Difference between revisions of "Scout (competitive)"

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[[Category:Classes (competitive)]]
 
 
{{Competitive|generic=Scout}}
 
{{Competitive|generic=Scout}}
[[Image:Scout.png|345px|right]]
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[[File:Scout.png|345px|right]]
The '''Scout''' is the default [[Standard competitive lineup#Utility|utility]] class of the [[standard competitive lineup]], valued for his [[capping (competitive)|objective-capturing]] and [[pick]]ing abilities.
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The '''Scout''' is the default [[Standard competitive lineup#Utility|utility]] class of the [[standard community competitive lineup|standard competitive lineup]], valued for his [[capping (Control Point: Competitive)|objective-capturing]] and [[pick]]ing abilities.
  
 
== Information ==
 
== Information ==
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=== Weapons ===
 
=== Weapons ===
 
{{main|Scout weapons (competitive)}}
 
{{main|Scout weapons (competitive)}}
The Scout relies mainly on his Scattergun, which deals large damage at close range, but lesser damage at longer range. His speed allows him to quickly jump towards someone and deal damage, and then retreat.
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The Scout relies mainly on his Scattergun, which deals high damage at close range, but less damage at longer range. His speed allows him to quickly jump towards someone, deal damage, and then retreat.
 
{{class weapons table scout primary}}
 
{{class weapons table scout primary}}
  
 
== Usage ==
 
== Usage ==
The Scout is an ideal choice of guarding and using flanks against the enemy. His mobility, ability to 2-shot enemy [[Medic (competitive)|Medics]] and other Scouts, and dominance when fighting the enemy [[Demoman (competitive)|Demoman]] makes him useful for [[pick]]ing in a variety of situations. A Scout is at his best when he has a full buff. His two time capture rate allows him to capture the objectives while his team advances and gains territory.
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The Scout is an ideal choice of guarding and using flanks against the enemy, as well as spearheading a push. His mobility, ability to 2-shot enemy [[Medic (competitive)|Medics]] and other Scouts, and dominance when fighting the enemy [[Demoman (competitive)|Demoman]] makes him useful for picks in a variety of situations, as well as cleaning up heavily-injured enemies after [[Soldier (competitive)|Soldier]] bombs. A Scout is at his best when he has a full buff. His two time capture rate allows him to capture the objectives while his team advances and gains territory.
  
 
=== Common Tactics ===
 
=== Common Tactics ===
The Scout is one of the most efficient classes in flanking and ambushing in competitive TF2. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the [[Medic (competitive)|Medic]] and Demoman. A good, competitive Scout always watches for weaknesses in the enemy team's defense while protecting his team from enemy Scouts doing the same. The agility of Scouts make them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's [[Combo (competitive)|combo]], as well as clearing a secure path for his team to advance into.
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The Scout is one of the most efficient classes in both flanking and attacking in competitive ''TF2''. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the Medic and Demoman. A good competitive Scout always watches for weaknesses in the enemy team's defense while protecting his own team from enemy Scouts and Soldiers looking for an easy jump onto your [[Combo (competitive)|combo]]. The agility of Scouts makes them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's combo, as well as clearing a secure path for his team to advance into.
  
The Scout's greatest strength is his mobility. As the fastest class in the game, the Scout can avoid being damaged by the enemy by dodging, so he should try to avoid being caught in a situation where he can't dodge. Strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. The Scout should try to flank enemies whenever possible; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage.
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The Scout's greatest strength is his mobility. As the fastest class in the game, but also a mere 125 health, a Scout excels at dodging and should avoid situations that make it difficult or impossible to dodge incoming fire. Strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. The Scout should try to flank enemies whenever possible and attack ones that pay him no attention; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away, in order to deny them {{botignore|crit healing}}. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage.
  
