Basic Scout strategy

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The Scout is a short-range, high-speed fragile class with the ability to double jump. He counts as two players while capturing Control Points and Payload carts.

His role is to flank rapidly, dodge wildly, and use hit-and-run tactics in order to eliminate enemies with his deadly Scattergun.

General

  • The Scout is the fastest class in the game, and double-jumping allows players to cross complex terrain in unusual and confusing ways. Scouts should always be unpredictable, and should stay on the move at all times.
  • The Scout excels in one-on-one combat. With practice, his natural fragility can be mitigated, and his extreme damage and mobility give him the edge over most enemies.
  • Unlike the majority of classes, players are easily able to escape from knock back. The most effective technique is to double jump immediately after being pushed in order to pass over an opponent's head or change direction completely.
  • The Sentry Gun is one of the Scout's most dangerous foes. Sentry Guns can be destroyed by cornering, firing from a distance, or by using Bonk! Atomic Punch in order to pass by safely. Well-placed Sentry Guns may require the assistance of a teammate, and as will Sentry Guns protected by an Engineer.
  • Double jumping can prevent fall damage. Jumping just before hitting the ground, or jumping to a nearby ledge when falling will mitigate any damage when falling from a significant height.
  • Scouts can also double jump in order to change direction of travel in mid-air, making it harder for enemies to predict the Scout's movement pattern. Players should use this to their advantage, especially against Snipers and Soldiers.
  • If an enemy has been caught off-guard, Scouts should move as close as possible before firing. At very short range, the Scattergun can inflict over one hundred damage. This means that two shots can often kill an opponent before he has time to react.
  • If a slower teammate has taken the enemy Intelligence, players should consider asking their teammate to drop it (Default key: 'L'). This will allow the Scout can capture the Intelligence more quickly, and keep the stronger classes on the frontlines.
  • The Scout's fast speed allows him to provoke enemies. Scouts should keep their distance when an opponent uses close-range weapons, and then charge in for the kill when the enemy switches to long-range alternatives.
  • Scouts have low health, and Medics aren't always available. Therefore, it is suggested that players memorise the locations of health packs on each map for future use.
  • Depending upon the situation, Scouts should try to avoid running backwards as it slightly reduces movement speed and could result in a quick death if the Scout accidentally backs into a wall or corner.

Weapon Specific Tips

Scattergun

Item icon Scattergun.png

  • While using the Scattergun, players should not rely on the mouse alone to track foes. Players should use their movement to keep the opponent centered on the screen, and fire whenever the cross-hairs and opponent are synchronised. This allows players to focus on moving efficiently and erratically, making them harder to hit while at the same time making their aim smoother and more accurate via prediction.
  • The Scattergun can be used to kill an enemy Medic with an unactivated ÜberCharge before he is aware of the Scout's presence. Two or three point-blank shots will normally do the job.
  • Over time, the Scattergun has much higher damage potential than the Force-A-Nature. In short bursts however, the Force-A-Nature beats the Scattergun.
  • Like the Shotgun, the Scattergun has a wide spread. Instead of wasting their primary ammunition at range, players should try switching to their Pistol in order to weaken enemies at long-range before moving in for the kill.
  • In order to maximize their efficiency with the Scattergun, players should try to create a rhythmic pattern in their head based upon the the firing speed of the Scattergun. As strange as it sounds, it helps to know exactly when to aim without sacrificing movement control, which can be affected by aiming radically.

Force-A-Nature

Item icon Force-A-Nature.png

  • The Force-A-Nature deals excellent burst-damage but can't sustain a high level of damage over time. As such, it works better as a hit-and-run weapon.
  • If players plan on using the Force-A-Nature, the Pistol is an effective counterpart. The Force-A-Nature's small clip size means that without the Pistol, players will be essentially weaponless for two seconds after firing both shots.
  • Force Jumps and Triple Jumps allow players to reach unusual positions and dodge even more erratically than double jumping alone.
  • The Force-A-Nature's Knock back ability should be used by players to their advantage. As the movement of an enemy launched into the air is generally predictable, a follow-up shot should be easy to acquire. Players should approach the target and fire the second shot as soon as possible in order to deal maximum damage.
  • It's sometimes better to fire the remaining shot in a half-empty Force-A-Nature rather than reload manually, as the shell is lost either way.

