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| [steam://connect/185.107.96.197:27019 Custom Weapons Testing | EU]<br /> | | [steam://connect/185.107.96.197:27019 Custom Weapons Testing | EU]<br /> |
| | | |
− | == List of active weapons == | + | == List of new/modified weapons == |
− | === Available on all official servers === | + | === Available Custom Weapons === |
− | <br>
| + | The following weapons are available on the official "CTF2W" servers. |
| {| class="wikitable grid collapsible autocollapse" width="100%" | | {| class="wikitable grid collapsible autocollapse" width="100%" |
| ! colspan="5" class="header" | Scout Custom Weapons | | ! colspan="5" class="header" | Scout Custom Weapons |
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| | | |
| | | |
− | === Only available on the MvM servers === | + | === Removed/Unused Custom Weapons === |
− | The following weapons were removed from the official servers, but now are only available to the supporters of CTF2W. Also, all Custom Weapons below do not have a custom model attached. | + | The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached. |
| | | |
| {| class="wikitable grid collapsible autocollapse" width="100%" | | {| class="wikitable grid collapsible autocollapse" width="100%" |
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| | | |
| | | |
− | === Official Weapon Changes (Only currently available on the Testing servers) === | + | === Official Weapon Changes === |
− | The following weapons were removed from the official servers, but now are only available to the supporters of CTF2W. Also, all Custom Weapons below do not have a custom model attached. | + | The official weapons below are currently only available on the Testing servers. |
− | | |
| {| class="wikitable grid collapsible autocollapse" width="100%" | | {| class="wikitable grid collapsible autocollapse" width="100%" |
| ! colspan="2" class="header" | Scout Class Changes | | ! colspan="2" class="header" | Scout Class Changes |
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| {{Con}}-100% Sapper damage penalty<br> | | {{Con}}-100% Sapper damage penalty<br> |
| {{Neutral}}Allowed in Medieval mode<br> | | {{Neutral}}Allowed in Medieval mode<br> |
| + | |- |
| + | |} |
| + | |
| + | |
| + | |
| + | {| class="wikitable grid collapsible autocollapse" width="100%" |
| + | ! colspan="3" class="header" | Mult-Class Modified Official Weapons |
| + | |- |
| + | ! class="header" width="20%" | Weapon |
| + | ! class="header" width="40%" | Changes |
| + | ! class="header" width="40%" | Full New Stats |
| + | |- |
| + | <!-- MULT-CLASS HERE --> |
| + | | align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br> |
| + | <small>[[Secondary]]</small><br> |
| + | '''Reserve Shooter''' |
| + | | align="left" | |
| + | -Increased deploy bonus to +30% from +20%<br> |
| + | -Added "This weapon holsters 15% faster"<br> |
| + | | |
| + | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> |
| + | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> |
| + | {{Con}}-34% clip size<br> |
| + | |- |
| + | | align="center" | [[File:Backpack_Pain_Train.png|100px]]<br> |
| + | <small>[[Melee]]</small><br> |
| + | '''Pain Train''' |
| + | | align="left" | |
| + | -Removed "10% bullet damage vulnerability on wearer"<br> |
| + | -Added "When weapon is active & while doing the objective"<br> |
| + | -Added "Move speed increases by 15%"<br> |
| + | -Added "15% damage vulnerability on wearer"<br> |
| + | | |
| + | {{Neutral}}When weapon is active & while doing the objective:<br> |
| + | {{Pro}}+1 capture rate<br> |
| + | {{Pro}}Move speed increases by 15%<br> |
| + | {{Con}}15% damage vulnerability on wearer<br> |
| + | |- |
| + | | align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br> |
| + | <small>[[Melee]]</small><br> |
| + | '''Half-Zatoichi''' |
| + | | align="left" | |
| + | -Reduced deploy/holster speed to -66% from -100%<br> |
| + | -Reduced melee range bonus to +33% from +37%<br> |
| + | -Removed "No random critical hits"<br> |
| + | -Added "Gain a 2 second speed boost on kill"<br> |
| + | | |
| + | {{Pro}}On kill: Gain 50% of base health and a 2 second speed boost<br> |
| + | {{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br> |
| + | {{Neutral}}Soldiers and Demos can duel with katanas for a one-hit kill<br> |
| + | {{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br> |
| + | |- |
| + | | align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br> |
| + | <small>[[Primary]]<br>[[Secondary]]</small><br> |
| + | '''B.A.S.E. Jumper''' |
| + | | align="left" | |
| + | -Added "Gain a 2 second speed boost after taking fall damage"<br> |
| + | (Demoman only) -Added "+20% faster reload time for your secondary while deployed"<br> |
| + | (Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging"<br> |
| + | | |
| + | {{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br> |
| + | {{Pro}}Gain a 2 second speed boost after taking fall damage<br> |
| + | {{Con}}User can't re-deploy if the Parachute after being un-deployed until touching the ground<br> |
| + | {{Con}}Reduced amount of air strafe control by 50% while deployed<br> |
| + | {{Neutral}}Allowed in Medieval mode<br> |
| + | <br> |
| + | {{Neutral}}(Demoman only) When a shield is not equipped:<br> |
| + | {{Pro}}+20% faster reload time for your secondary while deployed<br> |
| + | <br> |
| + | {{Neutral}}(Demoman only) When a shield is equipped:<br> |
| + | {{Pro}}User isn't affected by gravity while deployed and charging<br> |
| + | |- |
| + | | align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br> |
| + | <small>[[Primary]]<br>[[Secondary]]</small><br> |
| + | '''Panic Attack''' |
| + | | align="left" | |
| + | NO CHANGE<br> |
| + | | |
| + | NO CHANGE<br> |
| |- | | |- |
| |} | | |} |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds "new" weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.
Official Server List
Custom Weapons | USA
Custom Weapons x10 | USA
Custom Weapons MvM | USA
Custom Weapons Stop that Tank | USA
Custom Weapons Testing | USA
Custom Weapons | EU
Custom Weapons x10 | EU
Custom Weapons MvM | EU
Custom Weapons Stop that Tank | EU
Custom Weapons Testing | EU
List of new/modified weapons
Available Custom Weapons
The following weapons are available on the official "CTF2W" servers.
Scout
|
Primary
Boston Bulldog
|
TF2 Workshop Link
|
On kill: Gain a resistance shield that blocks 30% of all incoming damage and the shield is destroyed when the user takes 30 damage or more from a single attack
25% life-leech, up to 150% overhealed health
Overheal does not decay
No health from packs or from any healing source on wearer
-25 max health on wearer
Disables double jump on wearer
|
On kill: Gain a resistance shield that blocks 60% of all incoming damage and the shield is destroyed when the user takes 60 damage or more from a single attack
100% life-leech, up to 750 overhealed health
Overheal does not decay
No health from packs or from any healing source on wearer
-250 max health on wearer
Disables double jump on wearer
|
Primary
Condiment Cannon
|
TF2 Workshop Link
|
On wearer: +50% debuff damage dealt on wearer
Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds
- 1st shot - Mad Milk
- 2nd shot - Bleed
- 3rd shot - Jarate
- 4th shot - Fire
Reloading resets the combo
50% slower reload (HIDDEN)
No direct damage
The maximum range is 900 hammer units
|
On wearer: +100% debuff damage dealt on wearer
Shots penetrate all enemies
Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds
- 1st shot - Mad Milk
- 2nd shot - Bleed
- 3rd shot - Jarate
- 4th shot - Fire
Reloading resets the combo
50% slower reload (HIDDEN)
No direct damage
The maximum range is 900 hammer units
|
100px
Primary
Scatterstrike
|
TF2 Workshop Link
|
Weapon damage increases as health decreases, up to 25%
Weapon spread increases as health decreases, up to 100%
Reload and fire rate decreases as health decreases, up to 25%
|
Weapon damage increases as health decreases, up to 100%
Weapon spread increases as health decreases, up to 400%
Reload and fire rate decreases as health decreases, up to 25%
|
100px
Primary
Solid Slugger
|
TF2 Workshop Link
|
On hit: Recharges all rechargeable weapons on wearer by up to 25%
Using a rechargeable weapon will automatically reload 1 shot for this weapon
-25% recharge rate on all rechargeable weapons on wearer
25% less accurate
|
On hit: Recharges all rechargeable weapons on wearer by up to 100%
Using a rechargeable weapon will automatically reload 1 shot for this weapon
-100% recharge rate on all rechargeable weapons on wearer
100% less accurate
|
Secondary
Super Fighting Gauntlets
|
TF2 Workshop Link
|
While your melee weapon is out, -10% damage taken from the front
Damage dealt with your primary weapon increases melee damage and requires 300 damage dealt with your primary for up to +100%
+50% overall weapon switching
On hit with your melee: Removes 10% bonus melee damage
|
While your melee weapon is out, -20% damage taken from the front
Damage dealt with your primary weapon increases melee damage and requires 3000 damage dealt with your primary for up to +1000%
+100% overall weapon switching
On hit with your melee: Removes 10% bonus melee damage
|
Secondary
Super Sliders
|
TF2 Workshop Link
|
Jump height increases as the user becomes injured, up to +100%
+250% air control on wearer
Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
The stomp combo is reset once you land on the ground
|
Jump height increases as the user becomes injured, up to +1000%
Full air control on wearer
Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
The stomp combo is reset once you land on the ground
|
100px
Secondary
Conventional
|
TF2 Workshop Link
|
Minimal damage falloff
No bullet spread
-50% clip size
20% damage vulnerability while active
|
Minimal damage falloff
No bullet spread
+50% clip size
200% damage vulnerability while active
|
Secondary
Prototype Punch
|
Download Link
|
On drink: Fully heal yourself over a short period of time (8 seconds)
Health regeneration is reduced by 50% if user has been recently damaged
Healing duration is based on current missing health
15 second recharge once used
|
On drink: Fully heal yourself over a short period of time (4 seconds)
Health regeneration is reduced by 100% if user has been recently damaged
Healing duration is based on current missing health
7.5 second recharge once used
|
100px
Secondary
Six Point Shuriken
|
TF2 Workshop Link
|
On hit with your melee: Refills 2 Shurikens, up to 10 can be held
Mini-crits when fired at target's back from close range
No recharge rate
|
On hit with your melee: Refills 10 Shurikens, up to 50 can be held
Mini-crits when fired target's back from close range
No recharge rate
|
100px
Secondary
Tiki Tonic
|
TF2 Workshop Link
|
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
All damage taken is mini-crits while under the effects and 5 seconds after the duration
Wearer cannot carry the intelligence
30 second recharge once used
|
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
All damage taken is mini-crits while under the effects and 5 seconds after the duration
Wearer cannot carry the intelligence
3 second recharge once used
|
Melee
Handymann
|
TF2 Workshop Link
|
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 75% reduction in push force taken from damage or airblasts, 75% sentry bullet damage resistance, and +100% damage vs buildings for 10 seconds
Cannot switch away when *Handiness* meter is active
+50% damage taken from melee sources while weapon is active
|
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 100% reduction in push force taken from damage or airblasts, 100% sentry bullet damage resistance, and +1000% damage vs buildings for 10 seconds
Cannot switch away when *Handiness* meter is active
+100% damage taken from melee sources while weapon is active
|
100px
Melee
Silent Slicer
|
TF2 Workshop Link
|
While your melee weapon is out, -20% damage taken from the front
On kill: Gain a speed boost for 5 seconds
Always critical hit from behind
Silent killer: No death noise from kills
-33% damage against enemies that have more than 50% health
|
While your melee weapon is out, -40% damage taken from the front
On kill: Gain a speed boost for 10 seconds
Always critical hit from behind
Silent killer: No death noise from kills
-33% damage against enemies that have more than 50% health
|
100px
Melee
Slugger's Face-Off
|
CURRENTLY NO PUBLIC LINK
|
While active:
+30% fire rate
On hit: +15% evasiveness
For every 2 non-melee damage taken, 1% evasiveness is removed
For every 3 melee damage taken, 1% evasiveness is removed
Minimal damage
Evasiveness is the chance to auto-dodge any damage taken
|
While active:
+60% fire rate
On hit: +30% evasiveness
For every 2 non-melee damage taken, 1% evasiveness is removed
For every 3 melee damage taken, 1% evasiveness is removed
Minimal damage
Evasiveness is the chance to auto-dodge any damage taken
|
Soldier
|
100px
Primary
Battering Cannon
|
TF2 Workshop Link
|
+25% push force against both enemy players and the user
-25% projectile speed
-15% explosion radius
|
+250% push force against both enemy players and the user
Wearer never takes falling damage
-50% projectile speed
-30% explosion radius
|
100px
Primary
Follower
|
TF2 Workshop Link
|
While active:
Rockets are fully controllable and can be toggled by alt-fire
-25% explosion radius
+50% falloff damage penalty
|
While active:
Rockets are fully controllable and can be toggled by alt-fire
|
Primary
Splitfire
|
TF2 Workshop Link
|
Deals mini-crits on direct hits while explosive jumping
+50% projectile speed while explosive jumping
User is marked for death while explosive jumping
-25% clip size
|
Crits whenever it would normally mini-crit
Deals mini-crits on direct hits while explosive jumping
+150% projectile speed while explosive jumping
User is marked for death while explosive jumping
-50% clip size
|
Primary
Steel Slayer
|
TF2 Workshop Link
|
20% bonus max primary ammo on wearer
On hit: +1 stack, On kill: +2 stacks
Each stack grants +5% fire rate, +2.5% reload speed, +7.5% projectile speed, but -5% explosion radius
These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval
-25% damage on non-direct hits
+25% falloff damage penalty (including mini-crits and critical hits)
|
200% bonus max primary ammo on wearer
On hit: +1 stack, On kill: +2 stacks
Each stack grants +7.5% fire rate, +5% reload speed, +15% projectile speed, but loses -5% explosion radius
These can stacked up to 10 times and start to decay 10 seconds without damaging or killing an enemy with a 5 second interval
-50% damage on non-direct hits
+50% falloff damage penalty (including mini-crits and critical hits)
|
Secondary
Busted Booster
|
TF2 Workshop Link
|
10% ammo regenerated every 5 seconds on wearer
Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates (450 hammer units)
When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 10 seconds
Requires 480 damage dealt to charge
|
100% ammo regenerated every 5 seconds on wearer
Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates (900 hammer units)
When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 20 seconds
Requires 240 damage dealt to charge
|
Secondary
Gunner’s Goody Bag
|
TF2 Workshop Link
|
10% damage taken by teammates in a large radius (450 hammer units) applies to you that can charge your *Rage* meter
All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
While the *Rage* is active, user can't be healed by any source
This requires 600 damage dealt and/or taken to charge
|
20% damage taken by teammates in a very large radius (900 hammer units) applies to you that can charge your *Rage* meter
All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
While the *Rage* is active, user can't be healed by any source
This requires 300 damage dealt and/or taken to charge
|
Secondary
Merasmus' Private Stash
|
TF2 Workshop Link
|
On kill with any weapon: A small health pack is dropped
When used: User gains a random Mannpower powerup for 10 seconds
Requires 600 damage dealt to charge 1 powerup
User can hold up to 3, but can't have multiple powerups active at once
While under the effects of a powerup: User can't gain charge for a new powerup
|
On kill with any weapon: A small health pack is dropped
When used: User gains a random Mannpower powerup for 20 seconds
Requires 300 damage dealt to charge 1 powerup
User can hold up to 6, but can't have multiple powerups active at once
While under the effects of a powerup: User can't gain charge for a new powerup
|
Secondary
Winter Warmth
|
TF2 Workshop Link
|
-50% duration from all debuffs on wearer
When used: All nearby allies (including yourself) gain immunity from all debuffs for 10 seconds
When used: Heals the user 30 hp for every teammate that was in the radius (including yourself)
Requires 480 damage dealt to charge
No banner duration
|
-75% duration from all debuffs on wearer
When used: All nearby allies (including yourself) gain immunity from all debuffs for 20 seconds
When used: Heals the user 60 hp for every teammate that was in the radius (including yourself)
Requires 240 damage dealt to charge
No banner duration
|
Secondary
American Eagle
|
Download Link
|
Deals mini-crits while explosive jumping
+30% fire rate while explosive jumping
This weapon holsters 30% faster
-34% clip size
|
Deals crits while explosive jumping
+100% fire rate while explosive jumping
This weapon holsters 100% faster
-66% clip size
|
100px
Secondary
Chains of Command
|
Download Link
|
+30% fire rate
+66% clip size
+100% bullets per shot
25% less accurate
On miss: Decreases fire rate by 20%, up to 100%
25% slower reload
-50% damage
Fire rate can only be reset on death or resupply
|
+60% fire rate
+666% clip size
+200% bullets per shot
50% less accurate
On miss: Decreases fire rate by 100%, up to 500%
50% slower reload
-66% damage
Fire rate can only be reset on death or resupply
|
Melee
Catacomb Cleanser
|
TF2 Workshop Link
|
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player
User cannot pick up ammo packs dropped by players
-10% max primary and secondary ammo on wearer
|
On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself)
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player (Players can't overheal from gibs)
User cannot pick up ammo packs dropped by players
-50% max primary and secondary ammo on wearer