One way that the Scout can put pressure on the Combo and the rest of the team is by back-capping; the threat of having Scouts rampaging behind them is something no team wants. Not only that, but Scouts are quicker than any other class, which means they can get to the next point quicker than anyone else. If the team doesn't have any team mates respawning, it's possible that the Scouts can make it back to the last point. Even when it's not successful, back-capping will give the Scouts team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point and possibly even the round.
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One way that the Scout can put pressure on the combo and the rest of the team is by [[backcapping]]; the threat of having Scouts rampaging behind them is something no team wants. Scout's speed means he can get to the next point quicker than anyone else. If the team doesn't have any teammates respawning, it's possible that the Scouts can make it back to the last point. Even when it's not successful, backcapping will give the Scout's team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point and possibly even the round.
  
During mid-battles, Scouts have two main duties to fulfill. They either can protect their Combo from enemy Scouts, or they can be aggressive and try to flank and kill the opposing players, especially the [[Medic (competitive)|Medic]] and [[Demoman (competitive)|Demoman]]. Normally, the Scouts will try to do the best of both worlds; one Scout will play passively while the second Scout will wait for an opportunity to attack them. Due to their speed, they can also easily switch roles to focus on either defense or offense as the situation calls. Having both Scouts playing offensively can allow them to swarm exposed enemy players or finish off damaged enemies in a main battle. For example, on [[Badlands (competitive)|Badlands]] middle, what usually happens is that one Scout will go and watch Valley, and the other will watch the small house; if one of the Scouts calls that both Scouts are going one way then the other Scout will go and help out.
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During mid battles, Scouts have two main duties to fulfill. First one is to protect their combo from bombing Soldiers and to kill them fast enough so that the enemy combo won't be able to gain much space off the bomb. Second one is to follow up on their own Soldier's bomb and kill the enemies that remain. Both Scouts will initially have to play near the combo in order for this to work, and respond as soon as the bomb happens by either listening closely to the team comms or by spotting the Soldiers beforehand. For example, on [[Snakewater (competitive|Snakewater)]] middle usually you will have one Scout play top left, while the other will play on right roof, next to hut. If the top left or top right Scout calls that the enemy Soldiers are preparing to bomb, then both the Scouts will have to start walking towards their own Medic to protect him.
  
Due to the vast majority of alternative weapons being banned in most leagues, almost all Scouts use the standard [[Scattergun]] and [[Pistol]]. In leagues where they are allowed, the [[Boston Basher]] and [[Three-Rune Blade]] are used by higher level Scouts to help their Medics build Ubercharge while they are waiting to attack or defend a point.
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Due to the vast majority of unlockable weapons being banned in most leagues, almost all Scouts use the standard [[Scattergun]] and [[Pistol]]. In leagues where they are allowed, the [[Boston Basher]]/[[Three-Rune Blade]] are used by higher level Scouts to help their Medics build ÜberCharge while they are waiting to attack or defend a point.
  
 
=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
Scouts will generally be the second one to arrive at the middle point, after the Demoman and sometimes the roamer. On some maps, like [[Badlands (competitive)|Badlands]] Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid fight. There will be few seconds before the Soldiers and Medics of both teams arrive.
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Scouts will generally be the second to arrive at the middle point, after the Demoman and sometimes the [[Soldier (competitive)|roamer]]. On some maps, like [[Snakewater (competitive)|Snakewater]] Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid-fight. There will be a few seconds before the Soldiers and Medics of both teams arrive.
  
In order to avoid the early stickies on those maps the Scouts can go a different way and skip the choke points where the stickies are normally placed. For example, on [[Badlands (competitive)|Badlands]], when they rollout, one Scout should go choke via main, and the other Scout should drop down into valley instead of going through house with their combo. In general Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die due to the constant spam of rockets and Demoman explosives.
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In order to avoid the early stickies on those maps the Scouts can delay their entry or go a different way and skip the choke points where the stickies are normally placed. For example, on [[Snakewater (competitive)|Snakewater]], when they rollout, one Scout should go through catwalk, and the other Scout should take the main exit out of Saw, after waiting out for a second. In general, Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die due to the constant spam of rockets and Demoman explosives.
  