Shortstop

Item icon Shortstop.png

  • Halfway between a Pistol and a Shotgun, the Shortstop deals less damage up close, but it reliably deals excellent damage at range.
  • The Critical hits from this weapon are devastating. Critical hits are generated like a Pistol, so if players fire one critical in a clip, the rest of the clip is guaranteed to Crit as well.
  • The Shortstop draws from the same ammunition as the Pistol, and therefore pairing these two weapons may drain a player's ammo reserve quickly. Instead, players should consider using Bonk! Atomic Punch, Mad Milk or Crit-a-Cola.
  • The Shortstop reloads rapidly, allowing consistent damage over time.

Pistol / Lugermorph

Item icon Pistol.png Item icon Lugermorph.png

  • One of the Pistol's primary uses is to finish off wounded targets.
  • The Pistol reloads much faster than the Scattergun. When both weapons are empty, reloading the Pistol first will allow players to fire much sooner.
  • Pistol criticals are deadly. If a player happens to get first blood in Arena, switching to the Pistol should allow the player to eliminate any class in one clip, including most overhealed enemies.
  • Though the Scattergun trumps it at close combat, at medium- to long-range the Pistol is an excellent option for dealing consistent damage.
  • The Pistol is recommended for players that wish to deal as much damage as possible before having to retreat. Being the only secondary weapon that does this, the Pistol is the perfect choice.

Bonk! Atomic Punch

Item icon Bonk! Atomic Punch.png

  • Bonk! is a situational, but effective, utility item.
  • Bonk! should be used for dodging around things players would normally run away from, such as Sentry Guns, Heavy-Medic pairs, stickybombs or large groups of enemies.
  • Bonk! is useful when pushing through sticky traps in order to attack Demomen as close-range.
  • Bonk! can be used as a temporary ÜberCharge for distracting Sentry Guns.
  • Bonk! can be used when passing through the enemy team in order to reach the enemy spawn. This allows the Scout to destroy Teleporter entrances and pick off fragile foes.
  • Bonk! can be used to easily pick up the Intelligence in the field (once the effect wears off), or to keep a Payload cart from moving backwards if it's being heavily defended.
  • Bonk! can be used to escape otherwise-lethal situations.
  • Bonk! can also be used to block enemies from passing through small openings or navigating tight hallways.
  • Bonk! is excellent for escaping with as much health as possible, and is very useful if the Scout is on fire or is bleeding, as it allows the player to locate a health kit or find a nearby Medic.

Crit-a-Cola

Item icon Crit-a-Cola.png

  • At point-blank range, one mini-crit from the Scattergun or Force-A-Nature will kill any low-health class. Players should use the weapon when they are in a position to ambush their foes.
  • Because all damage delivered both to and from the Scout will be mini-crits, players will be far more vulnerable when under the effects Crit-a-Cola. Therefore, the weapon should not ordinarily be used in open combat against enemies that are aware of the Scout's location. Hence, ambushing enemies is often the most effective tactic.
  • Mini-Crits don't suffer from damage falloff, so any of the Scout's primary weapons can deal decent damage at range.
  • Crit-a-Cola meshes well with the Shortstop, as it is made for longer-range engagements.
  • Players should not drink Crit-a-Cola while under the effects of a friendly Buff Banner, a Critical hit Boost or when facing an enemy covered in Jarate; Mini-Crits do not stack with Critical hits or other Mini-Crits.
  • For the same reason, players will not be disadvantaged if the use weapon when the enemy already has a Crit or Mini-Crit buff as the penalties do not stack.
  • Players should be wary when facing Snipers who have the Bushwacka equipped, as one hit will when under the effects of Crit-a-Cola will be a critical hit rather than a mini-crit, and will therefore kill the Scout instantly.

Mad Milk

Item icon Mad Milk.png

  • Mad Milk makes fighting stronger classes such as Heavies easier, as the player's continuous damage will help them withstand the enemy's greater firepower.
  • Mad Milk is also a great supplement for an offensive (or defensive) push, allowing attackers to replenish their health quickly.
  • The weapon also gives players some of the benefits of Jarate, such the ability to extinguishing teammates and reveal cloaked Spies.
  • The Mad Milk effect may be hard to notice on a player's HUD, as it simply appears as a small white drop next to their health icon. As such, if a player covers an enemy with Milk during an assault or push, it is unlikely they will notice and could put themselves into a situation that will greatly benefit the Scout's team.

