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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} |
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− | * While not as powerful as the Rocket Launcher, the Shotgun is still a strong weapon at close to medium range. A Soldier will typically use it after he is out of loaded rockets, or does not wish to damage himself with the rockets' splash. Either way, he is more vulnerable to attack when he is wielding the Shotgun as opposed to his primary weapon. | + | *A Soldier will typically use the Shotgun if he has no time to reload his Rocket Launcher, or does not wish to damage himself from firing rockets at point-blank range. Either way, he is more vulnerable to attack when he wields his Shotgun instead of his primary weapon. |
| + | *Outmanuever a Soldier so that he misses more often with his Shotgun, and back away to reduce the number of pellets that can hit you. |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunboats}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunboats}} |
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− | * A Soldier with the Gunboats will often use the reduced self-damage from rocket jumping to reach high ground without suffering too much damage. Without his Shotgun, he is less effective in direct combat. However, the height advantage offered by rocket jumps and the lessened self-damage offered by the Gunboats will allow him to rain rockets on you with ease. Either take the high ground yourself or take him out quickly. | + | *A Soldier wearing the Gunboats will often rocket jump to higher ground without suffering too much damage and rain rockets upon you. Either take the high ground yourself or kill him before he even has the chance to begin a rocket jump assault. |
| + | *As the Gunboats replace the Soldier's Shotgun, he becomes less effective in direct combat; if he doesn't try to slowly reach you with his melee weapon, he risks self-injury from using his Rocket Launcher at close range. |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} |
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− | * The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. If bounced into the air by a rocket, air strafe to avoid his fire and do your best to quickly reach solid ground. | + | *The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. If propelled into the air by a rocket, air strafe to avoid his fire and do your best to quickly reach solid ground. |
− | * The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun. | + | *The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun. |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mantreads}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mantreads}} |
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− | * A Soldier using the Mantreads will receive considerably less [[knock back]] from most damaging sources, allowing him to more easily maintain a high ground advantage. | + | *A Soldier using the Mantreads will receive considerably less [[knock back]] from most weapons, allowing him to more easily maintain a high ground advantage. However, like with the Gunboats, he is deprived of a secondary weapon. |
− | * Like with the Gunboats, he is deprived of a secondary weapon.
| + | *Keep an eye out for airborne Soldiers; aside from firing rockets at you, one might try to fall on you and inflict damage with his Mantreads. |
− | *Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to utilize the Mantreads' stomp damage. | |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Righteous Bison}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Righteous Bison}} |
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− | * The Righteous Bison deals considerably less damage than the Shotgun but pierces through enemies and is effective at medium range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots, not to mention the splash damage of the Soldier's rockets. | + | *The Righteous Bison deals considerably less damage than the Shotgun but pierces through enemies and is effective at medium- to long-range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots. |
| + | *The Righteous Bison's shots can harm a single target multiple times; if you do not have enough room to dodge the slow-moving projectiles, close the distance between you and the Soldier to reduce the number of times you are hit. Never run away in the direction of the laser. |
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The Soldier is a well-rounded, bulky class that is capable of both taking and dealing a decent amount of damage. While slow on foot, the Soldier is known for his trademark ability to rocket jump, which allows him to quickly maneuver around a map. He is most effective at close range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes. The Soldier has a number of different loadout options that, according to the situation, allow him to increase his offensive or defensive capabilities as well as buff teammates, making him extremely versatile. Although lacking many exploitable weaknesses, the Soldier is not the master of any one trade; for example, the Scout is faster while the Demoman and Heavy can deal more damage.
General
Role
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- Due to the Soldier’s versatility, he is capable of performing many different tasks, such as assaulting an enemy base, defending mission objectives, or picking off important enemy targets.
- No matter what you are doing, always be prepared to deal with a Soldier.
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Health
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- The Soldier has a relatively large amount of health, allowing him to keep fighting for long periods of time.
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Speed
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Power
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- The Soldier’s rockets are highly damaging, but are less powerful and can more easily be dodged as the distance between the two of you increases.
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Weapons
Primary weapons
Rocket Launcher / Original / Festive Rocket Launcher
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- While the projectiles from the Rocket Launcher travel fairly slowly, a Soldier will typically aim at your feet to hit you with the splash damage. Thus, seizing the high ground or keeping a distance makes it more difficult for him to hit you.
- The Rocket Launcher has a low magazine size and reloads slowly; if a Soldier misses all of his shots, he becomes extremely vulnerable afterward.
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Direct Hit
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- Rockets from the Direct Hit fly faster and can kill classes with low health in one hit at close range; however, the splash damage radius is extremely low. Keep a moderate distance from the Soldier so that you can more easily dodge his shots.
- If launched into the air by an explosion, continue maneuvering to avoid being airshot by a Soldier's Direct Hit.
