Difference between revisions of "Minigun"
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| 3d-viewname-15 = Silver Mk.II<br> | | 3d-viewname-15 = Silver Mk.II<br> | ||
| 3d-viewname-17 = Gold Mk.II<br> | | 3d-viewname-17 = Gold Mk.II<br> | ||
− | | used-by = | + | | used-by = [[Heavy]] |
| slot = primary | | slot = primary | ||
| availability = {{avail|stock|crate21-strange|crate35-festive|case93|case94|case99|case100|mvm-both-types|contract|warpaint}} | | availability = {{avail|stock|crate21-strange|crate35-festive|case93|case94|case99|case100|mvm-both-types|contract|warpaint}} | ||
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The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun. | The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun. | ||
− | == Damage and function times == | + | == {{heading|Damage and function times}} == |
{{Damage table | {{Damage table | ||
| type = [[Hitscan]] | | type = [[Hitscan]] | ||
Line 97: | Line 97: | ||
{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
− | == {{ | + | == {{heading|Strange variant}} == |
{{Strange item info | {{Strange item info | ||
| item-type = {{item kind|Minigun}} | | item-type = {{item kind|Minigun}} | ||
Line 114: | Line 114: | ||
}} | }} | ||
− | == Related achievements == | + | == {{heading|Related achievements}} == |
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
{{Achievement table | {{Achievement table | ||
Line 123: | Line 123: | ||
}} | }} | ||
− | == Update history == | + | == {{heading|Update history}} == |
{{Update history| | {{Update history| | ||
'''{{Patch name|10|8|2007}}''' | '''{{Patch name|10|8|2007}}''' | ||
− | * Fixed Minigun [[exploit]]. | + | * Fixed Minigun [[Exploits|exploit]]. |
− | '''{{Patch name|8|19|2008}}''' | + | '''{{Patch name|8|19|2008|major=Heavy Update}}''' |
* Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun. | * Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun. | ||
Line 134: | Line 134: | ||
* The Minigun can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]]. | * The Minigun can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]]. | ||
− | '''{{Patch name|8|13|2009}}''' | + | '''{{Patch name|8|13|2009|major=Classless Update}}''' |
* Heavies spinning their mini-guns will continue to spin when [[stun]]ned (whether the left or right mouse button is pressed). | * Heavies spinning their mini-guns will continue to spin when [[stun]]ned (whether the left or right mouse button is pressed). | ||
Line 154: | Line 154: | ||
* {{Undocumented}} Added [[Strange]] quality. | * {{Undocumented}} Added [[Strange]] quality. | ||
− | '''{{Patch name|12|15|2011 | + | '''{{Patch name|12|15|2011|major=Australian Christmas 2011}}''' |
* Added [[Festive weapons|Festive]] variant. | * Added [[Festive weapons|Festive]] variant. | ||
Line 163: | Line 163: | ||
* Refined Minigun recoil force. | * Refined Minigun recoil force. | ||
− | '''{{Patch name|8|15|2012 | + | '''{{Patch name|8|15|2012|major=Mann vs. Machine (update)}}''' |
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants. | * {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants. | ||
Line 169: | Line 169: | ||
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants. | * Added Rust, Blood, Carbonado, and Diamond Botkiller variants. | ||
− | '''{{Patch name|12|20|2012}}''' | + | '''{{Patch name|12|20|2012|major=Mecha Update}}''' |
* Added Silver and Gold Botkiller Mk. II variants. | * Added Silver and Gold Botkiller Mk. II variants. | ||
Line 175: | Line 175: | ||
* Fixed a client crash related to doing a changelevel while firing the Minigun. | * Fixed a client crash related to doing a changelevel while firing the Minigun. | ||
− | '''{{Patch name|11|21|2013 | + | '''{{Patch name|11|21|2013|major=Two Cities Update}}''' |
− | * {{Undocumented}} Added | + | * {{Undocumented}} Added [[Australium weapons|Australium]] variant. |
− | '''{{Patch name|6|18|2014 | + | '''{{Patch name|6|18|2014|major=Love & War Update}}''' |
* All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing. | * All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing. | ||
Line 184: | Line 184: | ||
* Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty. | * Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty. | ||
− | '''{{Patch name|2|11|2015}} | + | '''{{Patch name|2|11|2015|num=1}}''' |
* Fixed not being able to switch away from the Minigun while spinning down. | * Fixed not being able to switch away from the Minigun while spinning down. | ||
− | '''{{Patch name|7|2|2015 | + | '''{{Patch name|7|2|2015|num=1|major=Gun Mettle Update}}''' |
* Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | * Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | ||
* {{Undocumented}} Updated model to c_model system. | * {{Undocumented}} Updated model to c_model system. | ||
Line 197: | Line 197: | ||
* Fixed the Australium Minigun materials. | * Fixed the Australium Minigun materials. | ||
− | '''{{Patch name|10|20|2017 | + | '''{{Patch name|10|20|2017|num=1|Jungle Inferno Update}}''' |
* The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing. | * The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing. | ||
* Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%. | * Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%. | ||
'''{{Patch name|10|12|2022}}''' | '''{{Patch name|10|12|2022}}''' | ||
− | * Fixed a | + | * Fixed a server crash related to multiple {{botignore|heavies}}{{sic}} spam firing their weapons. |
}} | }} | ||
− | == Unused content == | + | == {{heading|Unused content}} == |
− | * There is a remastered version of the [[Assault Cannon (Classic)]] in the game files. In both | + | * There is a remastered version of the [[Assault Cannon (Classic)|Assault Cannon]] in the game files. In both {{code|v_minigun}} and {{code|w_minigun}}, all the textures from the Assault Cannon can be located. |
