Difference between revisions of "Anti-Scout strategy"

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m (Melee weapons: Extremely useful and not very well-known.)
(Melee weapons: use case tips)
 
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[[File:Scouthumiliation.png|right|125px|'Kay, this does not look good here, um...]]
 
[[File:Scouthumiliation.png|right|125px|'Kay, this does not look good here, um...]]
  
 
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
 
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
  
The '''[[Scout]]''' is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.
+
The '''[[Scout]]''' is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush unprepared enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.
  
 
== General ==
 
== General ==
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| align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]'''
 
|
 
|
* The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
+
* The Scout is best at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
 +
* The Scout is one of the best classes at dueling, but generally does not want to fight groups of enemies.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]'''
 
|
 
|
* The Scout is very frail and can be killed in just a few good shots.
+
* The Scout is very frail and can usually be killed with two solid hits.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Scout|40px}} '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Scout|40px}} '''[[Speed]]'''
 
|
 
|
 
* The Scout is extremely fast and can [[double jump]]. No class can outrun him without certain equipment, so always be prepared to fight.  
 
* The Scout is extremely fast and can [[double jump]]. No class can outrun him without certain equipment, so always be prepared to fight.  
* Carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he uses his double jump before trying to land airshots.  
+
* Predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he uses his double jump before trying to land [[Aerial|airshots]].  
* His maneuverability allows him to easily chase after any other class, but is less powerful in confined areas, where he has less room to dodge.
+
* His maneuverability allows him to easily chase after any other class, but is less powerful in areas where he has less room to dodge.
 +
* Certain weapons, like the Engineer's Sentry Gun or Heavy's Natascha, can negate the Scout's speed advantage.
 +
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]'''
 
|
 
|
* The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.  
+
* The Scout’s weapons are devastating at close range but very weak at long range. He must put himself in danger and actively enter combat to have any chance at killing enemies.  
 
|-
 
|-
 
|}
 
|}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} + '''reskins'''
 
|
 
|
* The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying nearby, pick him off during his frequent reloading periods.  
+
* The Force-A-Nature deals even more damage than the Scattergun up close but must be reloaded every two shots. If the Scout stays nearby, pick him off during his frequent reloading periods.  
* The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
+
* The Force-A-Nature's [[knockback]] lets the Scout easily reposition himself or push you backward for a follow-up shot. Avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
* The Force-A-Nature will also knock the Scout back if he is in mid-air. If he decides to attack while in midair, you can easily line up a counterattack.
+
** In open areas, you can jump to increase knockback taken to retreat to your team.
 +
* The Force-A-Nature will also knock the Scout back if he is in midair. If he decides to attack while in midair, you can easily line up a counterattack.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
|
 
|
* The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
+
* The Shortstop has a tight bullet spread suited for medium range. You can get closer to the Scout without taking as much damage.
* When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.
+
* When the Scout has the Shortstop active, he suffers extra vulnerability to knockback. Send him flying and he'll have a harder time aiming at you for a counter-shot.
 +
* At melee range, the Shortstop can also be used for a shove that deals 1 damage and medium knockback, which places you at the optimal Shortstop firing range. Additionally, don't position yourself near an environmental hazard for too long.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
|
 
|
* Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster.
+
* The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back, however, do keep in mind that the Soda Popper has a faster reload so be quick to attack.
* The Soda Popper fires 50% faster; its shots will land almost immediately after each other. Avoid being hit by both shots by making a slight movement after the first one.
+
* Change direction after the first shot to increase your chances of dodging the second.
* You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
+
* If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
 
|
 
|
* The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.
+
* The Baby Face's Blaster only holds 4 rounds per clip, giving it less sustained firepower.
* As the Scout deals damage, his movement speed will increase. It would be wise to lead him with your shots, even with hitscan weapons.
+
* As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons.
 
* Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
 
* Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
 +
* Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit can slow him down to his lowered base speed (a downside of the Baby Face's Blaster).
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5" |
 
|align="center" valign="center" style="padding:0.5" |
 
{{Table icon|Back Scatter}}
 
{{Table icon|Back Scatter}}
 
|
 
|
* The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power.
+
* The Back Scatter is less accurate and holds fewer shots than the Scattergun, but promotes an ambushing playstyle. If you can avoid being ambushed, direct fights against the Scout are easier.
* Since the Back Scatter deals mini-crits from behind, try to keep facing the Scout to make sure he can't get behind you.
+
* Scouts tend to take alternate routes to catch you off-guard. Check your back often so he doesn't ambush you.
* The Back Scatter is 20% less accurate than the Scattergun, so keeping a distance is more effective.
+
* The Back Scatter deals mini-crits from behind. Keep facing the Scout so he can't get behind you.  
 
|}
 
|}
  
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins'''
 
|
 
|
* While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance to take advantage of his weak long range capabilities.
+
* The Scout may switch to the Pistol to harass you from a distance or to finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure.
 +
* The Pistol is the Scout's only option at long range.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins'''
 
|
 
|
* Bonk! Atomic Punch helps a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking him or using [[knock back]].
+
* Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using [[knockback]].
 +
* If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
|
 
|
* While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first.
+
* A Scout typically drinks Crit-a-Cola before an ambush. Watch your back!
* Crit-a-Cola will cause the Scout to move 25% faster. You won't be able to escape him at all, so you must respond to his attack.
+
* Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he attacks regardless of whether it hits or not. Stay calm and fight back.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins '''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins '''
 
|
 
|
* The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, prevent him from healing by retreating or killing him quickly.
+
* If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. Be cautious of any other enemies around you to avoid becoming their Health kit.
 +
* An accurate Scout can take advantage of the Mad Milk's healing to stay fighting for a prolonged period of time. Prevent him from healing by dodging his attacks.
 +
* Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet.
 +
* A Scout who equips Mad Milk gives up his Pistol; you only have to deal with his primary weapon.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
|
 
|
* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
+
* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage.
* It gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
+
* This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
 +
* The Winger's smaller clip size means the Scout has less secondary capability, and may use this weapon mostly for added mobility while engaging with his primary.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
 
|
 
|
* The Pretty Boy's Pocket Pistol is a weaker Pistol, but grants health-on-hit to the Scout.
+
* The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit but has a smaller clip size.
* Look out for attacks from above, as this weapon makes the Scout immune to fall damage.  
+
* If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a Health pack and won’t save him from a solid hit.
* A Scout equipped with the Pretty Boy's Pocket Pistol gains a 50% increased [[fire]] vulnerability, making the extra survivability useless against the [[Pyro]]'s fiery weaponry.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
 
|
 
|
* The Flying Guillotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses.
+
* The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds.
 +
* Long-distance hits reduce the Guillotine's recharge time but are harder to get hit by if you pay attention.
 
|}
 
|}
  
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bat}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bat}} + '''reskins'''
 
|
 
|
* A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
+
* If you are low on health, the Scout may switch to the Bat to finish you off. He could easily deal more damage with his primary weapon, so don't panic and keep your aim steady.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
|
 
|
* If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
+
* If you are struck and slowed by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat.
** You can reload your weapons while stunned, so take the time to reload your weapons in case you need to retaliate against him.
+
* The Sandman reduces the Scout's health by 15 (making it 110), making killing him significantly easier - a point-blank rocket can instantly kill him.
* Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds.  
 
* The Sandman reduces the Scout's health by 15, making retaliation against him slightly easier.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins'''
 
|
 
|
 
* The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
 
* The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
* Spies should be wary of the Holy Mackerel, as the hit announcements can give away their cover.
+
* If you are the Spy and fake your death using the [[Dead Ringer]], the enemy team will not see "FISH KILL!" in the kill feed, a clear sign that you are not dead.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
|
 
|
* A Scout who causes health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so use rockets, grenades, and bombs to dispatch him quickly.  
+
* A Scout who causes Health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will often kill him instantly.
* Try to steal the small health kits dropped by teammates that the Scout aided in killing if he has the Candy Cane equipped.
+
* Try to steal the small Health kits dropped by teammates killed by the Scout, preventing him from using the benefit of the weapon.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins'''
 
