br />
|<br />
* While a Scout will rarely use the Atomizer in actual combat, the triple jump greatly increases his mobility. Take note of any alternate routes he may take.<br />
* The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage, though - deal with the Scout as if he were fighting with the stock Bat.<br />
* Scouts can only triple-jump once they deploy the Atomizer.<br />
* The Atomizer deploys slower, preventing the Scout from using it in combat. If he deploys it while in combat, he may be planning to retreat.<br />
* Beware of ambushes from Scouts who combine the Atomizer with the Winger - they may appear from unexpected places.<br />
|-<br />
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}}<br />
|<br />
* While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing.<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Double jumping]]<br />
* [[Team strategy]]<br />
<br />
{{Class strategy}}<br />
{{Scout Nav}}<br />
<br />
[[Category:Community strategy]]</div>MK38993