|
Melee
Grim Charger
|
TF2 Workshop Link
|
On kill with any weapon: Stores one *buffs* stack, up to 5
While active: Alt-fire to activate a speed boost and gain +20% melee damage for 5 seconds
-10% move speed on wearer
This weapon has a large melee range and deploys/holsters slower
|
On kill with any weapon: Stores one *buffs* stack, up to 10
While active: Alt-fire to activate a speed boost and gain +200% melee damage for 10 seconds
-20% move speed on wearer
This weapon has a large melee range and deploys/holsters slower
|
Melee
Mighty Mallet
|
TF2 Workshop Link
|
While active:
User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)
The closer you are to enemies, the more knockback and damage you will deal
-25% fire rate
-25% damage
Fall damage and falling speed are increased
|
While active:
User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)
The closer you are to enemies, the more knockback and damage you will deal
-250% fire rate
-99% damage
Fall damage and falling speed are increased
|
Pyro
|
Primary
Afterburner
|
TF2 Workshop Link
|
+25% flame distance
+100% afterburn damage
-75% damage vs players
Extinguishing teammates restores 10 health
|
+50% flame distance
+200% afterburn damage
-99% damage vs players
Extinguishing teammates restores 20 health
|
Primary
Improvised Imblazer
|
TF2 Workshop Link
|
+25% flamethrower (and afterburn) damage if enemy is higher than 1/2 health
-25% flamethrower (and afterburn) damage if enemy is lower than 1/2 health
-25% flame distance
|
+100% flamethrower (and afterburn) damage if enemy is higher than 1/2 health
-100% flamethrower (and afterburn) damage if enemy is lower than 1/2 health
-50% flame distance
|
Primary
Push Over
|
TF2 Workshop Link
|
Reflected projectiles are full crit instead of mini-crit
Extinguishing teammates restores 50% health
30% reduced damage from ranged sources while active
100% reduction in push force taken from damage and airblasts while active
Cannot primary attack
-50% airblast speed
|
Reflected projectiles are full crit instead of mini-crit
Extinguishing teammates restores 100% health
90% reduced damage from ranged sources while active
100% reduction in push force taken from damage and airblasts while active
Cannot primary attack
-100% airblast speed
|
Secondary
Pearce 75
|
Gamebanana Link
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds
-20% fire rate
-34% clip size
+50% falloff damage penalty
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds
-40% fire rate
-66% clip size
+100% falloff damage penalty
|
100px
Secondary
Calefactor
|
TF2 Workshop Link
|
100% mini-crits vs burning players
+10% damage bonus
+25% more accurate
This weapon deploys 40% slower
On hit burning target: Decrease afterburn duration by 1 second for each bullet that hits
-50% clip size
|
100% mini-crits vs burning players
+100% damage bonus
+100% more accurate
This weapon deploys 400% slower
On hit burning target: Decrease afterburn duration by 1 second for each bullet that hits
-83% clip size
|
Secondary
Spitfire
|
TF2 Workshop Link
|
Shoots 4 extra flares
+100% max secondary ammo on wearer
7.5 degrees random projectile deviation
-33% direct damage
-50% projectile speed
Per shot: -5 ammo
|
Shoots 9 extra flares
+200% max secondary ammo on wearer
15 degrees random projectile deviation
-33% direct damage
-50% projectile speed
Per shot: -10 ammo
|
Secondary
Wreck-Ignition
|
TF2 Workshop Link
|
100% mini-crit hit vs burning players
Gain a speed boost on hit for 5 seconds
Unable to flare jump
-25% damage
|
100% mini-crit hit vs burning players
Gain a speed boost on hit for 25 seconds
Unable to flare jump
-99% non-critical damage
|
100px
Secondary
Sharp Shooter - Secondary
|
TF2 Workshop Link
|
+50% switch speed to your melee from this weapon
Gain a speed boost for 4 seconds on kill
On kill: Gain crits for your melee for 4 seconds
-20% damage
-33% clip size
The critical timer starts when you switch to your melee
|
+100% switch speed to your melee from this weapon
Gain a speed boost for 20 seconds on kill
On kill: Gain crits for your melee for 20 seconds
-40% damage
-66% clip size
The critical timer starts when you switch to your melee
|
100px
Melee
Sharp Shooter - Melee
|
TF2 Workshop Link
|
+50% switch speed to your secondary from this weapon
Gain a speed boost for 4 seconds on kill
On kill: Gain mini-crits for your secondary for 4 seconds
-25% damage
-15% fire rate
The mini-crit timer starts when you switch to your secondary
|
+100% switch speed to your secondary from this weapon
Gain a speed boost for 20 seconds on kill
On kill: Gain mini-crits for your secondary for 20 seconds
-50% damage
-30% fire rate
The mini-crit timer starts when you switch to your secondary
|
100px
Melee
Baleful Beacon
|
TF2 Workshop Link
|
On hit: Generate +25% souls
On hit burning enemy: Generate +50% souls
Souls increase all fire damage on wearer by up to +125%
On hit burning enemy: Extinguish them
Souls begin to drain slowly if user hasn't damaged a enemy within 20 seconds
-25% fire damage on wearer
|
On hit: Generate +50% souls
On hit burning enemy: Generate +100% souls
Souls increase all fire damage on wearer by up to +250%
On hit burning enemy: Extinguish them
Souls begin to drain slowly if user hasn't damaged a enemy within 40 seconds
-50% fire damage on wearer
|
Melee
Merry-Go-Round
|
TF2 Workshop Link
|
While active:
+37% melee range
Melee damage charges the *Rampage* meter and requires 325 to charge
Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a large speed boost for 10 seconds
During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage
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While active:
+37% melee range
Melee damage charges the *Rampage* meter and requires 325 to charge
Once charged, taunt while active to gain 85% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 20 seconds
During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -50% melee damage
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100px
Melee
Ice Breaker
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TF2 Workshop Link
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On hit: Freezes target for 5 seconds and decreases movement speed by 40%
Any damage taken while active freezes the user for 5 seconds
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On hit: Freezes target for 10 seconds and decreases movement speed by 80%
Any damage taken while active freezes the user for 10 seconds
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Demoman
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Primary
Clodhoppers
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TF2 Workshop Link
|
On wearer:
+20% move speed
+40% jump height
+500% air control when sticky jumping
Never take fall damage
25% increase in push force taken from damage and airblasts
-50 max health
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On wearer:
+200% move speed
+400% jump height
Full air control when sticky jumping
Never take fall damage
250% increase in push force taken from damage and airblasts
-500 max health
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100px
Primary
Glasgow Greaves
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TF2 Workshop Link
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User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you
Deals 2x falling damage to the player you land on
40% reduction in push force taken from damage and airblasts
-30% blast damage taken from sticky jumps
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User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you
Deals 4x falling damage to the player you land on
80% reduction in push force taken from damage and airblasts
-60% blast damage taken from sticky jumps
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100px
Primary
Drunkard’s Wrath
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TF2 Workshop Link
|
+50% clip size
Press your "Special Attack" key to switch between 2 modes
Trigger Mode: Deploys 25% faster, holsters 25% faster, +50% projectile speed, and launched bombs shatter on surfaces
Hammer Mode: +25% fire rate, +15% reload speed, -20% damage, and -20% move speed while active
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+100% clip size
Press your "Special Attack" key to switch between 2 modes
Trigger Mode: Deploys 50% faster, holsters 50% faster, +100% projectile speed, and launched bombs shatter on surfaces
Hammer Mode: +50% fire rate, +30% reload speed, -40% damage, and -40% move speed while active
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100px
Primary
Iron Boarder
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TF2 Workshop Link
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When a shield is equipped:
On hit: Recharge equipped shield by 20%
+10% move speed on wearer
Launched bombs shatter on surfaces
When a shield is not equipped:
On hit: Gain up to 25 HP per attack
15% slower reload speed
Launched bombs shatter on surfaces
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When a shield is equipped:
On hit: Recharge equipped shield by 40%
+20% move speed on wearer
Launched bombs shatter on surfaces
When a shield is not equipped:
On hit: Gain up to 50 HP per attack
30% slower reload speed
Launched bombs shatter on surfaces
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Primary
Ultimatum
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TF2 Workshop Link
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On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds
-20% damage vs players
-40% explosion radius
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On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds
-40% damage vs players
-80% explosion radius
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100px
Secondary
Assault and Battering Ram
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TF2 Workshop Link
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While charging: 75% damage resistance and full knockback resistance
50% melee damage resistance on wearer
No turning control while charging
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While charging: 90% damage resistance, full critical resistance, and full knockback resistance
100% melee damage resistance on wearer
No turning control while charging
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Secondary
Scottish Wargear
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TF2 Workshop Link
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While charging: Grants invisibility against enemy players and enemy sentries
+400% increase in turning control while charging
0.5 sec increase in charge duration
No damage boosting with charge
No charge impact damage
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Attacking doesn't cancel your charge
While charging: Grants invisibility against enemy players and enemy sentries
While charging: Full turning control
5 sec increase in charge duration
No damage boosting with charge
No charge impact damage
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Secondary
Vanguard
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TF2 Workshop Link
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This shield blocks 10 damage from attacks that deal 40 damage or more
This shield gives user and all nearby teammates 10% lifesteal (450 hammer units radius)
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 1 health regen per second, up to 6 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x6, regardless of distance
1/4 sec decrease in charge duration
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This shield blocks 15 damage from attacks that deal 60 damage or more
This shield gives user and all alive teammates 10% lifesteal (2250 hammer units radius)
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 5 health regen per second, up to 30 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x30, regardless of distance
1/2 sec decrease in charge duration
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Secondary
Big Man
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TF2 Workshop Link
|
Up to +100% explosion radius based on charge
+50% max secondary ammo on wearer
Instant arm time
-50% damage vs buildings
-25% damage vs players
-50% clip size
Stickybomb model increases in size based on charge
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Up to +1000% explosion radius based on charge
+500% max secondary ammo on wearer
Instant arm time
-50% damage vs buildings
-25% damage vs players
-88% clip size
Stickybomb model increases in size based on charge
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100px
Secondary
Groundbreaker
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TF2 Workshop Link
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When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades
Instant charge rate
-3 max stickybombs out
-15% stickybomb damage
-30% stickybomb explosion radius
Each *Iron Bomber* grenade splits the damage between the 3 grenades
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When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades
Instant charge rate
-7 max stickybombs out
-88% clip size
Each *Iron Bomber* grenade splits the damage between the 15 grenades
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Melee
Drunken Grail
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TF2 Workshop Link
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When you pick up a health pack, receive 1 glass of Wine
When missing any health, taunting while active will restore 35 health per glass
On hit: Apply Jarate and disorientate the target for 2 seconds
On miss: Hit, Jarate, and disorientate yourself for 2 seconds
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When you pick up a health pack, receive 1 glass of Wine
When missing any health, taunting while active will restore 35 health per glass
While drinking Wine, you take no damage
On hit: Apply Jarate and disorientate the target for 4 seconds
On miss: Hit, Jarate, and disorientate yourself for 4 seconds
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Melee
Highlander
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TF2 Workshop Link
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While active:
On kill: Store 1 head, up to 4
When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 5 seconds
This weapon has a large melee range and deploys/holsters slower
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While active:
On kill: Store 1 head, up to 40
When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 2.5 seconds
This weapon has a large melee range and deploys/holsters slower
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Melee
Landsknecht's Long-Knife
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TF2 Workshop Link
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On kill: Gain a 5 second speed boost
Each kill (up to 4) increases your melee fire rate, up to +50%
Each kill (up to 4) decreases your melee damage, up to -40%
This weapon has a large melee range and deploys/holsters slower
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On hit: Gain a 5 second speed boost
Each kill (up to 4) increases your melee fire rate, up to +75%
Each kill (up to 4) decreases your melee damage, up to -60%
This weapon has a large melee range and deploys/holsters slower
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Heavy
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100px
Primary
Bio Breaker
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TF2 Workshop Link
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While spun up: Receive no move speed penalty and gain a +15% move speed bonus
While spun up: Deals 20 damage per tick at close range in-front of user
Weapon can only be mini-crit boosted
Cannot primary attack
While spun up: 10 ammo consumed per second
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While spun up: Receive no move speed penalty and gain a +30% move speed bonus
While spun up: Deals 40 damage per tick at close range in-front of user
Weapon can only be mini-crit boosted
Cannot primary attack
While spun up: 20 ammo consumed per second
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Primary
Bulletproof Battery
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TF2 Workshop Link
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While spun up: 15% of the damage taken adds to a damage resistance meter up to +50%
As damage resistance increases, damage penalty increases up to -25%
While spun up: -50% health from health packs and dispensers
While spun up: -75% health from Medic healing
Cannot be overhealed on wearer
Damage resistance and damage penalty are reset upon undeploying
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While spun up: 25% of the damage taken adds to a damage resistance meter up to +75%
As damage resistance increases, damage penalty increases up to -50%
While spun up: No health from health packs, Dispensers, and Medic healing
Cannot be overhealed on wearer
Damage resistance and damage penalty are reset upon undeploying
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100px
Primary
Graphite Perisher
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TF2 Workshop Link
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This weapon deploys & holsters 25% faster
On melee kill: Gain mini-crits for your Minigun for 4 seconds
On secondary kill: Gain mini-crits for your Minigun for 2 seconds
-25% non-critical damage
-25% max primary ammo on wearer
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
You can have a maximum of 6 seconds stored
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This weapon deploys & holsters 100% faster
On melee kill: Gain mini-crits for your Minigun for 20 seconds
On secondary kill: Gain mini-crits for your Minigun for 10 seconds
-95% non-critical damage
-95% max primary ammo on wearer
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
You can have a maximum of 30 seconds stored
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Primary
Heavy Artillery
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TF2 Workshop Link
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Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration.
