Difference between revisions of "User:Ríomhaire/Status effects"
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==Beneficial== | ==Beneficial== | ||
Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action. | Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action. | ||
+ | |||
+ | |||
+ | |||
==='''[[ÜberCharge]]'''=== | ==='''[[ÜberCharge]]'''=== | ||
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes. | An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes. | ||
− | {| class="wikitable grid" width=" | + | {| class="wikitable grid" width="75%" |
! class="header" width="10%" style="text-align: center;" | Class | ! class="header" width="10%" style="text-align: center;" | Class | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | |
− | ! class="header" width=" | + | ! class="header" width="1%" | Duration |
+ | ! class="header" width="69%" | Notes | ||
|- | |- | ||
− | ! | + | ! {{Icon class|Medic}} <br /> [[Medic]] |
− | ! | + | ! |{{item icon|Medigun|100px}}<br />'''[[Medigun]]''' |
− | ! | + | ! 8 s |
− | + | ! Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain. | |
− | |||
|} | |} | ||
+ | |||
+ | |||
+ | |||
==='''[[Crit boost]]'''=== | ==='''[[Crit boost]]'''=== | ||
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the [[Eyelander]], will do so when the weilder is under the effects of a crit boost. | All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the [[Eyelander]], will do so when the weilder is under the effects of a crit boost. | ||
− | {| class="wikitable grid" width=" | + | {| class="wikitable grid" width="75%" |
+ | ! class="header" width="10%" style="text-align: center;" | Class | ||
+ | ! class="header" width="20%" | | ||
+ | ! class="header" width="1%" | Duration | ||
+ | ! class="header" width="70%" | Notes | ||
+ | |- | ||
+ | ! {{Icon class|Medic}} <br /> [[Medic]] | ||
+ | ! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]''' | ||
+ | ! 8 s | ||
+ | ! Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain. | ||
+ | |- | ||
+ | ! {{Icon class|Heavy}} <br /> [[Heavy]] | ||
+ | ! {{item icon|Killing Gloves of Boxing|100px}}<br />'''[[Killing Gloves of Boxing]]''' | ||
+ | ! 5 s | ||
+ | ! When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds. | ||
+ | |- | ||
+ | ! {{Icon class|Demoman}} <br /> [[Demoman]] | ||
+ | ! {{item icon|Chargin' Targe|100px}}<br />'''[[Chargin' Targe]]''' | ||
+ | ! N/A | ||
+ | ! Melee attacks at the end of a long distance charge are critical. | ||
+ | |- | ||
+ | ! {{Icon class|Engineer}} <br /> [[Engineer]] | ||
+ | ! {{item icon|Frontier Justice|100px}}<br />'''[[Frontier Justice]]''' | ||
+ | ! ∞ | ||
+ | ! When the Engineer's [[Sentry Gun]] is destroyed he receives a number of Revenge Crits equal to the amount of assist kills plus twice the amount of kills his Sentry had achieved before being destroyed. This weapon receives an indefinite crit boost until all Revenge Crits are used. | ||
+ | |- | ||
+ | ! rowspan="4"| All classes | ||
+ | ! [[Image:Intel red idle.png|100px]]<br />'''[[CTF|Intelligence Capture]]''' | ||
+ | ! 10 s | ||
+ | ! On capturing the [[CTF#Intelligence|briefcase]] all members of a team will receive a 10 second crit boost. | ||
+ | |- | ||
+ | ! [[Image:Tf scout first blood.png|100px]]<br />'''[[Arena|First Blood]]''' | ||
+ | ! 5 s | ||
+ | ! On achieving the first kill of an [[Arena]] match the player will be rewarded with a 5 second crit boost. | ||
+ | |- | ||
+ | ! [[Image:Pumpkin.png|100px]]<br />'''[[Halloween_pumpkin|Pumpkit]]''' | ||
+ | ! 3.2 s | ||
+ | ! Dropped by dead players during the annual [[Halloween_Update|Halloween event]]. Players receive a short crit boost on pickup. Unique to the [[Harvest Event]] and [[Mann Manor]] maps. | ||
+ | |- | ||