|
 
|
* Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
+
* Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing.
** A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a large amount of health.
+
* Most melee weapons have a short delay before they hit, so you can use a source of knockback on the Scout just as he swings to force a miss.
 +
* A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of his health.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|
 
|
* The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from and repelling any Scout that may try to pick you off.
+
* The Sun-on-a-Stick does full crit damage to burning enemies. If you are set on [[fire]], you should be trying to extinguish yourself, retreating from and repelling any Scout that tries to pick you off.
 +
* The Sun-on-a-Stick grants a passive 25% resistance against fire damage while active. A burning Scout may deploy it to reduce damage as he retreats.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|
 
|
* If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to your teammates for help.
+
* If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon and try to move to your teammates for help.
* A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off if there are too many enemies.
+
* A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover until the mark wears off if there are too many enemies.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}
 
|
 
|
* While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, which can expedite killing him.
+
* The Scout can triple jump when the Atomizer is fully deployed. Keep in mind alternate routes he can take.
** Beware of ambushes from Scouts who combine the Atomizer with other weapons that improve his mobility.
+
* If the Scout deploys the Atomizer in combat, he may be planning to retreat by gaining access to triple jumps. As the Atomizer must be his active weapon in order to triple jump, you only have to deal with his double jump during a fight.
 +
* The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage - deal with the Scout as if he were fighting with the stock Bat.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}}
 
|
 
|
* While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing.
+
* While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing.
 +
*The ball can be used as a long range harassment, to keep pressure on distant enemies like [[Snipers]] with the damage over time effect, or as an opening attack. Be prepared for a fight if hit from behind!
 
|-
 
|-
 
|}
 
|}

Latest revision as of 06:08, 13 November 2023

'Kay, this does not look good here, um...
Never send a boy to fight a man's war.
The Soldier

The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush unprepared enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.

General

Attributes Anti-Scout strategy
Scout emblem RED.png Role
  • The Scout is best at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
  • The Scout is one of the best classes at dueling, but generally does not want to fight groups of enemies.
Leaderboard class medic.png Health
  • The Scout is very frail and can usually be killed with two solid hits.
Leaderboard class scout.png Speed
  • The Scout is extremely fast and can double jump. No class can outrun him without certain equipment, so always be prepared to fight.
  • Predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he uses his double jump before trying to land airshots.
  • His maneuverability allows him to easily chase after any other class, but is less powerful in areas where he has less room to dodge.
  • Certain weapons, like the Engineer's Sentry Gun or Heavy's Natascha, can negate the Scout's speed advantage.
Leaderboard class soldier.png Power
  • The Scout’s weapons are devastating at close range but very weak at long range. He must put himself in danger and actively enter combat to have any chance at killing enemies.

Weapon-specific

Main article: Scout weapons

Primary weapons

Weapon Anti-Scout strategy
Scattergun
Scattergun + reskins
  • The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows.
  • It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
Force-A-Nature
Force-A-Nature + reskins
  • The Force-A-Nature deals even more damage than the Scattergun up close but must be reloaded every two shots. If the Scout stays nearby, pick him off during his frequent reloading periods.
  • The Force-A-Nature's knockback lets the Scout easily reposition himself or push you backward for a follow-up shot. Avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
    • In open areas, you can jump to increase knockback taken to retreat to your team.
  • The Force-A-Nature will also knock the Scout back if he is in midair. If he decides to attack while in midair, you can easily line up a counterattack.
Shortstop
Shortstop
  • The Shortstop has a tight bullet spread suited for medium range. You can get closer to the Scout without taking as much damage.
  • When the Scout has the Shortstop active, he suffers extra vulnerability to knockback. Send him flying and he'll have a harder time aiming at you for a counter-shot.
  • At melee range, the Shortstop can also be used for a shove that deals 1 damage and medium knockback, which places you at the optimal Shortstop firing range. Additionally, don't position yourself near an environmental hazard for too long.
Soda Popper
Soda Popper
  • The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back, however, do keep in mind that the Soda Popper has a faster reload so be quick to attack.
  • Change direction after the first shot to increase your chances of dodging the second.
  • If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult.
Baby Face's Blaster
Baby Face's Blaster
  • The Baby Face's Blaster only holds 4 rounds per clip, giving it less sustained firepower.
  • As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons.
  • Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
  • Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit can slow him down to his lowered base speed (a downside of the Baby Face's Blaster).