Bat

Item icon Bat.png

  • The Bat should be used to finish off a player that has been weakened by the Scattergun or Pistol.
  • Players should track enemies as if they were using a regular melee weapon. This is especially important as the the Bat's rapid swings require the player to hit more frequently in order to deal the same amount of damage.
  • The Holy Mackerel has the same stats as the Bat. The Bat should be used by players that wish to pass through enemies without being detected and/or remain less obvious on the kill feed.
  • As Scouts are the fastest class and can therefore can catch up to any slower enemy. This can be used to the player's advantage if an enemy is running away. This usually means they are low on health or have run out of ammo, and cannot easily defend themselves.

Sandman

Item icon Sandman.png

  • The Sandman's stun ball slows the target and prevents them from using their weapons. The duration of the effect increases with the distance between the player and their target.
  • The Heavy is one of the best targets for the ball. He's slow and easy to hit, and the stun stops his incredibly high damage. Players should bear in mind that his Minigun will remain spun up while stunned, so they should be prepared to retreat when the stun effect wears off.
  • The Sandman's ball launches in an arc similar to the Flare Gun's projectile, however the ball launches slightly above the crosshair. Players should take this into consideration before attacking.
  • The Sandman reduces the Scout's Health by 15. As such, players should pay attention to their strengths and work with their teammates in order to improve their odds of survival.
  • Be aware that enemy Pyros can use their compression blast to reflect the Sandman's ball. It can even stun the player that launched it, or their teammates.

Holy Mackerel

Item icon Holy Mackerel.png

  • The Holy Mackerel is exactly like the Bat, except it announces each blow in the kill feed. This can be be beneficial, but can also draw more attention to a Scout that is behind enemy lines. If discretion is a priority, the Bat may be a better option.
  • Hits on disguised Spies do not display in the kill feed.
  • A hit that triggers a feign death will be displayed as a hit, instead of a kill. This is a good way to know if a Spy is using the Dead Ringer.

Candy Cane

Item icon Candy Cane.png

  • Players do not need to kill the enemy with the Candy Cane in order to acquire the bonus health pack. So long as the player has the weapon equipped, any kill or assist will cause the health pack to drop.
  • The health pack dropped from the Candy Cane can be a lifesaver after beating an enemy Pyro, since health packs extinguish flames instantly.
  • If there are Spies lurking nearby, the Candy Cane can be great for detecting Dead Ringers as a Spy who fakes death with the Dead Ringer will not drop a health pack. There are other, more effective methods of spychecking, but can still be effective if used correctly.
  • The Candy Can is very effective in Medieval Mode, as two small health kits will be dropped after ever kill instead of only one.

Boston Basher

Item icon Boston Basher.png

  • The Boston Basher can be effective if used against an unaware opponent once, and then followed up with a ranged weapon. Trying to finish an enemy off with the weapon may very well result in players accidentally hitting themselves and risking death due to the bleed damage.
  • Swinging the Boston Basher around wildly is extremely hazardous to a player's health. As such, players should not attack using the Boston Basher unless they are sure that they will strike an enemy. A single miss will damage and disorient the Scout, increasing the risk of imminent death at the hands of enemies.
  • Players can use the Boston Basher to damage themselves and help a Medic fill their ÜberCharge more quickly.
  • The weapon's self-damage can knock players higher into the air at the cost of roughly 1/4 of their health.
  • Players should always be prepared to find a health pack or Medic if they hit themselves, as continuing to fight an opponent while bleeding is often suicidal.

Sun-on-a-Stick

Sun-On-A-Stick

  • Players should work with a friendly Pyro in order to hit enemies after they are ignited.
  • Similarly, players should be alert for Snipers using ignited arrows with their Huntsman. The Sun-on-a-Stick can easily provide the death-blow to a burning adversary.

The Special Delivery

Shortstop Mad Milk Holy Mackeral Milkman

  • The +25 health this set provides can be helpful against other Scouts, afterburn and wayward explosives.
  • Players should remember that their only ranged weapon will be the Shortstop.
  • Before running into a large group of enemies, players should throw their Mad Milk and quickly switch to their Shortstop. This is very effective when matched with the extra 25 max health received by wearing The Special Delivery.

See also