Scouts usually push on the flanks, this is for two reasons, firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy are distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies who where damaged by his team's combo. The essential role of the Scout, in his team's pushes is to finish off the injured players and making sure no enemy makes their way behind his team.
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Scouts usually push on the flanks. This is for two reasons. Firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy is distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies who were damaged by his team's combo. The essential role of the Scout, in his team's pushes, is to finish off the injured players and make sure no enemy makes their way behind his team.
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===
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However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that the defending Demoman likes to place on the entrances; when Scouts try to capture point A on Gravel Pit the defending Demoman normally puts stickies on the entrance. By using the Bonk!, a Scout can get through the door without dying.
 
However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that the defending Demoman likes to place on the entrances; when Scouts try to capture point A on Gravel Pit the defending Demoman normally puts stickies on the entrance. By using the Bonk!, a Scout can get through the door without dying.
  
=== Capture-the-Flag Strategies ===
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== Pocket Scout ==
Whilst the Scout normally isn't the class that retrieves the enemy intelligence, he's normally the class that caps it due to his mobility. The Scout's job in Capture-the-Flag apart from guarding the flanks, is to capture the intelligence, and if necessary, offclass to counter the enemy.
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The '''Pocket Scout''' is a term used to describe a Scout who tends to push in with the [[Combo (competitive)|combo]] when pushing into the enemy team and sticks by them. Many teams choose to have a Scout come in at a delayed time and flashed second, often after their Demoman jumps in with the [[ÜberCharge]], in order to first catch any kills in front and to then allow the Medic to get to their Demoman, to flash him after getting in deep through choke.
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The Pocket Scout will, at all times, be expected to position themselves near the Medic to protect him against bombing enemies and other dangers.
  
The normal utility that's used is the [[Sniper (competitive)|Sniper]] due to his ability to take out the [[Medic (competitive)|Medic]] and stall the push. A Heavy can also be used when you are are at an Über disadvantage or need the extra firepower. Finally, an Engineer can be used to defend the intelligence, the only problem with this is that it's extremely defensive and can lead to a defensive mentality within the team and result in the team [[turtling]].
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== Flank Scout ==
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The flank Scout is the Scout who either spots or pushes through the flank in order to secure combo's positions on the sides. Their main job is to make sure there are no stranglers left behind and that all the unchecked positions are clear in order for the rest of the team to not get collapsed on after the push. Usually, under a stalemate situation, the Scout and the roamer can initiate a fight with the other flank players, to either get picks and more advantagous positions for themselves or to divert enemy combo attention, so that their own team can push through a choke.
  
== Passive Scout ==
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If the situation allows for it (such as the enemy team being too busy pushing the choke), flank Scouts can try and push through open positions in hopes for a backcap. In case that the pocket Scout dies, it is flank Scout's job to get to their combo and fill in that role until the combo Scout respawned and is available.
The '''Passive Scout''' (also known as a '''Pocket Scout''') is a term used to describe a Scout who tends to push in with the [[Combo (competitive)|combo]] when pushing into the enemy team. Many teams choose to have a Scout come in at a delayed time, after their [[ÜberCharge]] is usually about to finish to receive the remaining charge and [[overheal]] to clean up the remaining hurt enemy players. The pocket Scout usually watches flanks and calls them out to his team if someone comes behind them.
 
  
There are also certain times (usually on the last [[control point (objective)|control point]]) where the enemy team is using a [[Pyro (competitive)|Pyro]] where ÜberCharging in a [[Soldier (competitive)|Soldier]] would result in your Über being pushed back and it essentially being wasted. On the other hand, Übering in a Scout would allow the Scout to fire his shots at the Pyro and having no fear of his shots being blasted back at him.
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As a Flank Scout, when your team pushes in with an ÜberCharge, delay your attack on the flank by a moment to increase the likelyhood nobody contests it. This allows you to get behind more easily and catch any enemies running away from your ÜberCharged teammates.
  