* A model of a shell casing is present in the files as {{code|miniguncasing.mdl}}, which appeared in both [[Trailer 1]] and [[Trailer 2]]. | * A model of a shell casing is present in the files as {{code|miniguncasing.mdl}}, which appeared in both [[Trailer 1]] and [[Trailer 2]]. | ||
− | == Bugs == | + | == {{heading|Bugs}} == |
* Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound are still shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun appears to be firing upwards, it then stops "shooting", and moves up and down several times, then continues in its normal state. | * Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound are still shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun appears to be firing upwards, it then stops "shooting", and moves up and down several times, then continues in its normal state. | ||
* Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players. | * Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players. | ||
− | * Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting | + | * Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting. |
− | ** This can | + | ** This can be fixed by either revving or firing the gun again. |
* When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible. | * When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible. | ||
* Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model. | * Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model. | ||
− | == Trivia == | + | == {{heading|Trivia}} == |
* In [[Meet the Heavy]], the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real portable {{botignore|minigun}} weighs around 39 kilograms, or roughly 86 pounds. | * In [[Meet the Heavy]], the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real portable {{botignore|minigun}} weighs around 39 kilograms, or roughly 86 pounds. | ||
* How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the [[Merchandise#Prints|Valve Store]] depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models. | * How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the [[Merchandise#Prints|Valve Store]] depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models. | ||
* The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 apiece. | * The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 apiece. | ||
* In the Xbox 360 manual for [[The Orange Box]], and in the ''[[Meet the Heavy]]'' video description, the Minigun is referred to as the Chain Gun.<ref>[https://valvearchive.com/archive/Team%20Fortress/Team%20Fortress%202/Guides/Xbox%20360%20Game%20Manual/The_Orange_Box_-_Manual_-_360.pdf The Orange Box Manual-_xbox 360]</ref><ref>''[https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy]''</ref> | * In the Xbox 360 manual for [[The Orange Box]], and in the ''[[Meet the Heavy]]'' video description, the Minigun is referred to as the Chain Gun.<ref>[https://valvearchive.com/archive/Team%20Fortress/Team%20Fortress%202/Guides/Xbox%20360%20Game%20Manual/The_Orange_Box_-_Manual_-_360.pdf The Orange Box Manual-_xbox 360]</ref><ref>''[https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy]''</ref> | ||
− | * It is revealed in the [[Meet the Director]] comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed by how small the bed is. | + | * It is revealed in the ''[[Meet the Director]]'' comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed by how small the bed is. |
− | == Gallery == | + | == {{heading|Gallery}} == |
<gallery> | <gallery> | ||
File:Minigun 1st person.png|First-person view. | File:Minigun 1st person.png|First-person view. | ||
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File:Minigun Festivized RED 1st person.png|RED [[Festivizer|Festivized]] variant. | File:Minigun Festivized RED 1st person.png|RED [[Festivizer|Festivized]] variant. | ||
File:Minigun Festivized BLU 1st person.png|BLU Festivized variant. | File:Minigun Festivized BLU 1st person.png|BLU Festivized variant. | ||
− | File:Australium minigun.png | + | File:Australium minigun.png|[[Australium weapons|Australium]] variant. |
− | File:Australium minigun Festivized RED 1st person.png | + | File:Australium minigun Festivized RED 1st person.png|RED Australium Festivized variant. |
− | File:Australium minigun Festivized BLU 1st person.png | + | File:Australium minigun Festivized BLU 1st person.png|BLU Australium Festivized variant. |
File:Botkiller Minigun rust 1st person.png|Rust [[Botkiller weapons|Botkiller]] variant. | File:Botkiller Minigun rust 1st person.png|Rust [[Botkiller weapons|Botkiller]] variant. | ||
File:Botkiller Minigun blood 1st person.png|Blood Botkiller variant. | File:Botkiller Minigun blood 1st person.png|Blood Botkiller variant. | ||
Line 254: | Line 254: | ||
--> | --> | ||
− | == | + | == {{heading|Related merchandise}} == |
<gallery> | <gallery> | ||
File:Tf2 heavy mousepad.png|[https://store.valvesoftware.com/product.php?i=M0230 Heavy Mousepad] | File:Tf2 heavy mousepad.png|[https://store.valvesoftware.com/product.php?i=M0230 Heavy Mousepad] | ||
Line 260: | Line 260: | ||
</gallery> | </gallery> | ||
− | == See also == | + | == {{heading|See also}} == |
* [[Basic Heavy strategy#Minigun + reskins|Minigun strategy]] | * [[Basic Heavy strategy#Minigun + reskins|Minigun strategy]] | ||
* [[Festive weapons]] | * [[Festive weapons]] | ||
Line 267: | Line 267: | ||
* [[Iron Curtain]] | * [[Iron Curtain]] | ||
− | == References == | + | == {{heading|References}} == |
<references/> | <references/> | ||
Latest revision as of 01:42, 30 August 2025
“ | ” |
The Minigun, known affectionately as "Sasha" or "Sascha",[1][2][3] is the default primary weapon for the Heavy. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles.
