Classes

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The official group picture from Valve showing (from left to right): the Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman and Medic.
The all_class portrait.

There are nine official classes that can be played in Team Fortress 2. The classes are as follows:

Unused

Note the Civilian class cannot be played in the game.

Class roles

All nine classes are grouped into three specific combat types, offensive, defensive, and support, but all can be played outside their assigned role depending on your choice of strategy.

Offensive

Offensive classes (Scout, Soldier and Pyro) are the main attack force of the team. Whether it's assaulting control points or grabbing the Intelligence, these classes specialize in causing mayhem and destruction. Scouts have the ability to capture points twice as fast as any other class. Soldiers pack a punch with their devastating Rocket Launchers. Pyros can stir up a fiery havoc in enemy ranks with an ambush.

Defensive

Defensive classes (Demoman, Heavy and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. In total, this group has the most firepower of all the groups, and these classes specialize in expelling this power at one time. Demomen can safeguard areas with sticky bombs and detonate them at will. Heavies are great for mowing down incoming troops and pushing back forces. Engineers can build Sentry Guns with amazing power, as well as teleporters and Dispensers.

Support

Support classes (Medic, Sniper and Spy) make the backbone of any team. They offer the offensive and defensive classes an extra edge in battle and can turn the tide of the game in a second. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics have the power to heal teammates and overheal them to 150% of their maximum health. Snipers can take out threats from a distance and use Jarate to extinguish fires and increase the damage dealt by their teammates. Spies can infiltrate enemy lines, disable buildings and assassinate Critical threats.

Health points

A Medic may overheal someone to 150% of their normal health maximum. Classes can refill their health through a number of ways.

Class health points comparison table

Class Normal Max Over-healed Max
Leaderboard class scout.png Scout
(with the Sandman equipped)
(with the Special Delivery pack equipped)
125
110
150
185
165
225
Leaderboard class soldier.png Soldier
(with the Rocket Jumper equipped)
200
100
300
150
Leaderboard class pyro.png Pyro 175 260
Leaderboard class demoman.png Demoman
(with the Eyelander or HHHH equipped, 0 heads)
(with the Eyelander or HHHH equipped, 1 head)
(with the Eyelander or HHHH equipped, 2 heads)
(with the Eyelander or HHHH equipped, 3 heads)
(with the Eyelander or HHHH equipped, 4+ heads)
(with the Sticky Jumper equipped)
(with the Sticky Jumper and the Eyelander or HHHH equipped, 0 heads)
(with the Sticky Jumper and the Eyelander or HHHH equipped, 1 head)
(with the Sticky Jumper and the Eyelander or HHHH equipped, 2 heads)
(with the Sticky Jumper and the Eyelander or HHHH equipped, 3 heads)
(with the Sticky Jumper and the Eyelander or HHHH equipped, 4+ heads)
175
150
165
180
195
210
100
75
90
105
120
135
260
225
245
270
290
315
150
110
135
155
180
200
Leaderboard class heavy.png Heavy
(within 30 seconds after consuming Dalokohs Bar)
300
350
450
450
Leaderboard class engineer.png Engineer
(with the Gunslinger equipped)
125
150
185
225
Leaderboard class medic.png Medic
(with the Vita-Saw equipped)
150
140
225
210
Leaderboard class sniper.png Sniper
(with the Darwin's Danger Shield equipped)
125
150
185
225
Leaderboard class spy.png Spy 125 185
Civilian 50 75


Speed

Speed is measured in-game using the command cl_showpos set to 1, measuring in velocity units (v). The standard movement speed is 100% (that of Spy, Sniper, Pyro, and Engineer). Note forward speed is obtained by pressing the forward, left or right keys, backward speed obtained by pressing the backward key whilecrouching speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, while crouching is at 33%. Forward and backward speeds are, however, the same when crouching or charging/zooming as a Sniper. During humiliation all classes on the winning team will move 10% faster.

For Spies, disguising as a slower class (Soldier, Demoman & Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as (e.g. Spy disguised as Heavy will move to the speed of Heavy) and remain at that speed unless he undisguises or Cloaks. Disguising as a faster class (Scout, Medic and sometimes Soldier and Demoman) however will not make the Spy move faster and will continue to move at 100% speed.

Equalizer speed values vs. health.

A Demoman wielding the Eyelander will gain approximately 8% on his speed with every killing blow or "head". With a Chargin' Targe he charges at 250% of the standard movement speed. Soldier's speed while wielding the Equalizer increases by 10% with every loss of 40 health below 200.

The Horseless Headless Horsemann is not a class, but is shown here for comparison.

Class speed comparison table

Class Forward (abs) Backward (abs) Crouched (abs)
Leaderboard class scout.png Scout 133% 400v 120% 360v 44.4% 133.33v
Leaderboard class soldier.png Soldier

(while using the Equalizer with 121-160 hp)
(while using the Equalizer with 81-120 hp)
(while using the Equalizer with 41-80 hp)
(while using the Equalizer with 1-40 hp)

80%

88%
96%
112%
128%

240v

264v
288v
336v
384v

72%

79%
86%
101%
115%

216v

238v
259v
302v
346v

26.6%

29.3%
32.0%
37.3%
42.7%

80v

88v
96v
112v
128v

Leaderboard class pyro.png Pyro

(with the Gas Jockey's Gear pack equipped)

100%

110%

300v

330v

90%

99%

270v

297v

33.3%

36.7%

100v

110v

Leaderboard class demoman.png Demoman

(while charging with the Chargin' Targe)
(with the Eyelander or HHHH and 1 head)
(with the Eyelander or HHHH and 2 heads)
(with the Eyelander or HHHH and 3 heads)
(with the Eyelander or HHHH and 4+ heads)
(with the Scotsman's Skullcutter)
(with the Scotsman's Skullcutter while charging with the Chargin' Targe)

93%

250%
101%
108%
116%
123%
79%
213%

280v

750v
302v
324v
347v
369v
238v
638v

84%

N/A
91%
97%
104%
111%
71%
N/A

252v

N/A
272v
292v
312v
332v
214v
N/A

31.1%

N/A
34%
36%
39%
41%
26%
N/A

93.33v

N/A
101v
108v
116v
123v
79v
N/A

Leaderboard class heavy.png Heavy

(with Minigun revved)
(while using the G.R.U.)

77%

37%
99.67%

230v

110v
299v

69%

33%
90%

207v

99v
269.1v

25.5%

0%
33.2%

76.67v

0v
99.67v

Leaderboard class engineer.png Engineer

(while hauling any building at any level, Combat Mini-Sentry Guns included)

100%

75%

300v

225v

90%

67.5%

270v

202.5v

33.3%

25%

100v

75v

Leaderboard class medic.png Medic 107% 320v 96% 288v 35.5% 106.67v
Leaderboard class sniper.png Sniper

(with Sniper Rifle or Sydney Sleeper zoomed)
(with Huntsman drawn)

100%

27%
45%

300v

80v
136v

90%

27%
41%

270v

80v
122v

33.3%

1.33%
15%

100v

4v
45v

Leaderboard class spy.png Spy 100% 300v 90% 270v 33.3% 100v
Civilian 100% 300v 90% 270v N/A N/A
Horseless Headless Horsemann 133% 400v N/A N/A N/A N/A


abs - absolute figures in velocity units (v)

Size

A height chart for all the classes.

All classes have varying height, with the Engineer being the shortest and the Heavy being the tallest class. Classes also have various builds and general body sizes; each class has their own individual set of shaped hitboxes used for bullet-based attacks.

However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This means the Huntsman will act as a headshot independently of a class' actual head height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.