Bullets penetrate all enemies
+300% bullets per shot
While spun up, damage taken is increased every second, up to 33% within 20 seconds
While spun up, accuracy is decreased every second, up to +100% within 20 seconds
-70% damage
Damage taken and accuracy stacks are reset after undeploying or running out of ammo
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Damage dealt with this weapon generates rage, press the Special-Attack key when fully charged to activate knockback for a short duration.
Bullets penetrate all enemies
+600% bullets per shot
While spun up, damage taken is increased every second, up to 66% within 10 seconds
While spun up, accuracy is decreased every second, up to +200% within 10 seconds
-85% damage
Damage taken and accuracy stacks are reset after undeploying or running out of ammo
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Primary
Tank Goodness
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TF2 Workshop Link
|
While active:
All damage dealt & taken upgrades this weapon with 6 different levels
- Level 1: +25% primary ammo on wearer
- Level 2: +25 health restored on kill
- Level 3: +25% bonus healing from all sources
- Level 4: -50% reduction in push force taken from damage and airblasts
- Level 5: Bullets destroy projectiles while in-flight
- Level 6: Generate rage by dealing damage to activate knockback
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
Each level requires more damage taken to upgrade
-50% damage
25% damage taken by teammates in a small radius (225 hammer units) applies to you that can charge your upgrade meter
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While active:
All damage dealt & taken upgrades this weapon with 6 different levels
- Level 1: +50% primary ammo on wearer
- Level 2: +50 health restored on kill
- Level 3: +50% bonus healing from all sources
- Level 4: -100% reduction in push force taken from damage and airblasts
- Level 5: Bullets destroy projectiles while in-flight
- Level 6: Generate rage by dealing damage to activate knockback
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
Each level requires more damage taken to upgrade
-75% damage
25% damage taken by teammates in a small radius (225 hammer units) applies to you that can charge your upgrade meter
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Secondary
Survival Gear
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TF2 Workshop Link
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-15% damage taken from behind
30% headshot damage resistance on wearer
250 health lost on backstabs, instead of dying
Cannot be overhealed on wearer
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-30% damage taken from behind
60% headshot damage resistance on wearer
125 health lost on backstabs, instead of dying
Cannot be overhealed on wearer
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100px
Secondary
Full Throttle
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TF2 Workshop Link
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On kill: Increase move speed on wearer, up to +60% after 5 kills
On kill: -5% damage, up to -25% in total after 5 kills
-75% max primary ammo on wearer
Wearer cannot carry the intelligence briefcase
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On hit: Gain a 2-second speed boost
On kill: Increase move speed on wearer, up to +60% after 5 kills
On kill: -2.5% damage, up to -12.5% in total after 5 kills
-75% max primary ammo on wearer
Wearer cannot carry the intelligence briefcase
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100px
Melee
Hydraulic Hammers
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TF2 Workshop Link
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Your 3rd hit will always crit and can be stored until it's used
On hit: Applies knockback to your target
Critical hits appiles +100% knockback to your target
+25% fire rate
-50% damage
This weapon has a large melee range and deploys/holsters slower
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Your 3rd hit will always crit and can be stored until it's used
On hit: Applies knockback to your target
Critical hits appiles +200% knockback to your target
+75% fire rate
-75% damage
This weapon has a large melee range and deploys/holsters slower
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100px
Melee
Jaws of Steel
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TF2 Workshop Link
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On Wearer: User cannot carry the intelligence
While active:
All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 10 seconds
If user is *wet*: Gain +25% move speed and +25% fire rate
If user is not *wet*: Lose -25% move speed and -25% fire rate
Cannot switch away when *Shark* meter is active
This requires 260 melee damage dealt to charge
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On Wearer: User cannot carry the intelligence
While active:
All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 20 seconds
If user is *wet*: Gain +75% move speed and +75% fire rate
If user is not *wet*: Lose -75% move speed and -75% fire rate
Cannot switch away when *Shark* meter is active
This requires 130 melee damage dealt to charge
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100px
Melee
Terminal Killocity
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TF2 Workshop Link
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On Wearer: User cannot carry the intelligence
While active:
+100% jump height
+200% air control on wearer
This weapon deploys & holsters 50% slower (Cannot be bypassed)
-50% move speed
Slower falling speed
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On Wearer: User cannot carry the intelligence
While active:
+1000% jump height
Full air control on wearer
Wearer never takes falling damage
This weapon deploys & holsters 500% slower (Cannot be bypassed)
-50% move speed
Slower falling speed
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Engineer
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Primary
Frontal Lobe
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TF2 Workshop Link
|
On hit friendly building: +15 upgrade and +15 repair
On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket
Damage removes Sappers (but requires 4 hits)
-25% metal from pickups or dispensers
-25% damage
20 shots in the clip, but only holds 20 shots
Unable to upgrade friendly buildings unless at full health
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On hit friendly building: +150 upgrade and +150 repair
On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket
Damage removes Sappers (but requires 4 hits)
No metal from pickups or dispensers
-25% damage
10 shots in the clip, but only holds 10 shots
Unable to upgrade friendly buildings unless at full health
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100px
Primary
Lakeside Pride
|
TF2 Workshop Link
|
On kill with any weapon: Gain 2 stacks
On sentry kill: Gain 1 stack
-15% damage for all weapons on wearer
-10% sentry damage on wearer
Each stack increases max metal by +20 & decreases building cost by 2.5%, up to 10 stacks
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On kill with any weapon: Gain 2 stacks
On sentry kill: Gain 1 stack
-30% damage for all weapons on wearer
-20% sentry damage on wearer
Each stack increases max metal by +40 & decreases building cost by 5%, up to 10 stacks
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Primary
Shellshock
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TF2 Workshop Link
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Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate)
+25% metal cost when constructing or upgrading teleporters
-20% damage
Fire rate bonus is reset on death or if one of your Teleporters is destroyed
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Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate)
+50% metal cost when constructing or upgrading teleporters
-40% damage
Fire rate bonus is reset on death or if one of your Teleporters is destroyed
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100px
Secondary
Signal Booster
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TF2 Workshop Link
|
While active:
The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +50%
The closer you are to your Sentry Gun, the more damage you take from all sources by up to +20%
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While active:
The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +250%
The closer you are to your Sentry Gun, the more damage you take from all sources by up to +200%
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100px
Secondary
The Detector
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TF2 Workshop Link
|
While active:
All enemies within the radius will take 10% more damage from all sources and 4 seconds after leaving the radius
All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 10 metal per second
Does not stack with other *Swifty Swiper*s
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While active:
All enemies within the radius will take 20% more damage from all sources and 8 seconds after leaving the radius
All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 5 metal per second
Does not stack with other *Swifty Swiper*s
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100px
Secondary
Swifty Swiper
|
TF2 Workshop Link
|
Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)
While using the *Attraction* meter, drains 20 metal per second. Attraction only lasts for 5 seconds and requires a 15 seconds cooldown.
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Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)
While using the *Attraction* meter, drains 10 metal per second. Attraction only lasts for 10 seconds and requires a 7.5 seconds cooldown.
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Secondary
Welder's Gun
|
TF2 Workshop Link
|
On hit: Gain metal based on damage, up to 20
Mini-crits against targets your friendly Sentry Guns are firing at
+50% more accurate
-50% clip size
-200% fire rate
-75% max secondary ammo on wearer
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On hit: Gain metal based on damage, up to 200
Mini-crits against targets your friendly Sentry Guns are firing at
+100% more accurate
-91.6% clip size
-2000% fire rate
-97.5% max secondary ammo on wearer
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100px
Melee
Magnetic Horseshoe
|
TF2 Workshop Link
|
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Using the *Building Upgrade* meter also heals all of your buildings if already level 3
10% of the damage dealt from your sentry will convert to your meter
-30% construction speed for all buildings
-20% repair rate
Requires 500 damage dealt to use *Building Upgrade* meter
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All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Using the *Building Upgrade* meter also heals all of your buildings if already level 3
50% of the damage dealt from your sentry will convert to your meter
-60% construction speed for all buildings
-40% repair rate
Requires 500 damage dealt to use *Building Upgrade* meter
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Melee
Old Reliable
|
TF2 Workshop Link
|
Gains one critical hit for each Sapper removed
One hit destroys any sapper
+20% repair rate & upgrade rate
Critical damage does the same as mini-crit damage
-50% base move speed while hauling buildings
-20% fire rate
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Gains 10 critical hits for each Sapper removed
One hit destroys any sapper
+200% repair rate & upgrade rate
Critical damage does the same as mini-crit damage
-99% base move speed while hauling buildings
-200% fire rate
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Medic
|
100px
Primary
Lancer
|
TF2 Workshop Link
|
Deals up to +50% damage based on your current ÜberCharge
Arrow can headshot for +100% damage
Doesn't gain ÜberCharge on hit
Cannot heal teammates on hit
Weapon uses normal damage falloff and headshot is also affected by damage falloff
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Deals up to +100% damage based on your current ÜberCharge
Arrow can headshot for +100% damage
Cannot heal teammates on hit
Doesn't gain ÜberCharge on hit
Weapon uses normal damage falloff and headshot is also affected by damage falloff
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100px
Primary
Maniac's Maschinenpistole
|
TF2 Workshop Link
|
On hit: +5% Medi Gun healing rate, up to +50%
-25% fire rate
-50% clip size
The bonus healing rate will decay when healing teammates, but not when overhealing
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On hit: +50% Medi Gun healing rate, up to +500%
-250% fire rate
-88% clip size
The bonus healing rate will decay when healing teammates, but not when overhealing
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100px
Secondary
Blitzstorm
|
TF2 Workshop Link
|
5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge
-25% ÜberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
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25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge
-100% ÜberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
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100px
Secondary
Booster Shot
|
TF2 Workshop Link
|
+20% ÜberCharge rate
+500% overheal time
ÜberCharge: Increases overheal cap by 50% and overheal build rate by 200%
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+200% ÜberCharge rate
No overheal decay
ÜberCharge: Increases overheal cap by 150% and overheal build rate by 200%
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Secondary
Critical Transmission
|
TF2 Workshop Link
|
+20% ÜberCharge rate
While healing: User slowly becomes nearly fully transparent over 5 seconds
While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units); the amount is based on how close your allies are to you
ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
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+200% ÜberCharge rate
While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds
While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units); the amount is based on how close your allies are to you
ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
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Secondary
Der Schmerzschild
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TF2 Workshop Link
|
While active:
Passively regenerates 1/2% Übercharge per second
Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)
Move speed decreases based on charge, up to -15%
ÜberCharge: Automatically uses 30% charge when your patient goes below 20% health to restore 50% of their health and up to 10% of your health. ÜberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.
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While active:
Passively regenerates 1% Übercharge per second
Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)
Move speed decreases based on charge, up to -30%
ÜberCharge: Automatically uses 15% charge when your patient goes below 20% health to restore 75% of their health and up to 15% of your health. ÜberCharge can be manually used without a patient to restore 40% of your health at the cost of 5% charge.
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Secondary
Recycled Replenisher
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TF2 Workshop Link
|
+25% heal rate
User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Your extra patients being healed will only heal if not at full health and you can only overheal your main patient
ÜberCharge: All nearby teammates gain +25% fire rate and reload speed. Your patient gains +60% fire rate, +60% reload speed, +100% clip size, and +75% move speed bonus.