== Aggressive Scout ==
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The flank Scout is also usually the player on his team that "offclasses". Offclassing consist of switching to an unconventional class such as a Sniper, Pyro, Engineer or Heavy. The flank Scout usually does this when his team is defending the last control point to either build a Sentry Gun, push back the enemy ÜberCharge as the Pyro, deal a lot of damage as Heavy, or get game changing headshots as Sniper. The Sniper is usually the most common offclass as he is effective both offensively and defensively.
The '''Aggressive Scout''' (also known as a '''Freelance Scout''') is the Scout who tends to move around the map and get behind the enemy team, compared to the Passive Scout whose role is to protect the combo. The Aggressive Scout's main job is to get behind the enemy team, and pick major classes (generally the Medic and Demoman) and try to get backcaps when he thinks he has a chance to cap the last point without being killed. They tend not to stick with the team as much as the other classes, however if they are needed they will help the team out.
 
  
A good strategy for the Aggressive Scout is when your team pushes in with an ÜberCharge, you can get behind the enemy team while they are running away and focused on your Übered teammates. He can also hide in hiding spots that teams do not check such as the lower parts of maps or the flanks. Overall, the Aggressive Scout is the best at picking key classes, flanking the enemy team and getting unexpected caps.
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== Anti-Scout classes ==
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Although it mostly depends on skill, some classes are designed to have an advantage over others. Many classes have an advantage over a Scout, but also disadvantages.
  
The Aggressive Scout is also usually the player on his team that "offclasses". Offclassing consist of switching to an unconventional class such as a Sniper, Pyro, Engineer or  a Heavy. The Aggressive Scout usually perform this action when his team is defending the last control point to either build a Sentry, push back the enemy Über as the Pyro, deal a lot of damage as Heavy or get game changing head shots as a Sniper. The Sniper is usually the most common off class as he is effective offensively and defensively.
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=== The Scout ===
 
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The opposing Scouts are just as dangerous as the enemy Soldiers. In every match, it is highly likely you will run into the opposing Scouts. What makes Scout vs Scout battles very hard is that you are as equally as fast and mobile, and you can also not ''escape'' a Scout like you can with other classes. Your dodging and aiming skills will be tested when contesting another Scout. Use [[Health#Health kits|health packs]], overheal, and your team's other Scout to your advantage. A skilled Scout usually tries to control the area around the health pack so the other Scout cannot run to health and finish you off. When you are about to watch the flanks, always go for a buff from your Medic and try to bring your Scout or Soldier buddy with you on the flanks to outnumber the other Scout. Higher skilled Scouts usually isolate the Scouts and deny them the space to escape to their team.
== Anti-Scout classes ==
 
Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Scout, as well as others having a disadvantage against him. Let's look at the ones who have an advantage over a Scout:
 
  
 
=== The Soldier ===
 
=== The Soldier ===
In terms of [[6v6]] a [[Soldier (competitive)|Soldier]] is a Scout's worst enemy. A Soldier's ability to deal splash damage making it unavoidable renders a Scout's double jump ability useless. Unless engaged at dangerously close ranges, it is likely that a Soldier is going to take out his Shotgun if you get extremely close to him and finish the scouts flimsy health off. Soldiers are most dangerous in narrow corridors to a Scout due to multiple reasons:
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A Soldier is a Scout's arch-enemy as a Soldier's ability to deal splash damage renders a Scout's double jump ability borderline useless. If engaged at dangerously close ranges where the Soldier's primary will deal self-damage, it is recommended not to commit, but to ask for an overheal as well as help from your teammates to kill them instead. Soldiers are most dangerous in narrow corridors to a Scout due to multiple reasons:
 
 
 
* The Scout cannot maneuver in narrow areas.
 