+ | ! <br /><br />'''[[Humiliation#Humiliation|Humiliation]]'''<br /><br /><br /> | ||
+ | ! 15 s | ||
+ | ! During [[Humiliation#Humiliation|Humiliation]] all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies. | ||
+ | |} | ||
+ | |||
+ | ==='''[[Mini-Crit|Mini-Crit boost]]'''=== | ||
+ | All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on [[BLU]] or a gold-orange colour for [[RED]]. | ||
+ | |||
+ | {| class="wikitable grid" width="75%" | ||
+ | ! class="header" width="10%" style="text-align: center;" | Class | ||
+ | ! class="header" width="20%" | | ||
+ | ! class="header" width="1%" | Duration | ||
+ | ! class="header" width="70%" | Notes | ||
+ | |- | ||
+ | ! {{Icon class|Scout}} <br /> [[Scout]] | ||
+ | ! {{item icon|Crit-a-Cola|100px}}<br />'''[[Crit-a-Cola]]''' | ||
+ | ! 6 s | ||
+ | ! On consumption the Scout and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. | ||
+ | |- | ||
+ | ! {{Icon class|Soldier}} <br /> [[Solder]] | ||
+ | ! {{item icon|Buff Banner|100px}}<br />'''[[Buff Banner]]''' | ||
+ | ! 10 s | ||
+ | ! When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies a mini-crit boost. Glowing rings radiate from the feet of affected players to denote an area of effect buff. | ||
+ | |- | ||
+ | ! {{Icon class|Demoman}} <br /> [[Demoman]] | ||
+ | ! {{item icon|Chargin' Targe|100px}}<br />'''[[Chargin' Targe]]''' | ||
+ | ! N/A | ||
+ | ! Melee attacks at the from a medium distance charge mini-crit. | ||
+ | |- | ||
+ | ! {{Icon class|Heavy}} <br /> [[Heavy]] | ||
+ | ! {{item icon|Buffalo Steak Sandvich|100px}}<br />'''[[Buffalo Steak Sandvich]]''' | ||
+ | ! 15 s | ||
+ | ! On consumption the Heavy and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. While under the effect the Heavy receives a speed boost and is forced to equip a his melee weapon. | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==='''[[Overheal]]'''=== | ||
+ | An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed. | ||
+ | |||
+ | {| class="wikitable grid" width="75%" | ||
! class="header" width="10%" style="text-align: center;" | Class | ! class="header" width="10%" style="text-align: center;" | Class | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | |
− | ! class="header" width=" | + | ! class="header" width="70%" | Notes |
|- | |- | ||
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]] | ! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]] | ||
− | ! | + | ! {{item icon|Medi Gun|100px}}<br />'''[[Medi Gun]]''' |
− | ! | + | ! The Medic can overheal his patient simply by continuously healing them. |
|- | |- | ||
− | | | + | ! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]''' |
+ | ! The Medic can overheal his patient simply by continuously healing them. | ||
|- | |- | ||
− | ! | + | ! {{Icon class|Pyro}} <br /> [[Pyro]] |
− | ! | + | ! {{item icon|Powerjack|100px}}<br />'''[[Powerjack]]''' |
− | ! When the | + | ! When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him. |
− | |||
− | |||
|- | |- | ||
! rowspan="2"| {{Icon class|Demoman}} <br /> [[Demoman]] | ! rowspan="2"| {{Icon class|Demoman}} <br /> [[Demoman]] | ||
− | ! | + | ! {{item icon|Eyelander|100px}}<br />'''[[Eyelander]]''' |
− | ! | + | ! If the Demoman has already collected four heads and any subsequent decapitations will heal the Demoman +15 health that can overheal him. |
|- | |- | ||
− | | | + | ! {{item icon|Horseless Headless Horsemann's Headtaker|100px}}<br />'''[[Horseless Headless Horsemann's Headtaker]]''' |
+ | ! Exact same as Eyelander. | ||
|- | |- | ||
− | ! | + | ! {{Icon class|Heavy}} <br /> [[Heavy]] |
− | ! | + | ! {{item icon|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]]''' |
− | ! | + | ! On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal. |
|- | |- | ||
− | | style=" | + | ! {{Icon class|Spy}} <br /> [[Spy]] |