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+50% heal rate
User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Your extra patients being healed will only heal if not at full health and you can only overheal your main patient
ÜberCharge: All nearby teammates gain +50% fire rate, +50% reload speed, +100% clip size, and +30% move speed. Your patient also gains additional +25% fire rate, +25% reload speed, speed bonus, and infinite air jumps.
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100px
Melee
Bio Syringe
|
TF2 Workshop Link
|
On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds
-50% fire rate
-75% damage
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On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds
-500% fire rate
-99% damage
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100px
Melee
Hypodermic Injector
|
TF2 Workshop Link
|
Assists from your Medi Gun gains crits for this weapon, up to 10
-25% damage
-20% fire rate
|
Assists from your Medi Gun gains crits for this weapon, up to 100
-100% non-critical damage
-200% fire rate
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Melee
Oathbreaker
|
TF2 Workshop Link
|
Allows you to see teammates and their health through walls
Alt-fire to use your ÜberCharge in 8% increments for a 4 second speed boost
Cannot switch away from your melee weapon while speed boosted
-25% fire rate
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Allows you to see teammates and their health through walls
Alt-fire to use your ÜberCharge in 4% increments for a 8 second speed boost
Cannot switch away from your melee weapon while speed boosted
-250% fire rate
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100px
Melee
ÜberSyringe
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Gamebanana Link
|
On hit: +25% ÜberCharge rate, up to +150%
Two ÜberCharge stacks are lost when Uber is deployed
On hit: -10% ÜberCharge
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On hit: +250% UberCharge rate, up to +1500%
One UberCharge stack is lost when Uber is deployed
On hit: -100% ÜberCharge
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Sniper
|
100px
Primary
Bow of Double Shot
|
TF2 Workshop Link
|
Arrows can bounce up to 2 times
+25% damage for each time an arrow bounces
Arrows penetrates all enemies
+25% falloff damage (including mini-crits and critical hits)
Mini-crits on headshots
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Arrows can bounce up to 10 times
+50% damage for each time an arrow bounces
Arrows penetrates all enemies
+50% falloff damage (including mini-crits and critical hits)
Mini-crits on headshots
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Primary
Didgeridoom
|
TF2 Workshop Link
|
On scoped shots: Applies bleed and fire with the duration based on charge, up to 8 seconds
When activated: Scoped shots poisons enemies with the duration based on charge, up to 8 seconds
Only bleed and fire damage fills the *Poison* meter and press Special-Attack to activate
Poisoned enemies move 15% slower and reduces all Medic healing (along with bleed and fire)
-99% direct damage on scoped shots
-50% direct damage on non-scoped shots
No headshots
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On scoped shots: Applies bleed and fire with the duration based on charge, up to 16 seconds
When activated: Scoped shots poisons enemies with the duration based on charge, up to 16 seconds
Only bleed and fire damage fills the *Poison* meter and press Special-Attack to activate
Poisoned enemies move 30% slower and reduces all Medic healing (along with bleed and fire)
-99% direct damage
No headshots
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100px
Primary
High Noon
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TF2 Workshop Link
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While scoped: Slowly fade to be almost fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 40% faster
On bodyshot: Your next shot will charge 10% slower
On miss: Your next shot will charge 20% slower
-10% damage
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While scoped: Slowly fade to be nearly fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 80% faster
On bodyshot: Your next shot will charge 20% slower
On miss: Your next shot will charge 40% slower
-99% damage on body shots
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100px
Primary
Manncannon
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TF2 Workshop Link
|
On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units)
On kill: Gain +100% charge rate for your next shot
-20% damage
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On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units)
On kill: Gain +100% charge rate for your next shot
-99% damage on body shots
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100px
Primary
Prototype S-8
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TF2 Workshop Link
|
Damage combo system:
- 1st hit: 75
- 2nd hit: 100
- 3rd hit: 125
Crits on headshots deals +25% damage
+25% falloff damage (including mini-crits and critical hits)
Unable to zoom
Combo is reset on the 3rd hit
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Damage combo system:
- 1st hit: 75
- 2nd hit: 100
- 3rd hit: 125
Crits on headshots deals +250% damage
+50% falloff damage (including mini-crits and critical hits)
Unable to zoom
Combo is reset on the 3rd hit
|
Secondary
Stronghold Steadfast
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TF2 Workshop Link
|
+15% damage for primary and melee weapons (including debuffs you inflict on enemies)
+40% max primary ammo on wearer
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+30% damage for primary and melee weapons (including debuffs you inflict on enemies)
+80% max primary ammo on wearer
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100px
Secondary
Urine Trouble
|
TF2 Workshop Link
|
-25% damage taken from behind
When you take damage from behind, Jarate all nearby enemies for 3 seconds with a 10 second cooldown
On death: Cover all nearby enemies for 5 seconds with Jarate
When backstabbed: The Spy will be Jarated for 10 seconds
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-50% damage taken from behind
When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown
On death: Cover all nearby enemies for 10 seconds with Jarate
When backstabbed: The Spy will be Jarated for 10 seconds
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100px
Secondary
Brief Negotiator
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TF2 Workshop Link
|
+25% damage
+10% fire rate
On hit: 1 second speed boost
50% less accurate
75% of damage dealt with this weapon is delayed until the enemy is hit with your melee
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+250% damage
+100% fire rate
On hit: 5 second speed boost
500% less accurate
90% of damage dealt with this weapon is delayed until the enemy is hit with your melee
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100px
Secondary
Lil' Mate
|
TF2 Workshop Link
|
Damage increases by +5% on hit, up to maximum +100%
Crits on headshots deals +100% damage
Damage bonus decrease by 20% every second when no enemies have been hit for at least 5 seconds
-25% base damage
100% less accurate
|
Damage increases by +10% on hit, up to maximum +200%
Crits on headshots deals +100% damage
Damage bonus decrease by 10% every second when no enemies have been hit for at least 10 seconds
-50% base damage
200% less accurate
|
100px
Secondary
Melf’s Magic Potion
|
TF2 Workshop Link
|
Initial damage impact does 30 damage and enemies bleed for 5 seconds
+50% increase in recharge rate
|
Initial damage impact does 60 damage and enemies bleed for 10 seconds
+50% increase in recharge rate
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100px
Melee
Bushman’s Butterfly
|
TF2 Workshop Link
|
This weapon deploys 25% faster
This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35
While this weapon is out, +20% damage taken from the front
-25% damage
|
This weapon deploys 100% faster
This weapon stores 10 guaranteed critical hits for every headshot kill you get with your primary, up to 350
While this weapon is out, +200% damage taken from the front
-100% non-critical damage
|
100px
Melee
Camper's Climber
|
Gamebanana Link
|
Wearer never takes fall damage
Can climb walls by hitting them
-60% fire rate
|
Wearer never takes fall damage
Can climb walls by hitting them
-10% fire rate
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100px
Melee
Heat Wave
|
TF2 Workshop Link
|
On hit: Gain +25% charge rate for your primary weapon
On kill: Gain +50% charge rate for your primary weapon
On primary attack: Removes 25% of stored bonus charge rate
While your primary weapon is out, +10% damage taken from the front
-25% firing speed
Gain up to +100% charge for rifles and up to +90% charge for bows
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On hit: Gain +50% charge rate for your primary weapon
On kill: Gain +100% charge rate for your primary weapon
On primary attack: Removes 12.5% of stored bonus charge rate
While your primary weapon is out, +20% damage taken from the front
-250% firing speed
Gain up to +100% charge for rifles and up to +90% charge for bows
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100px
Melee
Hewer's Hatchet
|
TF2 Workshop Link
|
While active:
Any overheal does not decay
On draw: +50 health
On holster: -60 health
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While active:
Any overheal does not decay
On draw: +100 health
On holster: -120 health
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Spy
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100px
Secondary
Welrod
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TF2 Workshop Link
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Mini-crits targets when fired at their back from close range
On kill with any weapon: Earn 2 stealths, up to 10 in total
On building destroyed: Earn 1 stealth, up to 10 in total
20% bullet damage vulnerability while disguised
-83% clip size
Firing this weapon with *Stealth* allows you to remain disguised after firing
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Crits whenever it would normally mini-crit
Mini-crits targets when fired at their back from close range
On kill with any weapon: Earn 20 stealths, up to 100 in total
On building destroyed: Earn 10 stealth, up to 100 in total
200% bullet damage vulnerability while disguised
-83% clip size
Firing this weapon with *Stealth* allows you to remain disguised after firing
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Secondary
Tactical Revolver
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TF2 Workshop Link
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On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 7.5 seconds
Fires tracer rounds
-83% clip size
Minimal damage
You can have multiple targets
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On hit: Target is marked for death, slowed down by 30%, and is highlighted to make them be seen through walls for 15 seconds
Fires tracer rounds
-83% clip size
Minimal damage
You can have multiple targets
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100px
Secondary
Victor-Ion
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TF2 Workshop Link
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On backstab: Recovers 2 shots
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Only holds 10 shots
-25% fire rate
-25% damage
Can only refill ammo at a resupply or with successful hits
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On backstab: Recovers 10 shots
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Only holds 20 shots
-50% fire rate
-50% damage
Can only refill ammo at a resupply or with successful hits
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100px
Melee
Infection
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TF2 Workshop Link
|
On backstab: Enemies in a radius is marked for death for 3 seconds
Instantly cloak after a backstab and infect the victim with a plague
Infected victims are marked for death and take damage for 12 seconds
Plague can be spread by touching a teammate
Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Backstabs don't instantly kill
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On backstab: Enemies in a radius is marked for death for 15 seconds
Instantly cloak after a backstab and infect the victim with a plague
Infected victims are marked for death and take damage for 60 seconds
Plague can be spread by touching a teammate
Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Backstabs don't instantly kill
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Melee
Secretive Service
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TF2 Workshop Link
|
On backstab kill: Gain +3% move speed, +6% cloaking speed, and +3% decloaking speed (up to 5 stacks)
On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
-50% fire rate
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On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks)
On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
-250% fire rate
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100px
Building
Intermission
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TF2 Workshop Link
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+2 health regenerated per second for each active sapper
Restores a small amount of health when a sapped building is destroyed
-40% Sapper damage
User gains more health depending on the building type and what current level it was when destroyed
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+10 health regenerated per second for each active sapper
Restores health when a sapped building is destroyed
-100% Sapper damage
User gains more health depending on the building type and what current level it was when destroyed
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Building
Shredder
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TF2 Workshop Link
|
+60% damage against buildings
The Engineer who built the building mini-crits 100% of the time on YOU for 4 seconds after sapping a building
-50% Sapper health
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+120% damage against buildings
The Engineer who built the building mini-crits 100% of the time on YOU for 8 seconds after sapping a building
-99% Sapper health
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PDA 2
Eternal Youth Maiden
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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While cloaked: +5 health regenerated per second
While cloaked: No cloak blink when damaged or bumped
While cloaked: -10% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes
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While cloaked: +50 health regenerated per second
While cloaked: No cloak blink when damaged or bumped
While cloaked: -100% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes
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PDA 2
Leap
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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On use: Removes any negative debuff
On use if moving: User will leap in the air
On use if not moving: User will perform an extra jump
On use: Removes current disguise
No cloak meter from ammo sources
On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
8 second cooldown
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On use: Removes any negative debuff
On use if moving: User will leap in the air
On use if not moving: User will perform an extra jump
On use: Removes current disguise
No cloak meter from ammo sources
On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
4 second cooldown
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Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper
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100px
Melee
Action Hale
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TF2 Workshop Link
|
+37% melee range
+25% damage against the same class type
-25% damage against other class types
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+37% melee range
+100% damage against the same class type
-100% damage against other class types
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100px
Melee
Merasmus’ Staff
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Gamebanana Link
|
On kill: Gain a bumper car and the *Resistance* Mannpower powerup (including blocking backstabs) for 10 seconds
While in a bumper car, user can only deal damage by bumping into enemies
While active: -25% critical damage (Demoman ONLY)
-10% fire rate
Bumper car hits will always mini-crit on hit and always crit if user is traveling fast enough
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On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds
While in a bumper car, user can only deal damage by bumping into enemies
While active: -25% critical damage (Demoman ONLY)
-100% fire rate
Bumper car hits will always critical hit
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Soldier, Pyro, Heavy and Engineer
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Primary and Secondary
Defender
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TF2 Workshop Link
|
On hit: A percentage of victim's primary ammo (up to 25%), secondary ammo (up to 50%), metal (up to 10%), rage bar (up to 10%), cloak (up to 25%), and/or Medi Gun charge (up to 10%) are drained based on damage and current amounts
-33% damage
-33% clip size
25% less accurate
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On hit: A percentage of victim's primary ammo (up to 37.5%), secondary ammo (up to 75%), metal (up to 15%), rage bar (up to 15%), cloak (up to 37.5%), and/or Medi Gun charge (up to 15%) are drained based on damage and current amounts
-66% damage
-66% clip size
125% less accurate
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150px
Primary and Secondary
Raiding Aid
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TF2 Workshop Link
|
Damage dealt with other weapons reloads a shot for this weapon
On kill: Increase clip size by 1 shot, up to 4
100% slower reload
-50% base clip size
Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)
Pyro requires 180 damage to reload a shot (including afterburn damage)
Heavy requires 150 damage to reload a shot
Soldier requires 120 damage to reload a shot
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Damage dealt with other weapons reloads a shot for this weapon
On kill: Increase clip size by 1 shot, up to 40
100% slower reload
-66% base clip size
Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)
Pyro requires 90 damage to reload a shot (including afterburn damage)
Heavy requires 75 damage to reload a shot
Soldier requires 60 damage to reload a shot
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Removed/Unused Custom Weapons
The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached.
Official Weapon Changes
The official weapons below are currently only available on the Testing servers.