Firing 4 bullets at the same time at a rate of 10x a second, the Minigun can quickly rip through opponents at short range. However, the damage falls off quickly over long distances and the bullets are subject to a wide cone of fire.
The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot jump or switch weapons, has his speed reduced to approximately 47% of his regular movement speed, and cannot move at all while crouching. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached. Accuracy is also reduced for the same time, with the cone of fire tightening over one second.
Players can begin spinning the barrel by holding down alt-fire, which does not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down.
The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Maximum ramp-up | 150% | 13.5 / bullet |
Base damage | 100% | 9 / bullet |
Maximum fall-off | 52.8% | 4.752 / bullet |
Point blank | 9-54 / 1 ammo 475-513 / second | |
Medium range | 5-36 / 1 ammo 48-285 / second | |
Long range | 5-18 / 1 ammo 48-95 / second | |
Pellet spread | 25:1 | |
Critical | 27 / bullet | |
Mini-Crit | 12-18 / bullet | |
Function times | ||
Attack interval | 0.105 s | |
Wind-up time | 0.87 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
Related achievements
Heavy
|
|
Update history
- Fixed Minigun exploit.
August 19, 2008 Patch (Heavy Update)
- Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.
- The Minigun can now break apart the Demoman's stickybombs.
August 13, 2009 Patch (Classless Update)
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- Minigun spin-up/down time reduced by 25%.
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- Fixed a Heavy exploit that let him run at full speed while shooting.
- This weapon's kill icon was updated.
- [Undocumented] The spin-up and spin-down animations of the Heavy's miniguns were changed.
- Added community contributed response rules to the Minigun.
- [Undocumented] Added Strange quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Miniguns can now be gifted.
- Refined Minigun recoil force.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed a client crash related to doing a changelevel while firing the Minigun.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
June 18, 2014 Patch (Love & War Update)
- All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
- Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty.
- Fixed not being able to switch away from the Minigun while spinning down.
July 2, 2015 Patch 1 (Gun Mettle Update)
- Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
- [Undocumented] Updated model to c_model system.
- Updated the materials for the Australium Minigun.
- Fixed the Australium Minigun materials.
- The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
- Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
- Fixed a server crash related to multiple heavies(sic) spam firing their weapons.
Unused content
- There is a remastered version of the Assault Cannon in the game files. In both
v_minigun
andw_minigun
, all the textures from the Assault Cannon can be located. - A model of a shell casing is present in the files as
miniguncasing.mdl
, which appeared in both Trailer 1 and Trailer 2.
Bugs
- Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound are still shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun appears to be firing upwards, it then stops "shooting", and moves up and down several times, then continues in its normal state.
- Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players.
- Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting.
- This can be fixed by either revving or firing the gun again.
- When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible.
- Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model.
Trivia
- In Meet the Heavy, the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real portable minigun weighs around 39 kilograms, or roughly 86 pounds.
- How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the Valve Store depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models.
- The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 apiece.
- In the Xbox 360 manual for The Orange Box, and in the Meet the Heavy video description, the Minigun is referred to as the Chain Gun.[4][5]
- It is revealed in the Meet the Director comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed by how small the bed is.
Gallery
BLU Festive variant.
RED Festivized variant.
Australium variant.
Rust Botkiller variant.
Related merchandise
See also
References
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Übersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-Cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
|