* The Scout cannot maneuver in narrow areas.
* The Soldier shoots straight, high-damage projectiles meaning direct hits on a scout become much more easier and is likely to kill the scout in 2 shots or less.
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* The Soldier shoots straight, high-damage projectiles, meaning direct hits on a Scout become much easier, and are likely to kill the Scout in 2 shots or less.
 
* The Scout has no option but to simply head-on charge at the Soldier meaning the Scout is unlikely to do any serious damage before being killed.
 
* The Scout has no option but to simply head-on charge at the Soldier meaning the Scout is unlikely to do any serious damage before being killed.
  
A Scout's best hope is if the Soldier is in an open area where the Scout can get an height advantage and pick away at the Soldier.
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A Scout's best hope is to get the Soldier intp an open area where the Scout can get the height advantage and pick away at the Soldier. A good thing to keep in mind while fighting a Soldier is to keep count of his ammunition - a Soldier constantly reloading will make an easier target to bait rockets out, to make an easier kill.
  
=== The Scout ===
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=== Pyro ===
In terms of [[6v6]], The opposing Scouts are just as dangerous as the enemy Soldiers, in every match it is highly likely you are going to run into the opposing Scouts. What makes Scout vs Scout battles very hard is that you are as equally as fast and mobile, your dodging and aiming skills will be tested when contesting another Scout, you can also not '''escape''' a Scout like you can with other classes. Use [[Health packs]], over heal and your teams Scout too your advantage. A skilled Scout will usually try to control the area around the health pack so the other Scout cannot run to health and finish you off. When you are about to watch the flanks always go for a buff from your Medic, this will give you a health advantage over the other Scout, also try to bring your Scout buddy with you on the flanks to "out-number" the other Scout. Higher skilled Scouts usually trap the Scouts where one of the Scouts hides in the corner and the other lures him into a trap.
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Although [[Pyro (competitive)|Pyro]] is usually seen most often in last hold situations, where their job is to stall out a potential ÜberCharge, it is important to understand Scout's role against them. If the combo spots one before the push, it is primarily the Scout's job to take the ÜberCharge and to focus fire on them. This ensures that the rest of the push can go on as planned. Usually this is done with both Scouts being flashed simultanously, until the Pyro is killed.
  
=== Engineer ===
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=== Heavy ===
An [[Engineer]] without a sentry isn't much of a threat to a Scout, simply put an Engineer is a downgraded version of a Scout, however this doesn't mean the Engineer isn't a dangerous class by himself, especially if he has the [[Gunslinger]] equipped. What makes the Engineer a brilliant anti-Scout class is his '''sentry gun'''; a high-damage, high health and extremely accurate auto-turret capable of acting as a wall to a Scout, due to the nature of a sentry a Scout '''cannot''' dodge the sentry's bullets, meaning the Scout's speed and double jump will not help him at all, his flimsy health means the sentry can finish him off in seconds and his short-range and low fire power makes him completely reliant on his team to destroy it.  
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The [[Heavy (competitive)|Heavy]] has the largest health pool in the game and is extremely dangerous at close range. Fighting him head-on is suicide no matter what class is being played due to his extremely high damage and large health. This makes it very hard for a Scout to deal with one that is aware of the Scout's existence. In competitive situations, the Heavy is also likely to have full overheal, as well as a few teammates surrounding him, making it seemingly impossible for a Scout to even get decent damage on the Heavy.
  
However, if the Scout has the '''[[Bonk!_Atomic_Punch|Bonk!]]''' item equipped he becomes "invincible" and can absorb the sentry's damage, allowing other team mates to destroy it easily. The Engineer is the worst enemy for a Scout in 6v6 making it hard for a Scout to be effective in [[Highlander]].
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If the Scout gets close, he will have to do three point-blank shots to kill a non-overhealed Heavy. This means to kill a Heavy, the Scout will have to get to close range and risk getting found out and killed by the Heavy's teammates. Compare this to the Heavy, which takes much less effort to kill a Scout. Higher-skilled Scouts will usually avoid Heavies at all costs, but if they have to engage either spend the ÜberCharge and focus fire a Heavy with their team, or confuse their aim by changing positions and using cover. Using your superior movement to outmaneuver him is a key part to dealing with them, if you have to.
  