-Added "(Ability) +50% overall weapon switching"
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(Ability) User can double jump
(Ability) +1 capture rate on wearer
(Ability) +50% overall weapon switching
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Primary
Scattergun
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NO CHANGE
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NO CHANGE
|
Primary
Force-A-Nature
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-Increased bullets per shot to +100% from +20%
-Increased damage penalty to -50% from -10%
-Added "20% more accurate"
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
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Applies knockback on the target and shooter
+100% bullets per shot
+50% faster firing speed
20% more accurate
-50% damage penalty
-66% clip size
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
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Primary
Shortstop
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-Added "When weapon is active & while doing the objective"
-Added "+50% bonus healing from all sources"
-Increased push force taken to +25% from +20%
-Increased hidden fire rate bonus to +50% from +42%
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When weapon is active & while doing the objective:
+50% bonus healing from all sources
+25% increase in push force taken from damage and airblast
This weapon is best used at medium and/or long range
Alt-Fire: Reach out to shove an enemy
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Primary
Soda Popper
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-Added "When Hype is used: User gains full air strafe control"
-Added "When Hype is not active: Hype is reduced by 20% on double jumps"
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
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On hit any weapon: Builds Hype
+50% faster firing speed
25% faster reload time
When Hype is not active: Hype is reduced by 20% on double jumps
-66% clip size
When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps and full air strafe control for 8 seconds. When activated, user can't gain Hype.
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Requires 350 damage dealt to fully charge Hype
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Primary
Baby Face's Blaster
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-Reduced boost lost on hit to 1% from 4%
-Removed "Boost reduced on air jumps"
-Removed "-34% clip size"
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"
-Added "Boost decays over time (2% every 1 second)"
-Added "-1 capture rate on wearer"
-Increased damage required to fill to 200 from 100
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On hit any weapon: Builds Boost that increases your move speed on wearer
Boost is reduced when damaged and decays over time
Boost is disabled while doing the objective
10% slower move speed on wearer
-1 capture rate on wearer
Requires 200 damage dealt to fully fill Boost
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Primary
Back Scatter
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-Removed "Mini-crits targets when fired at their back from close range"
-Removed "No random critical hits"
-Removed "-34% clip size"
-Added "On kill: Reduced weapon attack noise"
-Added "100% critical hits from behind"
-Added "Fires a fixed shot pattern"
-Added "-20% damage penalty"
-Added "-10% bullets per shot"
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On kill: Reduced weapon attack noise
100% critical hits from behind
Fires a fixed shot pattern
20% less accurate
-20% damage penalty
-10% bullets per shot
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Secondary
Scout's Pistol
|
NO CHANGE
|
NO CHANGE
|
Secondary
Bonk! Atomic Punch
|
-Added "+25% move speed while under effects"
-Added "This weapon deploys 400% slower"
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While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds.
While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.
This weapon deploys 400% slower
30 second recharge
Allowed in Medieval mode
|
Secondary
Crit-a-Cola
|
NO CHANGE
|
NO CHANGE
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Secondary
Mad Milk
|
-Reduced Mad Milk healing percentage to 35% from 60%
-Added "While doing the objective: +25% faster recharge rate"
-Increased extinguishing teammate cooldown to 25% from 20%
|
Players heal 35% of the damage done to an enemy covered with milk
While doing the objective: +25% faster recharge rate
Extinguishing teammates reduces cooldown by -25%
Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies
20 second recharge
Allowed in Medieval mode
|
Secondary
Winger
|
-Added "Wearer never takes falling damage while active"
-Reduced clip size penalty to -50% from -60%
-Increased jump height bonus to +30% from 25%
-Removed "+15% damage bonus"
|
When weapon is active:
Wearer never takes falling damage
+30% greater jump height
-50% clip size
|
Secondary
Pretty Boy's Pocket Pistol
|
-Removed "When weapon is active"
-Increased health on hit to +4 from +3
-Added "-25% max secondary ammo on wearer"
|
On hit: Gain up to +4 health
+15% faster firing speed
-25% clip size
-25% max secondary ammo on wearer
|
Secondary
Flying Guillotine
|
-Removed "No random critical hits"
-Added "100% mini-crits vs players below 50% health"
|
On hit: Bleed for 5 seconds
Long distance hits reduce recharge time by 25%
100% mini-crits vs players below 50% health
Cannot be picked up after thrown
6 second recharge
Allowed in Medieval mode
|
Melee
Bat
|
NO CHANGE
|
NO CHANGE
|
Melee
Sandman
|
-Decreased damage from ball when at point blank to 10 from 15
-Increased damage from ball from max distance to 40 from 30
-Completely redid the slow-down system and now it's based it on target's move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, normally the ball would have to slightly travel before it would apply the current official slow-down effect, but now you can hit someone at point blank to apply slow-down. A point blank ball hit applies a -66% penatly for 1 second and a max distance ball hit applies a -33% for 7 seconds.
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Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's base move speed. Additional, the damage from the ball impact increases the further it travels.
Can be picked up after thrown to instantly recharge
-15 max health on wearer
10 second recharge
|
Melee
Candy Cane
|
-Removed "25% explosive damage vulnerability on wearer"
-Added "On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack"
-Added "60% slower firing speed"
|
On kill with any weapon OR assist kill: A small health pack is dropped
On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack
60% slower firing speed
|
Melee
Boston Basher
|
-Added "+100% bleed damage bonus"
-Reduced bleed duration to 3 seconds from 5
|
On hit: Bleed for 3 seconds
+100% bleed damage bonus
On miss: Hit yourself. Idiot!
|
Melee
Sun-on-a-Stick
|
-Increased damage penalty to -35% from -25%
-Added "Alt-Fire: Spontaneous combustion" (Light yourself on fire for 10 seconds) (20 second recharge once used)
-Added "On hit: Transfers remaining 'Spontaneous Combustion' afterburn to enemies"
-Added "On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration"
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
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Alt-Fire: Spontaneous Combustion
On hit: Transfers remaining "Spontaneous Combustion" afterburn to enemies
+25% fire damage resistance while active
100% critical hit vs burning players
On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration
On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
-35% direct damage penalty
20 second recharge once used
|
Melee
Fan O'War
|
-Removed "Crits whenever it would normally mini-crit"
-Increased damage penalty to "Minimal damage" from -75%
-Now can mark up to 2 instead of 1
-Reduced max mark duration to 10 seconds from 15
-Added "On hit: Gain a 2 second speed boost"
|
On hit (up to 2): Target is marked for 10 seconds causing all damage taken from your teammates to be mini-crits
On hit: Gain a 2 second speed boost
Minimal damage
Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from your 1st target
|
Melee
Atomizer
|
-Removed "Grants Triple Jump while deployed"
-Removed "This weapon deploys 50% slower"
-Increased damage penalty vs players to -25% from -15%
-Added "While airborne: Slams target into the ground"
-Added "On kill with any weapon: +1 jump stored"
-Added "On hit with this weapon: +2 jumps stored"
-Added "Disables double jump on wearer"
-Added "Bonus jumps can be used even while not active and up to 10 jumps can be stored"
-Added "Every jump has a purple smoke below the user's feet"
-Added "When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"
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While airborne: Melee attacks mini-crit and slams target into the ground
On kill with any weapon: +1 jump stored
On hit with this weapon: +2 jumps stored
-25% damage vs players
Disables double jump on wearer
Bonus jumps can be used even while not active and up to 10 jumps can be stored
Every jump has a purple smoke below the user's feet
When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over
|
Melee
Wrap Assassin
|
-Removed "+25% increase in recharge rate"
-Reduced damage penalty to -50% from -65%
-The bleeding effect from the ornament now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds
-The ornament will no longer do any damage on impact from either a direct hit or from shatter effect
-Increased the scatter radius to 73 Hu from 50
-Added that the shatter effect can cause bleeding as well
-Added "On hit bleeding player with melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds"
-Added "On non-direct hits with the ornament: The bleed duration is reduced by 25%"
-Added "+100% max misc ammo on wearer"
|
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds
On hit bleeding player with melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds
+100% max misc ammo on wearer
On non-direct hits with the ornament: The bleed duration is reduced by 25%
-50% direct damage penalty
10 second recharge
|
-Added "(Ability) +50% increased air control when blast jumping"
-Added "This weapon deploys 30% faster and holsters 15% faster" to all Banners
|
(Ability) +50% increased air control when blast jumping
(Ability) -75% blast damage to self while blast jumping
(Ability) -40% blast damage to self
|
Primary
Rocket Launcher
|
NO CHANGE
|
NO CHANGE
|
Primary
Direct Hit
|
-Removed "+25% damage"
-Added "+25% damage vs players"
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-70% explosion radius
|
Primary
Black Box
|
-Added new bonuses/penalties if the user does or doesn't have a Banner equipped
-Increased HP gained on hit to 25 from 20
|
When a banner is equipped:
+40% projectile speed
-30% blast damage from rocket jumps
-25% clip size
When a banner is not equipped:
On hit: Gain up to 25 HP per attack
-25% clip size
|
Primary
Rocket Jumper
|
-Added "+50% clip size bonus"
-Reduced bonus primary ammo to +100% from +200%
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
+50% clip size bonus
+100% max primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primary
Liberty Launcher
|
-Decreased clip size to -50% from +25%
-Removed "+40% projectile speed"
-Removed "-25% blast damage from rocket jumps"
-Removed "-25% damage penalty"
-Added "This weapon deploys 60% faster and holsters 30% faster"
-Added "On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increased"
-Added "On kill: Clip is automatically fully reloaded"
|
This weapon deploys 60% faster and holsters 30% faster
On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increases
On kill: Clip is automatically fully reloaded
-50% clip size
|
Primary
Cow Mangler 5000
|
-Decreased charged shot move speed penalty to -50% from -66%
-Removed "No random critical hits"
-Removed the afterburn along with the mini-crit damage caused from the charged shot
-Added "Black Hole Rockets" as part of the charged shot
-Added "-20% knockback against enemies"
|
Does not require ammo
Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.
-20% knockback against enemies
Deals only 20% damage to buildings
Mini-Crits whenever it would normally crit
While doing charged shot: -50% move speed
|
Primary
Beggar's Bazooka
|
-Removed "-25% clip size penalty"
-Increased bonus fire rate for the barrage to +80% from +70%
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Reduced hidden reload time penalty to 20% from 30%
-Added "Projectile deviation now scales by 1.5% based on the current number of loaded rockets"
-Added "-40% rocket jump height"
|
Hold fire to load up to 4 rockets
Release fire to unleash the barrage at 80% faster firing speed
Projectile deviation now scales by 1.5% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-40% rocket jump height
-20% explosion radius
20% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
|
Primary
Air Strike
|
-Increased rocket jump reduction to -20% from -15%
-Removed "-10% explosive radius"
-Decreased fire rate bonus while rocket jumping to +60% from +65%
|
-20% blast damage from rocket jumps
+60% faster firing speed while rocket jumping
Clip size increased on kill, up to 4
-15% damage penalty
-20% explosion radius while rocket jumping
|
Secondary
Soldier's Shotgun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Buff Banner
|
-Added "This weapon deploys 30% faster and holsters 15% faster"
-Added "+10% faster firing speed and 5% faster reload time for your primary"
|
This weapon deploys 30% faster and holsters 15% faster
+10% faster firing speed and 5% faster reload time for your primary
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Gunboats
|
-Reduced blast damage reduction to -40% from -60%
-Added "Wearer takes 75% less falling damage"
|
-40% blast damage from rocket jumps
Wearer takes 75% less falling damage
Allowed in Medieval mode
|
Secondary
Battalion's Backup
|
-Added "This weapon deploys 30% faster and holsters 15% faster"
-Increased max health on wearer to 30 from 20
|
This weapon deploys 30% faster and holsters 15% faster
+30 max health on wearer
Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Concheror
|
-Added "This weapon deploys 30% faster and holsters 15% faster"
-Increased damage required to fill to 600 from 480
-Increased HP regen to +8 from +4
|
This weapon deploys 30% faster and holsters 15% faster
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Mantreads
|
-Increased reduction to -80% from -75%
-Increased goomba damage multiplier to x4 from x3
|
-80% reduction in push force taken from damage and airblasts
200% increased air control when blast jumping
Deals 4x falling damage to the player you land on
Allowed in Medieval mode
|
Secondary
Righteous Bison
|
-Removed hidden clip size penalty
-Added hidden "+24% faster firing speed" (Now it matches the Shotgun)
-Added hidden "18% slower reload time" (Now it matches the Shotgun)
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
Projectile is able to hit the same enemy multiple times
Deals only 20% damage to buildings
|
Melee
Shovel
|
NO CHANGE
|
NO CHANGE
|
Melee
Equalizer
|
-Removed "Damage increases as the user becomes injured"
-Removed "-90% less healing from Medic sources"
-Added "When weapon is active: Bonus healing from all sources (up to +100%) increases as the user becomes injured"
-Added "On wearer: -25% base healing from all sources"
|
When weapon is active: Bonus healing from all sources increases as the user becomes injured
On wearer: -25% base healing from all sources
|
Melee
Disciplinary Action
|
-Flipped the speed boost numbers
-Decreased hidden melee range multiplier to +66% from +70%
-Removed hidden "+55% melee bounds multiplier"
-Added "40% slower firing speed" penalty
-Reduced damage penalty to -20% from -25%
|
On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds
+66% melee range
40% slower firing speed
-20% damage penalty
|
Melee
Market Gardener
|
-Removed "No random critical hits"
-Increased fire rate penalty to -25% from -20%
-Now this weapon is crit-boosted while rocket jumping
-Added "50% increased air strafe control while rocket jumping while active"
|
50% increased air strafe control while blast jumping while active
This weapon is crit-boosted while blast jumping
25% slower firing speed
|
Melee
Escape Plan
|
-Reduced max move speed bonus to 50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"
-Removed "You are marked for death while active, and for short period after switching weapons"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill"
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"
-Added "15% damage vulnerability while active"
-Added "-20% damage penalty"
|
When weapon is active:
If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill
Move speed, deploy speed, and holster speed increases as the user becomes injured
15% damage vulnerability on wearer
-20% damage penalty
|
-Added "(Ability) +50% faster debuff timers on wearer"
-Added "+10% faster firing speed" to all Flare guns
-Airblasting a grenade will now reset its timer
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
|
(Ability) +50% faster debuff timers on wearer
|
Primary
Flame Thrower
|
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff
|
Extinguishing teammates restores 20 health
|
Primary
Backburner
|
-Fixed "Extinguishing teammates restores 20 health"
-Removed "No random critical hits"
-Removed "100% critical hits from behind"
-Removed "+150% airblast cost"
-Added "From behind: +100% direct & afterburn damage bonus"
-Added "From the front: -20% direct & -75% afterburn damage penalty"
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff
|
Extinguishing teammates restores 20 health
From behind: +100% direct & afterburn damage bonus
From the front: -20% direct & -75% afterburn damage penalty
|
Primary
Degreaser
|
-Increased afterburn damage penalty to -75% from -66%
-Removed "+25% airblast cost"
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff
|
Extinguishing teammates restores 20 health
This weapon deploys 60% faster and holsters 30% faster
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-75% afterburn damage penalty
-10% direct damage penalty
|
Primary
Phlogistinator
|
-Removed "No random critical hits"
-Removed "No airblast"
-Removed crits during the duration
-Changed so "On kill with any weapon (20), reflecting projectiles (10), and/or extinguishing teammates (5)" adds to Mmmph meter
-Increased duration to 15 seconds from 10
-Added "When full: Activate to completely refill health, and gain enhanced healing"
-Added "Does not require ammo"
-Added "Overheating mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"
-Added "Extinguishing teammates doesn't restore health"
-Added "Cannot airblast enemies"
-Added additional new sound and visual when MMMPH is activated
-Added additional visual when MMMPH is in use
-Added "+25 max health on wearer"
-Added "-100% maximum overheal on wearer"
-Mmmph is now triggered with taunt, reload, and special-attack key instead of alt-fire
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff
|
Does not require ammo
+25 max health on wearer
On kill with any weapon, reflecting projectiles, and/or extinguishing teammates adds to Mmmph meter
When full: Activate to completely refill health, and gain enhanced healing for 15 seconds
Overheating mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Extinguishing teammates doesn't restore health
-100% maximum overheal on wearer
Cannot airblast enemies
Enhanced healing grants +50% bonus healing from all sources and up to 20HP/s passive healing on wearer
Mmmph can be trigger with taunt, reload, and special-attack key
While *Mmmph* taunting: Gain invulnerable and full knockback resistance
|
Primary
Dragon's Fury
|
-Increased primary ammo penalty to -85% from -80%
-Increased airblast cost bonus to -85% from -75%
-Increased extinguishing teammates to 30 health from 20
-Added "+50% airblast push force"
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff
|
Extinguishing teammates restores 30 health
Deals +300% damage to burning players
+50% repressurization rate on hit
+50% airblast push force
-85% airblast cost
-50% reprussurization rate on Alt-Fire
-85% max primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire
|
Secondary
Pyro's Shotgun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Flare Gun
|
-Added "+10% faster firing speed"
|
On hit: Ignites enemy for 7.5 seconds
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secondary
Detonator
|
-Increased detonate flare radius to 146 Hu from 100
-Removed "+50% damage to self"
-Removed "-25% damage penalty"
-Increased flare jump height by 10%
-Added "+10% faster firing speed"
-Added "-25% max secondary ammo on wearer"
|
On hit: Ignites enemy for 7.5 seconds
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
-25% max secondary ammo on wearer
Alt-Fire: Detonate flare
This weapon will reload automatically when not active
|
Secondary
Manmelter
|
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health.