+ | ! {{item icon|Conniver's Kunai|100px}}<br />'''[[Conniver's Kunai]]''' | ||
+ | ! When the Spy [[backstab|backstabs]] an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65. | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==='''[[Bonk!_Atomic_Punch|Evasion]]'''=== | ||
+ | Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses. | ||
+ | {| class="wikitable grid" width="75%" | ||
+ | ! class="header" width="10%" style="text-align: center;" | Class | ||
+ | ! class="header" width="20%" | | ||
+ | ! class="header" width="1%" | Duration | ||
+ | ! class="header" width="69%" | Notes | ||
|- | |- | ||
− | ! | + | ! {{Icon class|Scout}} <br /> [[Scout]] |
− | ! | + | ! |{{item icon|Bonk! Atomic Punch|100px}}<br />'''[[Bonk! Atomic Punch]]''' |
− | ! On | + | ! 6 s |
+ | ! On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the [[Sandman]]'s taunt kill. He also becomes immune to damage from non-environmental sources. | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==='''[[Battalion's Backup|Damage Softening]]'''=== | ||
+ | Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet. | ||
+ | {| class="wikitable grid" width="75%" | ||
+ | ! class="header" width="10%" style="text-align: center;" | Class | ||
+ | ! class="header" width="20%" | | ||
+ | ! class="header" width="1%" | Duration | ||
+ | ! class="header" width="69%" | Notes | ||
|- | |- | ||
− | | | + | ! {{Icon class|Soldier}} <br /> [[Soldier]] |
+ | ! |{{item icon|Battalion's Backup|100px}}<br />'''[[Battalion's Backup]]''' | ||
+ | ! 10 s | ||
+ | ! When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies damage softening. Glowing rings radiate from the feet of affected players to denote an area of effect buff. | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==Negative== | ||
+ | |||
+ | ==='''[[Fire|Afterburn]]'''=== | ||
+ | A burning player takes damage over time (an effect known as "afterburn"), to which Pyros are immune. From most sources, this deals 3 damage every half-second over 10 seconds for a total of 60 damage (Degreaser only deals 2 damage at a time, totaling 40). Can be removed by jumping in water, [[Flamethrower|airblast]], [[Jarate]], [[Mad Milk|Milk]], [[Dead Ringer|feigning death]] and health pickups and some more to add. | ||
+ | |||
+ | {| class="wikitable grid" width="75%" | ||
+ | ! class="header" width="10%" style="text-align: center;" | Class | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="1%" | Duration | ||
+ | ! class="header" width="70%" | Damage (Notes) | ||
|- | |- | ||
− | ! rowspan=" | + | ! rowspan="5"| {{Icon class|Pyro}} <br /> [[Pyro]] |
− | ! | + | ! {{item icon|Flamethrower|100px}}<br />'''[[Flamethrower]]''' |
+ | ! 10 s | ||
+ | ! 3 per tick, 60 total. | ||
|- | |- | ||
− | | | + | ! {{item icon|Backburner|100px}}<br />'''[[Backburner]]''' |
+ | ! 10 s | ||
+ | ! 3 per tick, 60 total. | ||
|- | |- | ||
− | ! | + | ! {{item icon|Degreaser|100px}}<br />'''[[Degreaser]]''' |
− | ! | + | ! 10 s |
+ | ! 2.25 per tick, 45 total. | ||
|- | |- | ||
− | | | + | ! {{item icon|Flare Gun|100px}}<br />'''[[Flare Gun]]''' |
+ | ! 10 s | ||
+ | ! 3 per tick, 60 total. | ||
|- | |- | ||
− | ! | + | ! {{item icon|Sharpened Volcano Fragment|100px}}<br />'''[[Sharpened Volcano Fragment]]''' |
− | ! | + | ! 10 s |
+ | ! 3 per tick, 60 total. | ||
|- | |- | ||
− | | | + | ! {{Icon class|Sniper}} <br /> [[Sniper]] |
+ | ! {{item icon|Huntsman|100px}}<br />'''[[Huntsman]]''' | ||
+ | ! 10 s | ||
+ | ! 3 per tick, 60 total. (Arrow most be lit by [[Pyro]] or by the torches in [[DeGroot Keep]]) | ||
|} | |} | ||
− | + | __NOINDEX__ |
Latest revision as of 16:41, 23 April 2023
Status effects are temporary weapon-induced conditions that alter the player's properties and stats.