=== Heavy Weapons Guy ===
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=== Engineer ===
The [[Heavy (competitive)|Heavy]] has the largest health pool in the game, and the largest buff bonus as the buff is all based on percentage. The Heavy is extremely dangerous at close-range, fighting him head on is suicide no-matter what class is being played, due to his extremely dangerous close ranges and high health and damage this makes it very hard for a Scout to get close to the Heavy in open areas with little options for flanking him, in competitive situations the Heavy is also likely to have 450 health as well as a few team mates surrounding him, making it seemingly impossible for a Scout to even get decent damage on the Heavy.
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An [[Engineer (competitive)|Engineer]] without a Sentry Gun isn't much of a threat to a Scout. With his primary being a worse Scattergun, similar HP, and slower speed, the Engineer without a Sentry Gun becomes a worse Scout. However, this doesn't mean the Engineer isn't a dangerous class by himself, especially if he has the [[Gunslinger]] equipped. What makes the Engineer a good anti-Scout class is his Sentry Gun; a high-damage, high-health, and perfect-aim auto-turret capable of acting as a wall to a Scout. Due to the nature of a Sentry Gun, a Scout cannot dodge the Sentry's bullets, meaning the Scout's speed and double jump will not help him at all. His low health means that the Sentry Gun can finish him off in seconds. His short-range and low firepower makes him completely reliant on his team to destroy it.  
  
If the Scout is using the Scattergun, the Scout will have to do three 100 damage shots (also known as "meat-shots") to kill a Heavy, this means to kill a Heavy the Scout will have to get to close range to kill a Heavy the quickest way possible, but the Heavy's rapid-fire, high-damage Minigun will easily kill a Scout. Higher skilled Scouts will usually avoid Heavies at all costs, but if they have to engage they would try to confuse the Heavy's aim by jumping above the Heavy to get as many "meat-shots" as possible.
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Usually an Engineer will encountered in a last hold situation in which case you, as a Scout, will have to rely on your projectile classes to destroy Sentry Gun before commiting to the push with the rest of the team.
  
 
== See also ==
 
== See also ==
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{{Class competitive Nav}}
 
{{Class competitive Nav}}
 
{{Competitive nav}}
 
{{Competitive nav}}
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[[Category:Classes (competitive)]]

Revision as of 22:36, 8 April 2025

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

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

Information

Health

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

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class scout.png Scout
133 %
120 %
44 %
107 %
Baby Face's Blaster at 0% boost
120 %
108 %
40 %
96 %
Baby Face's Blaster at 50% boost
147 %
132 %
49 %
117 %
Baby Face's Blaster at 100% boost
173 %
156 %
58 %
139 %

Weapons

Main article: Scout weapons (competitive)

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

Primary

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

Crit: 180

[6 damage × 10 pellets]

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

Crit: 194

[5.4 damage × 12 pellets]

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

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

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

Crit: 144

[12 damage × 4 pellets]

Pictogram plus.png 42% faster firing speed.

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

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

Crit: 180

[6 damage × 10 pellets]

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

Pictogram plus.png 25% faster reload speed.
Pictogram plus.png 50% faster firing speed.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png If one shot is unused before reloading, it is lost.

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

Crit: 180

[6 damage × 10 pellets]

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

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

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

Crit: 180

[6 damage × 10 pellets]

Pictogram plus.png Minicrits targets when fired at their back from close range.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png No random critical hits.
Pictogram minus.png +20% bullet spread.