-Added "+10% faster firing speed"
-Removed "+50% projectile speed"
-Removed "No random critical hits"
-Added "Press your *Reload* or *Special-Attack* key to use stored critical hits to gain speed boosts"
-Added "Projectile cannot be deflected and can extinguish teammates"
|
Does not require ammo
On hit: Ignites enemy for 7.5 seconds
Projectile cannot be deflected and can extinguish teammates
+10% faster firing speed
Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself
Press *Reload* or *Special-Attack* key to use stored critical hits to gain speed boosts
|
Secondary
Scorch Shot
|
-No longer allows flare jumps and removed self damage from flare
-Decreased flare radius to 73 Hu from 110
-Decreased damage penalty to -20% from -35%
-Added "+10% faster firing speed"
|
On hit: Ignites enemy for 7.5 seconds
100% mini-crits vs burning players
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-20% direct damage penalty
This weapon will reload automatically when not active
|
Secondary
Thermal Thruster
|
-Increased hostler speed to .8333 from .8
-Added "Able to re-launch while airborne"
|
Able to re-launch while airborne
Deals 12x falling damage to the player you land on and user takes 75% less falling damage when used
Push enemies back when you land with the force and radius based on your velocity
This weapon holsters 66% slower, and can't be bypassed or sped up
+30% increase in push force taken from damage on wearer
Fires a short-duration blast that launches the Pyro in the direction they are aiming
This weapon has 2 charges and require 15 seconds each to recharge
Allowed in Medieval mode
|
Secondary
Gas Passer
|
-Decreased damage to charge to 400 from 750
-Added "All of the afterburn damage is returned as health"
-Added "Extinguishing teammates or yourself restores 40 health"
-Added "While doing the objective: +100% bonus recharge from damage dealt"
-No longer will recharge over time
|
Meter builds with any damage done
While doing the objective: +100% bonus recharge from damage dealt
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
+100% of all afterburn damage caused by this is returned as health
Extinguishing teammates or yourself restores 40 health
Spawning and resupply do not affect the meter
Meter starts empty
Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros)
Allowed in Medieval mode
|
Melee
Fire Axe
|
NO CHANGE
|
NO CHANGE
|
Melee
Axtinguisher
|
-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up
-Removed "No random critical hits"
|
Mini-crits burning targets and extinguishes them
Damage increases based on remaining duration of afterburn
Sketchek's Bequest: Killing blows on burning players grants a speed boost
This weapon holsters 25% slower, and can't be bypassed or sped up
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings to +150% from +100%
-Removed "-25% damage vs players"
-Added "Immune to sentry knockback while active"
-Added "+50% sentry bullet damage resistance while active"
-Added "+50% damage taken from all sources, except for sentry bullet damage"
|
When weapon is active:
Damage removes Sappers
+150% damage vs buildings
Immune to sentry knockback
+50% sentry bullet damage resistance
+50% damage taken from all sources, except for sentry bullet damage
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-10% slower move speed on wearer"
-Increased move speed bonus while active to +33% from +15%
|
+33% faster move speed while active
20% damage vulnerability while active
-10% slower move speed on wearer
|
Melee
Back Scratcher
|
-Increased damage bonus to +30% from +25%
-Removed "-75% health from healers on wearer"
-Added "+30 health restored on kill"
-Added "-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer"
-Added "-75% health from Medic healing on wearer"
|
+30% damage bonus
+30 health restored on kill
+50% health from packs on wearer
-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer
-75% health from Medi Gun healing on wearer
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased damage penalty to -40% from -20%
-Added "On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects"
|
On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects
-40% direct damage penalty
Afterburn caused by this weapon will not be override by any other flame source
|
Melee
Third Degree
|
-Added "20% damage resistance VS overhealed players on wearer"
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"
-Added "15% slower firing speed"
|
20% damage resistance VS overhealed players on wearer
Whoever you directly attack will take +40% damage if connected by a healing beam
Whoever you don't directly attack will take -40% damage if connected by a healing beam
15% slower firing speed
|
Melee
Neon Annihilator
|
-Removed "Damage removes Sappers"
-Removed "-20% damage penalty vs players"
-Removed "No random critical hits"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "While active: Grants user the ability to breath underwater"
|
While active: Grants user the ability to breath underwater
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased damage penalty to -35% from -15%
-Added "Combo slap system" with 4 layers of effects
-The speed boost is part of the new slap system
-Added "Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets."
-Added "-75% afterburn damage penalty"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets.
-75% afterburn damage penalty
-35% direct damage penalty
Broadcasts every successful hit on an enemy player over the death-notice area
Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
|
-Added "(Ability) Spawn a Dynamite Pack on Death"
-Added "Grenades do not randomly spin when fired" to all Primaries
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"
-Increased base shield impact damage to 60 from 50
-Added "+50% increase in turning control while charging" to the user
|
(Ability) Unknown amount of blast damage reduction while blast jumping
-NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Unknown amount of blast damage reduction to self
-NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Spawn a Dynamite Pack on Death
|
Primary
Grenade Launcher
|
-Added "Grenades do not randomly spin when fired"
|
Grenades do not randomly spin when fired
|
Primary
Loch-n-Load
|
-Added a new Grenade model
-Removed "+20% damage vs buildings"
-Increased clip size penalty to -50% from -25%
-Increased explosion radius penalty to -50% from -25%
-Removed "Launched bombs shatter on surfaces"
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"
-Added "+100% max primary ammo on wearer"
-Added "-100% self damage force"
-Added "Grenades explode on impact with surfaces"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Grenades do not randomly spin when fired
+100% max primary ammo on wearer
+25% projectile speed
-50% clip size
-50% explosion radius
-100% self damage force
Grenades explode on impact with surfaces
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Ali Baba's Wee Booties
Primary
Bootlegger
|
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your secondary"
-Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"
-Increased melee kill refill to +50% from +25%
-Bonus health now requires a shield, plus increased to +30 from +25
|
When a shield is equipped:
+10% move speed on wearer
+30 max health on wearer
+200% increase in turning control while charging
Melee kills refill 50% of your charge meter
When a shield is not equipped:
+20% faster firing speed and 10% faster reload time for your secondary
Up to +8 health regenerated per second on wearer
Allowed in Medieval mode
|
Primary
Loose Cannon
|
NO CHANGE
|
NO CHANGE
|
Primary
Iron Bomber
|
-Added "-10% damage penalty on direct hits"
-Added "Grenades detonate other nearby grenades that are yours"
-Added "Grenades do not randomly spin when fired"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
-10% damage penalty on direct hits
-15% explosion radius
|
Secondary
Stickybomb Launcher
|
NO CHANGE
|
NO CHANGE
|
Secondary
Chargin' Targe
|
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"
-Increased base shield impact damage to 60 from 50
-Added "+15% bullet damage resistance on wearer when charge meter is full"
-Increased fire resistance to +60% from +50%
|
+60% fire damage resistance on wearer
+30% explosive damage resistance on wearer
+15% bullet damage resistance on wearer when charge meter is full
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Scottish Resistance
|
-Removed "Able to destroy enemy stickybombs"
-Added "+100% clip size"
-Increased bonus ammo to +100% from +50%
-Increased max pipebombs out to +8 from +6
-Decreased arm time penalty to .4 from .8
-Added "15% slower reload time"
-Added "-25% explosive radius"
-Increased firing speed bonus to +30% from +25%
|
Detonates stickybombs near the crosshair and directly under your feet
+8 max pipebombs out
+100% clip size
+100% max secondary ammo on wearer
+30% faster firing speed
0.4 sec slower bomb arm time
15% slower reload time
-25% explosive radius
|
Secondary
Sticky Jumper
|
-Added "+50% clip size bonus"
-Reduced bonus secondary ammo to +100% from +200%
-Decreased max stickybombs out to -5 from -6
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
+50% clip size bonus
+100% max secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-5 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secondary
Splendid Screen
|
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"
-Increased base shield impact damage to 60 from 50
-Decreased shield impact bonus to +66% from +70%
-Increased fire resistance to +30% from +20%
|
+30% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+66% increase in charge impact damage
+50% increase in charge recharge rate
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Tide Turner
|
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"
-Increased base shield impact damage to 60 from 50
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost with no cooldown anytime you take damage"
-Added "40% reduction in push force taken from damage and airblasts"
-Added "+10% move speed on wearer (boots required)"
|
Gain a 1 second speed boost with no cooldown anytime you take damage
40% reduction in push force taken from damage and airblasts
+10% move speed on wearer (boots required)
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Quickiebomb Launcher
|
-Removed "Able to destroy enemy stickybombs"
-Removed "Up to +50% damage based on charge"
-Increased arm time bonus to instant from -0.2 faster
-Increased bonus charge rate to 75% from +70%
-Increased damage penalty to -20% from -15%
-Added "Stickybombs fizzle 10 seconds after landing"
|
Max charge time decreased by 75%
Instant arm time
Stickybombs fizzle 10 seconds after landing
-20% damage penalty
-50% clip size
|
Melee
Bottle
|
NO CHANGE
|
NO CHANGE
|
Melee
Eyelander
|
-Removed "No random critical hits"
-Reduced deploy/holster speed to -66% from -100%
-Reduced melee range bonus to +33% from +37%
-Increased health penalty on wearer to -30 from -25
-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."