Back Scatter
Back Scatter

  • The Back Scatter is less accurate and holds fewer shots than the Scattergun, but promotes an ambushing playstyle. If you can avoid being ambushed, direct fights against the Scout are easier.
  • Scouts tend to take alternate routes to catch you off-guard. Check your back often so he doesn't ambush you.
  • The Back Scatter deals mini-crits from behind. Keep facing the Scout so he can't get behind you.

Secondary weapons

Weapon Anti-Scout strategy
Pistol
Pistol + reskins
  • The Scout may switch to the Pistol to harass you from a distance or to finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure.
  • The Pistol is the Scout's only option at long range.
Bonk! Atomic Punch
Bonk! Atomic Punch + reskins
  • Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using knockback.
  • If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up.
Crit-a-Cola
Crit-a-Cola
  • A Scout typically drinks Crit-a-Cola before an ambush. Watch your back!
  • Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he attacks regardless of whether it hits or not. Stay calm and fight back.
Mad Milk
Mad Milk + reskins
  • If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. Be cautious of any other enemies around you to avoid becoming their Health kit.
  • An accurate Scout can take advantage of the Mad Milk's healing to stay fighting for a prolonged period of time. Prevent him from healing by dodging his attacks.
  • Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet.
  • A Scout who equips Mad Milk gives up his Pistol; you only have to deal with his primary weapon.
Winger
Winger
  • The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage.
  • This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
  • The Winger's smaller clip size means the Scout has less secondary capability, and may use this weapon mostly for added mobility while engaging with his primary.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
  • The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit but has a smaller clip size.
  • If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a Health pack and won’t save him from a solid hit.
Flying Guillotine
Flying Guillotine
  • The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds.
  • Long-distance hits reduce the Guillotine's recharge time but are harder to get hit by if you pay attention.

Melee weapons

Weapon Anti-Scout strategy
Bat
Bat + reskins
  • If you are low on health, the Scout may switch to the Bat to finish you off. He could easily deal more damage with his primary weapon, so don't panic and keep your aim steady.
Sandman
Sandman
  • If you are struck and slowed by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat.
  • The Sandman reduces the Scout's health by 15 (making it 110), making killing him significantly easier - a point-blank rocket can instantly kill him.
Holy Mackerel
Holy Mackerel + reskins
  • The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
  • If you are the Spy and fake your death using the Dead Ringer, the enemy team will not see "FISH KILL!" in the kill feed, a clear sign that you are not dead.
Candy Cane
Candy Cane
  • A Scout who causes Health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will often kill him instantly.
  • Try to steal the small Health kits dropped by teammates killed by the Scout, preventing him from using the benefit of the weapon.
Boston Basher
Boston Basher + reskins
  • Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing.
  • Most melee weapons have a short delay before they hit, so you can use a source of knockback on the Scout just as he swings to force a miss.
  • A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of his health.
Sun-on-a-Stick
Sun-on-a-Stick
  • The Sun-on-a-Stick does full crit damage to burning enemies. If you are set on fire, you should be trying to extinguish yourself, retreating from and repelling any Scout that tries to pick you off.
  • The Sun-on-a-Stick grants a passive 25% resistance against fire damage while active. A burning Scout may deploy it to reduce damage as he retreats.
Fan O'War
Fan O'War
  • If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon and try to move to your teammates for help.
  • A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover until the mark wears off if there are too many enemies.
Atomizer
Atomizer
  • The Scout can triple jump when the Atomizer is fully deployed. Keep in mind alternate routes he can take.
  • If the Scout deploys the Atomizer in combat, he may be planning to retreat by gaining access to triple jumps. As the Atomizer must be his active weapon in order to triple jump, you only have to deal with his double jump during a fight.
  • The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage - deal with the Scout as if he were fighting with the stock Bat.
Wrap Assassin
Wrap Assassin
  • While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.
  • The ball can be used as a long range harassment, to keep pressure on distant enemies like Snipers with the damage over time effect, or as an opening attack. Be prepared for a fight if hit from behind!

See also