Contents
Beneficial
Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.
ÜberCharge
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
Class | Duration | Notes | |
---|---|---|---|
Medic |
Medigun |
8 s | Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain. |
Crit boost
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.
Class | Duration | Notes | |
---|---|---|---|
Medic |
Kritzkrieg |
8 s | Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain. |
Heavy |
Killing Gloves of Boxing |
5 s | When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds. |
Demoman |
Chargin' Targe |
N/A | Melee attacks at the end of a long distance charge are critical. |
Engineer |
Frontier Justice |
∞ | When the Engineer's Sentry Gun is destroyed he receives a number of Revenge Crits equal to the amount of assist kills plus twice the amount of kills his Sentry had achieved before being destroyed. This weapon receives an indefinite crit boost until all Revenge Crits are used. |
All classes | Intelligence Capture |
10 s | On capturing the briefcase all members of a team will receive a 10 second crit boost. |
First Blood |
5 s | On achieving the first kill of an Arena match the player will be rewarded with a 5 second crit boost. | |
Pumpkit |
3.2 s | Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps. | |
Humiliation |
15 s | During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies. |
Mini-Crit boost
All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on BLU or a gold-orange colour for RED.
Class | Duration | Notes | |
---|---|---|---|
Scout |
Crit-a-Cola |
6 s | On consumption the Scout and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. |
Solder |
Buff Banner |
10 s | When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies a mini-crit boost. Glowing rings radiate from the feet of affected players to denote an area of effect buff. |
Demoman |
Chargin' Targe |
N/A | Melee attacks at the from a medium distance charge mini-crit. |
Heavy |
Buffalo Steak Sandvich |
15 s | On consumption the Heavy and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. While under the effect the Heavy receives a speed boost and is forced to equip a his melee weapon. |
Overheal
An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.
Class | Notes | |
---|---|---|
Medic |
Medi Gun |
The Medic can overheal his patient simply by continuously healing them. |
Kritzkrieg |
The Medic can overheal his patient simply by continuously healing them. | |
Pyro |
Powerjack |
When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him. |
Demoman |
Eyelander |
If the Demoman has already collected four heads and any subsequent decapitations will heal the Demoman +15 health that can overheal him. |
Horseless Headless Horsemann's Headtaker |
Exact same as Eyelander. | |
Heavy |
Dalokohs Bar |
On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal. |
Spy |
Conniver's Kunai |
When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65. |
Evasion
Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses.
Class | Duration | Notes | |
---|---|---|---|
Scout |
Bonk! Atomic Punch |
6 s | On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the Sandman's taunt kill. He also becomes immune to damage from non-environmental sources. |
Damage Softening
Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet.
Class | Duration | Notes | |
---|---|---|---|
Soldier |
Battalion's Backup |
10 s | When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies damage softening. Glowing rings radiate from the feet of affected players to denote an area of effect buff. |
Negative
Afterburn
A burning player takes damage over time (an effect known as "afterburn"), to which Pyros are immune. From most sources, this deals 3 damage every half-second over 10 seconds for a total of 60 damage (Degreaser only deals 2 damage at a time, totaling 40). Can be removed by jumping in water, airblast, Jarate, Milk, feigning death and health pickups and some more to add.
Class | Weapon | Duration | Damage (Notes) |
---|---|---|---|
Pyro |
Flamethrower |
10 s | 3 per tick, 60 total. |
Backburner |
10 s | 3 per tick, 60 total. | |
Degreaser |
10 s | 2.25 per tick, 45 total. | |
Flare Gun |
10 s | 3 per tick, 60 total. | |
Sharpened Volcano Fragment |
10 s | 3 per tick, 60 total. | |
Sniper |
Huntsman |
10 s | 3 per tick, 60 total. (Arrow most be lit by Pyro or by the torches in DeGroot Keep) |