-Removed healing 15 hp on kill
-Added "On kill (after the 4th kill): Gain a 4 second speed boost"
|
On kill (up to 4): Increase move speed (7.5%) and max health (15) on wearer
On kill (after the 4th): Gain a 4 second speed boost
-30 max health on wearer
This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Increased damage bonus to +30% from +20%
-Increased move speed penalty to -20% from -15%
-Added "30% slower firing speed"
-Reduced deploy/holster speed to -66% from -100%
-Extended melee range to +66% from +37%
|
+30% damage bonus
20% slower move speed while active
30% slower firing speed
This weapon has a large melee range (+66%), deploys slower (-66%), and holsters slower (-66%)
|
Melee
Claidheamh Mòr
|
-Reduced deploy/holster speed to -66% from -100%
-Reduced melee range bonus to +33% from +37%
-Removed "When weapon is active"
-Removed "Melee kills refill 25% of your charge meter"
-Removed "15% damage vulnerability on wearer"
-Removed "No random critical hits"
-Added "Ammo boxes collected also refill your charge meter"
-Increased bonus charge duration to 1 second from .5
-Added "Melee hits refill 20% of your charge meter"
-Added "-75% max primary & secondary ammo on wearer"
|
Ammo boxes collected also refill your charge meter
1 sec increase in charge duration
Melee hits refill 20% of your charge meter
-75% max primary & secondary ammo on wearer
This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)
|
Melee
Ullapool Caber
|
-Removed "No random critical hits"
-Reduced deploy penalty to -66% from -100%
-Increased base damage penalty to -70% from -15%
-Increased explosion damage to 100 from 75
-Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much"
-Added "When a shield is not equipped: +75% melee damage bonus"
-Added "Weapon can taunt kill, but deals reduced damage if Caber is currently exploded"
-Added "This weapon is crit-boosted while blast jumping"
|
When a shield is not equipped: +75% melee damage bonus
This weapon is crit-boosted while blast jumping
This causes a small explosion on hit, up to 100 dmg
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
This weapon deploys 66% slower
-70% base damage penalty
20% slower firing speed
Weapon can taunt kill, but deals reduced damage if Caber is currently exploded
Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much
|
Melee
Persian Persuader
|
-Removed "Ammo collected from ammo boxes becomes health"
-Removed "Melee hits refill 20% of your charge meter"
-Removed "-80% max primary ammo on wearer"
-Removed "-80% max secondary ammo on wearer"
-Removed "No random critical hits"
-Reduced deploy/holster speed to -66% from -100%
-Reduced melee range bonus to +33% from +37%
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"
-Added "-50% health/ammo from Dispensers and Payload carts on wearer"
-Added "-50% health from Crusader's Crossbow healing bolts on wearer"
-Added "-75% health from Medi Gun healing on wearer"
|
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
-50% health/ammo from Dispensers and Payload carts on wearer
-50% health from Crusader's Crossbow healing bolts on wearer
-75% health from Medi Gun healing on wearer
This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)
|
-Added "(Ability) Grants the accelerated UberCharge rate for your Medic constantly"
-Added "(Ability) 25% reduction in push force taken from damage and airblasts"
-Increased base move speed to 80% (240 HU/s) from 77% (230 HU/s)
-Increased max health to 400 from 300, but can no longer be overhealed
-Added "+33% melee range" to all melee weapons
|
(Ability) Grants the accelerated UberCharge rate for your Medic constantly
(Ability) 25% reduction in push force taken from damage and airblasts
|
-Increased number of bites to 5 from 4 (This slows down the eating animation, so the user will take longer to move away)
-Decreased HP recovered per bite to 60 from 75 (The user will get the same amount of HP back in 5 bites instead of 4, due to the change from above)
-No longer instantly recharges if you pick up a health pack while being at full health
-No longer able to pick up after thrown, unless user has the "Holiday Punch" active
-Added "Extinguishing teammates (or disguised enemy Spies) restores 80 health"
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"
|
Primary
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
When spun up: Gain 15% damage resistance
When spun up: -50% move speed
|
Primary
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Removed "30% slower spin up time"
-Reduced damage penalty to -20% from -25%
-Added "On kill: Slows down enemies around you in a large radius by 10% for 3 seconds"
-The "On Hit: 100% chance to slow target" now scales between -50% at close range and -10% at long range. Plus based off of the target's current max move speed instead of setting EVERYONE to the same reduced move speed.
|
When spun up: Gain 15% damage resistance
On hit: Slows down enemy players based on distance and move speed
On kill: Slows down enemies around you in a large radius by 10% for 3 seconds
When spun up: -50% move speed
-20% damage penalty
|
Primary
Brass Beast
|
-Removed "20% damage resistance when below 50% health and spun up"
-Decreased move speed penalty to -50% from -60%
-Increased bonus damage to +50% from +20%
-Decreased spin up penalty to -33% from -50%
-Added "33% slower spin down time"
|
When spun up: Gain 30% damage resistance
+50% damage bonus
When spun up: -75% move speed
33% slower spin up and spin down time
|
Primary
Tomislav
|
-Increased accurate bonus to +50% from +20%
-Increased fire rate penalty to -25% from -20%
-Increased spin up bonus to -33% from -20%
-Added "+33% faster spin down time"
|
When spun up: Gain 15% damage resistance
+33% faster spin up and down time
Silent killer: No barrel spin sound
50% more accurate
When spun up: -50% move speed
25% slower firing speed
|
Primary
Huo-Long Heater
|
-Added "-75% afterburn damage penalty"
-Increased fire pulse damage to 15 from 12
-Removed "25% damage bonus vs burning players"
-Decreased ammo drained while spun up to 3 from 4
-Added "Gain Heat with kills/assists even while using Heat"
-Added "Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat"
-Added "While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and additional -50% direct damage penalty"
-Added a new visual while Heat is active
|
When spun up: Gain 15% damage resistance
Creates a ring of flames while spun up
Gain Heat with kills/assists even while using Heat
Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat
When spun up: -50% move speed
Consumes an additional 3 ammo per second while spun up
-75% afterburn damage penalty
-10% direct damage penalty
While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and additional -50% direct damage penalty
|
Secondary
Heavy's Shotgun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Sandvich
|
-See additional changes in "Heavy Edible Changes" tab
|
Extinguishing teammates (or disguised enemy Spies) restores 80 health
Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
On consumption: Self heal up to 300 HP
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Dalokohs Bar
|
-See additional changes in "Heavy Edible Changes" tab
-Removed "Adds +50 max health for 30 seconds" including the overheal effect
-Increased recharge time to 30 seconds from 10
-Now counts as a medium health pack instead of a small pack
-Added "-100% consumption healing effect"
-Added "On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration."
-Added a new visual while under the effects
|
Extinguishing teammates (or disguised enemy Spies) restores 80 health
Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration.
-100% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Buffalo Steak Sandvich
|
-See additional changes in "Heavy Edible Changes" tab
-Added "-100% consumption healing effect"
-Increased recharge time to 15 seconds from 20
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Reduced move speed bonus to +25% from +35%, but now stacks with other speed boosts
-Added "Gain full reduction in push force taken from damage" for the duration
-Added "While under the effects: If the user doesn't get a melee kill during the 10 second duration, then the user receives a -50% move speed penalty on wearer for 5 seconds"
-Added a new visual while under the effects
|
Extinguishing teammates (or disguised enemy Spies) restores 80 health
Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds
While under the effects: User can only use melee during the duration. Additional, if the user doesn't get a melee kill during the main duration, then the user receives a -50% move speed penatly on wearer for 5 seconds.
-100% consumption healing effect
20 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Family Business
|
-Increased damage penalty to -20% from -15%
-Added "20% more accurate"
|
20% more accurate
+33% clip size
+15% faster firing speed
-20% damage penalty
|
Secondary
Second Banana
|
-See additional changes in "Heavy Edible Changes" tab
-Increased self healing penalty to -78.66% from -33%
-Now counts as a medium health pack instead of a small pack
-Increased recharge time to 30 seconds from 10
-Added "On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +50% more damage."
-Added "On consumption: For the next 15 seconds, lose -50% move speed while deployed with your primary."
-Added a new visual while under the effects
|
Extinguishing teammates (or disguised enemy Spies) restores 80 health
Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +50% more damage.
On consumption: Lose -50% move speed while deployed with your primary for the next 15 seconds.
-78.66% consumption healing effect
20 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Melee
Fists
|
-Added "+33% melee range"
|
+33% melee range
|
Melee
Killing Gloves of Boxing
|
-Added "+33% melee range"
-Increased 100% critical chance duration to 6 seconds from 5
-Added "On kill: User is marked for death for 3 seconds"
-Added "Gloves are soft and don't cause knockback on hit"
|
On kill: Gain 6 seconds of 100% critical chance for all of your weapons
+33% melee range
On kill: User is marked for death for 3 seconds
20% slower firing speed
Gloves are soft and don't cause knockback on hit
|
Melee
Gloves of Running Urgently
|
-Added "+33% melee range"
-Removed "This weapon holsters 50% slower"
-Increased max health drain to -15 from -10
-Increased move speed bonus to +33% from +30%
-Added a new particle system that will visually show any player how much missing health you have
|
+33% melee range
+33% faster move speed while active
Maximum health is drained while weapon is active (-15 hp/sec)
|
Melee
Warrior's Spirit
|
-Added "+33% melee range"
-Removed "+30% damage vulnerability while active"
-Increased hp restored on kill to +80 from +50
-Added "On miss: Punch yourself for 100 hp! You coward!"
|
+33% melee range
+30% damage bonus
+80 health restored on kill
On miss: Punch yourself for 100 hp! You coward!
|
Melee
Fists of Steel
|
-Added "+33% melee range"
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Added "-25% damage taken from all sources, except from melee while active"
-Increased melee vulnerability to +200% from +100%
-Added "66% slower overall weapon switching"
|
+33% melee range
-25% damage taken from all sources, except from melee while active
+200% damage vulnerability from melee sources while active
66% slower overall weapon switching
|
Melee
Eviction Notice
|
-Removed "+40% faster firing speed"
-Decreased move speed bonus to +10% from +15%
-Removed "-60% damage penalty"
-Removed "Maximum health is drained while item is active"
-Increased speed boost on hit to 4 seconds from 3
-Added "On teammate: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"
-Added "+33% melee range"
-Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"
-Added "-20% max primary and secondary ammo on wearer"
-Added "33% slower secondary recharge rate on wearer"
|
On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
+10% faster move speed while active
+33% melee range
On teammate or enemy hit: User can't switch from melee for 4 seconds
-20% max primary and secondary ammo on wearer
33% slower secondary recharge rate on wearer
|
Melee
Holiday Punch
|
-Added "+33% melee range"
-Added "While active: User is able to pick up their own edible for 80 health"
-Added "On kill: Burst into joyous laughter, but not from a kill taunt"
-Added "On kill with your primary: Gain crits for 1 second"
-Added "The crit timer only drains while active with a maximum of 4 seconds stored"
|
While active: User is able to pick up their own edible for 80 health
On kill with your primary: Gain crits for 1 second for your melee
Always critical hit from behind
Critical hit forces victim to laugh
+33% melee range
On hit: Force enemy to laugh who also has this same weapon active
Critical hits do no damage
On non-taunt kill: Burst into joyous laughter
The crit timer only drains while active with a maximum of 4 seconds stored
|
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius)
|
(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers
|
Primary
Engineer's Shotgun
|
NO CHANGE
|
NO CHANGE
|
Primary
Frontier Justice
|
-Added "20% more accurate"
-Added "-50% primary ammo on wearer"
-Removed "No random critical hits"
|
Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed
20% more accurate
-50% clip size
-50% primary ammo on wearer
Revenge crits are lost on death
|
Primary
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target to +20% from 10%
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
Per Shot: -30 ammo
Uses metal for ammo
No reload necessary
|
Primary
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed "Deals only 20% damage to buildings"
-Removed hidden clip size penalty
-Added hidden "+24% faster firing speed" (Now it matches the Shotgun)
-Added hidden "4% slower reload time" (Now it matches the Shotgun)
-Added "On hit: Reduces Medi Gun healing given and healing from all sources received"
|
Does not require ammo
Projectile cannot be deflected
On hit: Reduces Medi Gun healing given and healing from all sources received
–20% damage penalty
Healing effect is reduced over distance and duration is increased over distance
|
Primary
Rescue Ranger
|
NO CHANGE
|
NO CHANGE
|
Secondary
Engineer's Pistol
|
NO CHANGE
|
NO CHANGE
|
Secondary
Wrangler
|
-Reduced shield resistance to 33% from 66%
|
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming
Wrangled Sentry Guns gain a shield that reduces all damage by 33%
Wrangled Sentry Guns reduces all repairing by 66%
Sentry Guns are disabled for 3 seconds after become unwrangled
Take manual control of your Sentry Gun
|
Secondary
Short Circuit
|
-Removed "No random critical hits"
-Removed current primary-fire effects
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
-Technically removed "Per Shot: -5 ammo"
|
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
Cannot pick up buildings when active
Uses metal for ammo
No reload necessary
|
Melee
Wrench
|
NO CHANGE
|
NO CHANGE
|
Melee
Gunslinger
|
-Increased the punch combo timer to 1.5 seconds from ~.8 seconds
-Removed "No random critical hits"
|
+25 max health on wearer
Sentry build speed increased by 150%
Third successful punch in a row always crits
Replaces the Sentry with a Mini-Sentry
|
Melee
Southern Hospitality
|
-Removed "No random critical hits"
-Removed "20% fire damage vulnerability on wearer"
-Added "+15% bullet damage vulnerability on wearer"
-Added "One hit destroys any Sapper"
-Increased bleed duration to 8 seconds from 5
|
One hit destroys any sapper
On hit: Bleed for 8 seconds
+15% bullet damage vulnerability on wearer
|
Melee
Jag
|
NO CHANGE
|
NO CHANGE
|
Melee
Eureka Effect
|
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"
|
Press your reload key to choose to teleport to spawn or your exit teleporter
User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter
-50% metal cost when constructing or upgrading teleporters
Construction hit speed boost decreased by 50%
20% less metal from pickups and dispensers
|
PDA
Southern Hospitality
|
-Added "Able to build Dispensers in Medieval mode"
|
Able to build Dispensers in Medieval mode
|
-Added "(Ability) Able to see enemy health"
-Added "This weapon will reload automatically when not active" to all Primaries
|
(Ability) Able to see enemy health
(Ability) Health regeneration
|
Primary
Syringe Gun
|
-Added "This weapon will reload automatically when not active"
|
This weapon will reload automatically when not active
|
Primary
Blutsauger
|
-Removed "On Hit: Gain up to +3 health"
-Removed "-2 health drained per second on wearer"
-Added "This weapon will reload automatically when not active"
-Added "On hit: Apply Mad Milk for up to 4 seconds"
-Added "Disables self health regen while active"
|
This weapon will reload automatically when not active
On hit: Apply Mad Milk for up to 4 seconds
Disables self health regen while active
|
Primary
Crusader's Crossbow
|
-Reduced point blank heal to 50 from 75 (max is still 150)
-Increased primary ammo penalty to -80% from -75%
|
This weapon will reload automatically when not active
Fires special bolts that heal teammates and deals damage based on distance traveled
-80% max primary ammo on wearer
No headshots
75 dmg (point blank) to 150 dmg (long range)
50 health (point blank) to 150 health (long range)
Allowed in Medieval mode
|
Primary
Overdose
|
-Added "This weapon will reload automatically when not active"
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
-Added "-50% overheal build rate for secondary"
-Removed "-15% damage penalty"
|
This weapon will reload automatically when not active
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
-50% overheal build rate for secondary
|
Secondary
Medi Gun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Kritzkrieg
|
-Added "On taunt: Removes all debuffs on user"
-Increased heal on taunt to 25 HP from 11 HP
-Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"
-Removed draining effect when switching targets
-Added additional new visual when UberCharged is activated
|
On taunt: Removes all debuffs and self-heals for 25
+25% UberCharge rate
While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
UberCharge: Grants full crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
|
Secondary
Quick-Fix
|
-Added "Gain full air strafe control when blast jumping"
-Increased UberCharge rate bonus to +25% from +10%
-Incresed heal rate bonus to +50% from +40%
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"
-Added the Concheror effect during UberCharge
-Removed "50% max overheal"
-The full knock-back resistance and Concheror effect will now linger for 1 second when switching targets
|
While healing: User mirrors blast jumps and shield charges. User gains full air strafe control and full turning control when this happens.