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Black Box
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- The Black Box heals the Soldier for 15 Health when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather than simply exchanging harassment, take out the Soldier before he can recover from any damage.
- The Black Box only holds three rockets in its clip, leaving the Soldier vulnerable more quickly. This also hinders his ability to ambush you through rocket jumping.
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Rocket Jumper
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- The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, so dispatching him is rather easy. Just beware of surprise attacks or control point captures.
- Soldiers using the Rocket Jumper often equip the Market Gardener as well; keep your distance from an airborne Soldier until he reaches the ground.
- Remember that a Soldier using the Rocket Jumper can never carry the intelligence.
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Liberty Launcher
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- The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel moderately faster. Attack from a distance while making sure you have plenty of room to dodge any rockets that come your way.
- Like the Black Box, the Liberty Launcher only holds three rockets per clip, increasing his vulnerability upon expending them all as well as reducing his efficiency at rocket jump ambushes.
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Cow Mangler 5000
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- The Cow Mangler 5000 holds 5 rounds in its clip, but it can never fire a critical hit. Reloading also takes a little longer; these negative attributes make it more difficult for the Soldier to fight on his own.
- Attack the Soldier before or after he uses the Cow Mangler 5000's charged shot; the Soldier slows down and takes a few seconds to fire the shot, and empties the entire clip afterwards.
- While a Soldier using the Cow Mangler 5000 can disable buildings with the charged shot, he deals 80% less damage to them, making him less effective against a Sentry Gun encampment.
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Beggar's Bazooka
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- Never let a Soldier with the Beggar's Bazooka come close enough to unleash a barrage on your teammates. Ambush him as he loads, or force him to fire from a longer distance, where its lack of precision becomes more apparent.
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Secondary weapons
Armaments
Shotgun
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- A Soldier will typically use the Shotgun if he has no time to reload his Rocket Launcher, or does not wish to damage himself from firing rockets at point-blank range. Either way, he is more vulnerable to attack when he wields his Shotgun instead of his primary weapon.
- Outmanuever a Soldier so that he misses more often with his Shotgun, and back away to reduce the number of pellets that can hit you.
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Gunboats
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- A Soldier wearing the Gunboats will often rocket jump to higher ground without suffering too much damage and rain rockets upon you. Either take the high ground yourself or kill him before he even has the chance to begin a rocket jump assault.
- As the Gunboats replace the Soldier's Shotgun, he becomes less effective in direct combat; if he doesn't try to slowly reach you with his melee weapon, he risks self-injury from using his Rocket Launcher at close range.
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Reserve Shooter
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- The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. If propelled into the air by a rocket, air strafe to avoid his fire and do your best to quickly reach solid ground.
- The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun.
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Mantreads
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- A Soldier using the Mantreads will receive considerably less knock back from most weapons, allowing him to more easily maintain a high ground advantage. However, like with the Gunboats, he is deprived of a secondary weapon.
- Keep an eye out for airborne Soldiers; aside from firing rockets at you, one might try to fall on you and inflict damage with his Mantreads.
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Righteous Bison
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- The Righteous Bison deals considerably less damage than the Shotgun but pierces through enemies and is effective at medium- to long-range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots.
- The Righteous Bison's shots can harm a single target multiple times; if you do not have enough room to dodge the slow-moving projectiles, close the distance between you and the Soldier to reduce the number of times you are hit. Never run away in the direction of the laser.
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Banners
A Soldier's banners can provide a temporary area-of-effect buff to nearby allies once he has fulfilled certain criteria in combat. Because the Soldier's teammates must remain close to him, weapons with splash damage are effective for fighting a wave of buffed enemies. Killing the Soldier will end the effect immediately; if possible, aim for him first. Additionally, a Soldier using a banner lacks a secondary weapon, making him less effective in direct combat; if taken down quickly rather than in prolonged combat, he won't be able to activate his chosen banner.
Buff Banner
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- After dealing a significant amount of damage, the Buff Banner allows a Soldier and his allies to deal mini-crits; it's best to fight from behind cover while he and his allies are buffed.
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Battalion's Backup
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- After taking a significant amount of damage, the Battalion's Backup allows a Soldier and his allies to take reduced damage and ignore critical hits.
- If he manages to activate the buff, target the Soldier first so that you can once again deal full damage to his teammates.
- The Soldier will need to heal multiple times in order to live long enough to activate the buff, so deny his source of healing outright.
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Concheror
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- After dealing a signficant amount of damage, the Concheror allows a Soldier and his allies to heal upon dealing damage.
- Your team should concentrate fire on single targets to prevent them from regaining any lost health.
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Melee weapons
Item set effects
See also
Soldier |
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| Weapons |
Primary | | | Secondary | | | Melee |
Shovel ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Equalizer · Pain Train · Half-Zatoichi · Disciplinary Action · Market Gardener · Escape Plan | | | |
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