Usage

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

Common Tactics

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

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

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

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

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

5-CP Push Strategies

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

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

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

Attack-Defend Strategies

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

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

Pocket Scout

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

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

Flank Scout

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

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

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

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

Anti-Scout classes

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

The Scout

The opposing Scouts are just as dangerous as the enemy Soldiers. In every match, it is highly likely you will run into the opposing Scouts. What makes Scout vs Scout battles very hard is that you are as equally as fast and mobile, and you can also not escape a Scout like you can with other classes. Your dodging and aiming skills will be tested when contesting another Scout. Use health packs, overheal, and your team's other Scout to your advantage. A skilled Scout usually tries to control the area around the health pack so the other Scout cannot run to health and finish you off. When you are about to watch the flanks, always go for a buff from your Medic and try to bring your Scout or Soldier buddy with you on the flanks to outnumber the other Scout. Higher skilled Scouts usually isolate the Scouts and deny them the space to escape to their team.

The Soldier

A Soldier is a Scout's arch-enemy as a Soldier's ability to deal splash damage renders a Scout's double jump ability borderline useless. If engaged at dangerously close ranges where the Soldier's primary will deal self-damage, it is recommended not to commit, but to ask for an overheal as well as help from your teammates to kill them instead. Soldiers are most dangerous in narrow corridors to a Scout due to multiple reasons:

  • The Scout cannot maneuver in narrow areas.
  • The Soldier shoots straight, high-damage projectiles, meaning direct hits on a Scout become much easier, and are likely to kill the Scout in 2 shots or less.
  • The Scout has no option but to simply head-on charge at the Soldier meaning the Scout is unlikely to do any serious damage before being killed.

A Scout's best hope is to get the Soldier intp an open area where the Scout can get the height advantage and pick away at the Soldier. A good thing to keep in mind while fighting a Soldier is to keep count of his ammunition - a Soldier constantly reloading will make an easier target to bait rockets out, to make an easier kill.

Pyro

Although Pyro is usually seen most often in last hold situations, where their job is to stall out a potential ÜberCharge, it is important to understand Scout's role against them. If the combo spots one before the push, it is primarily the Scout's job to take the ÜberCharge and to focus fire on them. This ensures that the rest of the push can go on as planned. Usually this is done with both Scouts being flashed simultanously, until the Pyro is killed.

Heavy

The Heavy has the largest health pool in the game and is extremely dangerous at close range. Fighting him head-on is suicide no matter what class is being played due to his extremely high damage and large health. This makes it very hard for a Scout to deal with one that is aware of the Scout's existence. In competitive situations, the Heavy is also likely to have full overheal, as well as a few teammates surrounding him, making it seemingly impossible for a Scout to even get decent damage on the Heavy.

If the Scout gets close, he will have to do three point-blank shots to kill a non-overhealed Heavy. This means to kill a Heavy, the Scout will have to get to close range and risk getting found out and killed by the Heavy's teammates. Compare this to the Heavy, which takes much less effort to kill a Scout. Higher-skilled Scouts will usually avoid Heavies at all costs, but if they have to engage either spend the ÜberCharge and focus fire a Heavy with their team, or confuse their aim by changing positions and using cover. Using your superior movement to outmaneuver him is a key part to dealing with them, if you have to.

Engineer

An Engineer without a Sentry Gun isn't much of a threat to a Scout. With his primary being a worse Scattergun, similar HP, and slower speed, the Engineer without a Sentry Gun becomes a worse Scout. However, this doesn't mean the Engineer isn't a dangerous class by himself, especially if he has the Gunslinger equipped. What makes the Engineer a good anti-Scout class is his Sentry Gun; a high-damage, high-health, and perfect-aim auto-turret capable of acting as a wall to a Scout. Due to the nature of a Sentry Gun, a Scout cannot dodge the Sentry's bullets, meaning the Scout's speed and double jump will not help him at all. His low health means that the Sentry Gun can finish him off in seconds. His short-range and low firepower makes him completely reliant on his team to destroy it.

Usually an Engineer will encountered in a last hold situation in which case you, as a Scout, will have to rely on your projectile classes to destroy Sentry Gun before commiting to the push with the rest of the team.

See also