+25% UberCharge rate
+50% heal rate
Normal UberCharge rate and heal rate while healing overhealed Patients
While UberCharge is active, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence
UberCharge: Increases healing by 300%, grants immunity to movement-impairing effects, and Concheror effect for both users
While UberCharged, switching targets will cause the full knock-back resistance and Concheror effect to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
|
Secondary
Vaccinator
|
-Reduced UberCharge rate to +25% from +67%
-Increased resistance while healing to +20% from +10%
-Increased resistance bubble to 3 seconds from 2.5
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-100% max overheal"
-Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"
-Added "The resistance bubble blocks 25% damage from all other sources for your Patient during UberCharge"
|
Press your reload key to cycle through resist types.
While healing, provides user and Patient with a constant 20% resistance to the selected damage type.
+25% UberCharge rate
-100% max overheal
While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence
UberCharge: Instantly use 25% charge to provide a 3 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional the resistance bubble blocks 25% damage from all other sources for your Patient.
UberCharge lasts for 12 seconds in total
|
Melee
Bonesaw
|
NO CHANGE
|
NO CHANGE
|
Melee
Ubersaw
|
-Added "-20% UberCharge rate for secondary"
|
On hit: 25% UberCharge added
-20% UberCharge rate for secondary
20% slower firing speed
|
Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Increased max health penalty to -25 from -10
-Added "While healing and with an assist kill: Steal 25% of the current UberCharge amount of an enemy Medic"
-Added "On kill with any weapon OR assist kill: Gain 5% UberCharge"
-Added "Lose 15% UberCharge if your current attached Patient dies"
-Added "While UberCharge is active: The steal/gain/lose effects are disabled"
|
While healing and with an assist kill: Steal 25% of the current UberCharge amount of an enemy Medic
On kill with any weapon OR assist kill: Gain 5% UberCharge
Lose 15% UberCharge if your current attached Patient dies
-25 max health on wearer
While UberCharge is active: The steal/gain/lose effects are disabled
|
Melee
Amputator
|
-Added "Taunt is loopable and can be canceled at any time by moving"
-Increased HP regen to +4 from +3
|
When weapon is active:
Up to +4 health regenerated per second on wearer
Alt-Fire: Applies a healing effect to all nearby teammates. Taunt is loopable and can be canceled at any time by moving.
-20% damage penalty
|
Melee
Solemn Vow
|
-Added "Allows your Patient to see enemy health"
-Added "Applies knockback on hit"
-Added "Minimal damage"
-Increased fire rate penalty to -20% from -10%
-Added "Anytime you are hurt, all enemies can see your UberCharge percentage for the next 3 seconds"
|
Allows your Patient to see enemy health
Applies knockback on hit
Anytime you are hurt, all enemies can see your UberCharge percentage for the next 3 seconds
20% slower firing speed
Minimal damage
|
-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged"
-Added "(Ability) When aiming, 50% reduction in push force taken from damage"
-Added "(Ability) Melee wall climb"
-Added "20% more accurate" to all secondary SMG weapons
|
(Ability) When primary is fully charged, user doesn't flinch when damaged
(Ability) When aiming, 50% reduction in push force taken from damage
(Ability) Melee wall climb
|
-Increased move speed while aiming to 100 Hu from 80 with all Rifles
-Changed base bodyshot/headshot damages for all Rifles
|
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)
120 headshot uncharged (from 150)
480 headshot fully charged (from 450)
|
Primary
Sniper Rifle
|
-See additional changes in "Sniper Rifle Changes" tab
|
-See additional changes in "Sniper Rifle Changes" tab
|
Primary
Huntsman
|
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600
-Decreased move speed penalty while aiming to -33% from -53%
-Removed hidden "-52% max primary ammo on wearer" penalty
|
The longer you aim, the more damage and faster the arrow travels
Arrows lose their accuracy if the bow is drawn for more than 5 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Allowed in Medieval mode
|
Primary
Sydney Sleeper
|
-See additional changes in "Sniper Rifle Changes" tab
-Removed "No random critical hits"
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Added "On headshot: Doubles the Jarate duration"
-Added "25% faster reload time"
|
25% faster reload time
+25% charge rate
On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and double the duration on headshot
Mini-Crits whenever it would normally crit
While aiming: -66% move speed
|
Primary
Bazaar Bargain
|
-See additional changes in "Sniper Rifle Changes" tab
|
-See additional changes in "Sniper Rifle Changes" tab
|
Primary
Machina
|
-See additional changes in "Sniper Rifle Changes" tab
-Removed "On Full Charge: Projectiles penetrate players"
-Removed "On full charge: +15% damage per shot"
-Added "Shots penetrate all enemies"
|
Shots penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
|
Primary
Hitman's Heatmaker
|
-See additional changes in "Sniper Rifle Changes" tab
-Increased body shot penalty to -33% from -10%
-Added "25% faster reload time while in Focus"
-Removed "+25% faster charge while in Focus"
(NOTE: It actually wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all rifles on the 02/14/08 patch.)
|
Gain Focus with kills/assists even while using Focus
Press 'Reload' at anytime to activate/deactivate Focus
While aiming: -66% move speed
-33% damage on body shots
While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
|
Primary
Classic
|
-See additional changes in "Sniper Rifle Changes" tab
-Removed "-10% damage on body shots"
-Removed "No headshots when not fully charged"
-Added "Not fully charged shots deal Mini-Crits instead of crits"
-Added "Move speed is only decreased by 33% while unscoped aiming"
-Added hidden +3.5% reload bonus to match the default rifle's attack rate
|
Charge and fire shots independent of zoom
Move speed is only decreased by 33% while unscoped aiming
Not fully charged shots deal Mini-Crits instead of crits
While scoped aiming: -66% move speed
|
Secondary
Submachine Gun
|
-Added "20% more accurate"
|
20% more accurate
|
Secondary
Jarate
|
-Added "Allowed in Medieval mode"
-Added "While doing the objective: +50% faster recharge rate"
-Increased extinguishing teammate cooldown to 50% from 20%
-Increased recharge time to 30 seconds from 20
|
Coated enemies take mini-crits from all sources
While doing the objective: +50% faster recharge rate
Extinguishing teammates reduces cooldown by -50%
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
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Secondary
Razorback
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NO CHANGE
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NO CHANGE
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Secondary
Darwin's Danger Shield
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NO CHANGE
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NO CHANGE
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Secondary
Cozy Camper
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-Removed "No flinching when aiming and fully charged"
-Removed "Knockback reduced by 20% when aiming"
-Added "+25 max health on wearer"
-Added "+50% debuff duration on wearer"
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Up to +4 health regenerated per second on wearer
+25 max health on wearer
+50% debuff duration on wearer
Allowed in Medieval mode
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Secondary
Cleaner's Carbine
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-Added "20% more accurate"
-Removed "No random critical hits"
-Reduced firing speed penalty to 20% from 25%
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Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds.
20% more accurate
-20% clip size
20% slower firing speed
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Melee
Kukri
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NO CHANGE
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NO CHANGE
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Melee
Tribalman's Shiv
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-Removed "-50% damage penalty"
-Added "-50% damage vs players"
-Added "-50% bleed damage"
-Increased bleed duration to 10 seconds from 6
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On hit: Bleed for 10 seconds
-50% damage vs players
-50% bleed damage
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Melee
Bushwacka
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-Removed "No random critical hits"
-Added "10% slower firing speed"
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Crits whenever it would normally mini-crit
20% damage vulnerability while active
10% slower firing speed
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Melee
Shahanshah
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-Increased damage bonus to +30% from +25%
-Decreased damage penalty to -20% from -25%
-Added "This weapon deploys +30% faster when health >50% of max"
-Added "This weapon deploys +20% slower when health <50% of max"
-Swapped stats (As in, having less or greater than 50% max health)
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This weapon deploys +30% faster when health >50% of max
+30% increase in damage when health >50% of max
This weapon deploys +20% slower when health <50% of max
-20% decrease in damage when health <50% of max
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-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see" (Teammates will still see the kill in the kill-feed)
-Now able to see bot health in MvM
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(Ability) Able to see enemy health
(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see
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Secondary
Sniper Rifle
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NO CHANGE
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NO CHANGE
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Secondary
Ambassador
|
-Increased fire rate penalty to -40% from -20%
-Removed "No random critical hits"
-Removed "-15% damage penalty"
-Added "-50% damage penalty on bodyshots"
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Crits on headshot
Accuracy decreases after initial shot and has a short cooldown during which it never crits
Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage
-50% damage on body shots
40% slower firing speed
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Secondary
L'Etranger
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NO CHANGE
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NO CHANGE
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Secondary
Enforcer
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-Removed "+20% damage bonus while disguised"
-Removed "No random critical hits"
-Added "Guaranteed mini-crit shot while disguised"
-Added "Deals full damage against sapped Sentry Guns"
-Added "10% damage vulnerability while disguised"
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Attacks pierce damage resistance effects and bonuses
Guaranteed mini-crit shot while disguised
Deals full damage against sapped Sentries
10% damage vulnerability while disguised
20% slower firing speed
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Secondary
Diamondback
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-Removed "-15% damage penalty"
-Remove "No random critical hits"
-Added "20% slower firing speed"
-Added "Minicrits whenever it would normally crit"
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Gives one guaranteed critical hit for each building destroyed with your Sapper attached or backstab kill
Mini-Crits whenever it would normally crit
20% slower firing speed
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Melee
Knife
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NO CHANGE
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NO CHANGE
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Melee
Your Eternal Reward
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-Removed "+33 cloak drain rate" penalty
-Added "-25% cloak meter from ammo sources"
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Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed.
On kill: No attack noise
Normal disguises require (and consume) a full cloak meter
-25% cloak meter from ammo sources
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Melee
Conniver's Kunai
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-Added "While cloaked: Any overheal on wearer doesn't decay"
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On backstab kill: Absorbs the health from your victim
While cloaked: Any overheal on wearer doesn't decay
-55 max health on wearer
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Melee
Big Earner
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-Speed boost & cloak "on kill" is now "on kill with any weapon"
-Reduced speed boost to 2 seconds from 3
-Reduced cloak on kill to 25% from 30%
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On kill with any weapon: Gain a 2 speed boost & +25% cloak
-25 max health on wearer
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Melee
Spy-cicle
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-Reduced recharge to 10 seconds from 15
-Reduced afterburn immunity to 8 seconds from 10
-Added "While under afterburn immunity effect: Gain +25% fire resistance on wearer"
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
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On hit by fire while active: Become fireproof for 1 second, then gain +25% fire resistance and afterburn immunity for 8 seconds
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
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Primary PDA
Disguise Kit
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-Added "Gain 20% damage resistance against the class type you are currently disguised as"
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Gain 20% damage resistance against the class type you are currently disguised as
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Secondary PDA
Invis Watch
|
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)
-Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked
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While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Alt-Fire: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Cloak and Dagger
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-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)
-Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked
-Added "Reduced decloak sound volume"
-Added "0.5 sec longer cloak blink time"
-Reduced cloak meter from ammo sources to -25% from -35%
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Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
Reduced decloak sound volume
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible
-25% cloak meter from ammo sources
0.5 sec longer cloak blink time
+33% cloak drain rate
Alt-Fire: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Dead Ringer
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-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once it's trigger
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
-Reduced cloak regen rate to +30% from +50%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity" (As in, natural afterburn immunity and bleeding)
-Increased faster debuff timers while cloaked to +75% from +50% (Now includes "mark for death" and "Gas Passer effect")
-Added "While cloaked: 6 HP/s passive healing" (NOTE: This is a set 6 HP and doesn't scale when damaged, unless the user is on fire.)
-Added "While cloaked: Absorb +75% of any damage taken" (NOTE: This starts 1 second after once the Dead Ringer is triggered)
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed) (NOTE: This starts 1 second after once the Dead Ringer is triggered)
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking" (Dispencers and Payload Carts)
-Added "No health from health packs when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
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Cloak Type: Feign Death
Upon receiving any damage, user drops a fake corpse, gain 1 second of debuff immunity, gain 1 second of 75% damage resistance, and invisibility for the duration
While cloaked: Absorb +75% of any damage taken, gain 6 HP/s passive healing, gain a speed boost, and +75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
No health from health packs when invisible and for 5 seconds after decloaking
No natural cloak resistance when invisible after the first 1 second
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
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Building
Sapper
|
-Added "Allowed in Medieval mode" (Because Engineers can now build Dispensers in Medieval mode)
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Disables and slowly destroys enemy buildings
Allowed in Medieval mode
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Building
Red-Tape Recorder
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-Increased building construction speed to 2.25 seconds from 3 (It's halfway between the current speed and the original speed, but it doesn't affect mini-sentry speed)
-Added "+70% Sapper health bonus"
-Added "Allowed in Medieval mode" (Because Engineers can now build Dispensers in Medieval mode)
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Disables and reverses enemy building construction
+70% Sapper health bonus
-100% Sapper damage penalty
Allowed in Medieval mode
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Custom Weapon Demonstration
Current Development Team
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Former Development Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - Developer
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Orion™ - Custom Attribute Developer
The655 - Custom Attribute Developer
Nergal - Custom Attribute Developer
Known Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
External links
Team Fortress 2 community modifications |
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