Classes

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

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

Official classes

Unused content

* Note: The Civilian class cannot be selected in-game after the December 20, 2007 Patch.

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 the player's choice of strategy.

Offensive Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png

Tf2 offense.png

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 focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreck fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).

Defensive Leaderboard class demoman.png Leaderboard class heavy.png Leaderboard class engineer.png

Tf2 defense.png

Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.

Support Leaderboard class medic.png Leaderboard class sniper.png Leaderboard class spy.png

Tf2 support.png

Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, or 300% healing rate as well as immunity to movement impairing effects. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable buildings, and assassinate critical threats.

Health points

Class health points comparison

The "All class" portrait.
Class Base HP Overhealed
Leaderboard class scout.png Scout
(Sandman equipped)
(Special Delivery pack equipped)
125
110
150
185
165
225
Leaderboard class soldier.png Soldier 200 300
Leaderboard class pyro.png Pyro 175 260
Leaderboard class demoman.png Demoman
(Eyelander, HHHH or Nessie's Nine Iron equipped, 0 heads)
(Eyelander, HHHH or Nessie's Nine Iron equipped, 1 head)
(Eyelander, HHHH or Nessie's Nine Iron equipped, 2 heads)
(Eyelander, HHHH or Nessie's Nine Iron equipped, 3 heads)
(Eyelander, HHHH or Nessie's Nine Iron equipped, 4+ heads)
(Claidheamh Mòr equipped)
(Ali Baba's Wee Booties or Bootlegger equipped)
(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 0 heads)
(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 1 head)
(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 2 heads)
(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 3 heads)
(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 4+ heads)
(Ali Baba's Wee Booties or Bootlegger and the Claidheamh Mòr equipped)
175
150
165
180
195
210
160
200
175
190
205
220
235
185
260
225
245
270
290
315
240
300
260
285
305
330
350
275
Leaderboard class heavy.png Heavy
(Dalokohs Bar or Fishcake for 30 seconds)
(Warrior's Spirit equipped)
(Dalokohs Bar or Fishcake eaten and Warrior's Spirit equipped)
300
350
280
330
450
450
420
420
Leaderboard class engineer.png Engineer
(Gunslinger equipped)
125
150
185
225
Leaderboard class medic.png Medic
(Vita-Saw equipped)
150
140
225
210
Leaderboard class sniper.png Sniper
(Darwin's Danger Shield equipped)
125
150
185
225
Leaderboard class spy.png Spy
(Conniver's Kunai equipped)
(Maximum buff from Conniver's Kunai)
(Big Earner equipped)
125
60
180
100
185
90
N/A
150
Civilian 50 75


A Medic with the Medi Gun or Kritzkrieg may overheal a teammate to 150% of their normal health maximum: the Quick-Fix cannot overheal but boasts an increased normal healing rate. If hurt, a player can refill their health through a number of ways.

Speed

Equalizer speed values vs. health

Speed is measured in-game using the command cl_showpos 1, measuring in velocity units (v.) The standard movement speed is 100% (that of the 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, while crouching 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 and all on the losing team will move 10% slower. All normal walking speeds are capped at 400v, or 133% (that of the Scout).

For Spies, disguising as a slower class (Soldier, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the 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, etc.), however, will not make the Spy move faster and he will continue to move at 100% speed.

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

A Soldier who has hit a teammate within the last 4 seconds with the Disciplinary Action will allow the teammate and the Soldier himself to move at 140% of the speed they normally would, capped at Scout speed.

A Medic who has the Quick-Fix equipped will be able to match the speed of any faster heal target while they are connected by the healing beam.

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

Class speed comparison

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

(Equalizer with 121-160 HP)
(Equalizer with 81-120 HP)
(Equalizer with 41-80 HP)
(Equalizer with 1-40 HP)
(charging with Cow Mangler 5000)

80%

88%
96%
112%
128%
26.7%

240v

264v
288v
336v
384v
80v

72%

79%
86%
101%
115%
26.7%

216v

238v
259v
302v
346v
80v

26.7%

29.3%
32%
37.3%
42.7%
1.3%

80v

88v
96v
112v
128v
4v

Leaderboard class pyro.png Pyro

(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

(charging with Chargin' Targe or Splendid Screen)
(Eyelander, HHHH, or Nessie's Nine Iron and 1 head)
(Eyelander, HHHH, or Nessie's Nine Iron and 2 heads)
(Eyelander, HHHH, or Nessie's Nine Iron and 3 heads)
(Eyelander, HHHH, or Nessie's Nine Iron and 4+ heads)
(Scotsman's Skullcutter)

93%

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

280v

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

84%

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

252v

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

31.1%

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

93.33v

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

Leaderboard class heavy.png Heavy

(Minigun, Natascha, or Tomislav spinning)
(Brass Beast spinning)
(G.R.U. drawn)
(Buffalo Steak Sandvich for 15 seconds)

77%

37%
14.67%
99.67%
104%

230v

110v
44v
299v
311v

69%

33%
13.2%
89.7%
93%

207v

99v
39.6v
269.1v
279.5v

25.5%

0%
0%
33.2%
34.5%

76.67v

0v
0v
99.67v
103.5v

Leaderboard class engineer.png Engineer

(hauling any building)

100%

75%

300v

225v

90%

67.5%

270v

202.5v

33.3%

25%

100v

75v

Leaderboard class medic.png Medic

(Overdose drawn with 100% ÜberCharge)

107%

117.33%

320v

352

96%

105.6%

288v

316.8

35.5%

39.11%

106.67v

117.34v

Leaderboard class sniper.png Sniper

(Sniper Rifle, Sydney Sleeper, Bazaar Bargain, or Machina zoomed)
(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


* Note: 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 of the classes. 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.