Community Soldier strategy/es

From Team Fortress Wiki
< Community Soldier strategy
Revision as of 09:47, 25 July 2012 by Fraka (talk | contribs) (Added Beggar's Bazooka)
Jump to: navigation, search
Victory!
«
¡Al infierno con ellos!
El Soldier antes de una gran masacre
»

Como la clase de asalto para todo propósito Team Fortress 2, el Soldier es fácil para comenzar a jugar pero difícil de perfeccionar. El Soldier es capaz de ataques a largo y corto alcance, es preciso, y puede acceder a áreas que normalmente otros no pueden a través de saltos cohete. El Soldier es una clase sólida para "explotarlos a todos" , y jugadores experimentados pueden asaltar o defender puntos estratégicos con implacable eficiencia.

Tips Rápidos

  • Siempre toma los puntos altos. Eres mas difícil de atacar en elevaciones altas, y tus cohetes son mas difíciles de evadir.
  • Un equipo sin Soldier es probablemente débil ofensivamente. ¡Llena el rol para hacer retroceder al equipo enemigo y cumplir los objetivos!
  • Busca atajos con tus saltos con cohete, especialmente en los modos de juego Captura la bandera y Puntos de Control. ¡Una simple captura puede tomar a todo el equipo por sorpresa!

General

  • Con 200 HP, tienes la segunda más alta cantidad de vida siguiendo al Heavy. Mientras que el Pyro y Demoman tienen sólo poco menos HP que el Soldier, el Soldier puede ser sobrecurado a un máximo de 300 HP y es capaz de entrar en combate de manera efectiva en la mayoría de rangos, dándole a los jugadores más flexibilidad a largas distancias que el Pyro y a más cortas distancias que el Demoman.
  • Tu velocidad base es la segunda más lenta en Team Fortress 2, después de la del Heavy. Esto puede darte menos flexibilidad al atacar y en retiradas, así que siempre debes asegurarte de planificar tus movimientos. Los saltos cohete te serán de gran ayuda para llegar al campo de batalla o retirarte más rapidamente.
  • Algunas veces tal vez elegirás actuar como un Sniper, especialmente en defensa, donde eres capaz de interrumpir las capturas enemigas muy rudamente si te encuentras bien posicionado, incluso tomando en cuenta el modificador de distancia. Esto sólo deberia ser puesto en práctica cerca de un Dispensador aliado o cerca de un punto de reaparición de munición/botiquines, porque la baja capacidad de munición del Lanzacohetes impide el poder quedarse mucho tiempo en un mismo lugar.
  • Después del Heavy, eres una de las más amenazantes clases en combate. Los jugadores tienden a considerar a los Soldier mucho más preparados para el combate que a la mayoría de las otras clases debido a la significante cantidad de daño que tus armas primarias pueden causar a cualquier distancia.
  • Tal vez tu mayor ventaja sobre cualquier otra clase es la habilidad del salto cohete. Usando tu arma primaria en conjunto de un salto, es posible alcanzar alturas considerables y cruzar grandes distancias más rapidamente que la mayoría de las otras clases. Esta movilidad es esencial para ganar una ventaja sobre el enemigo en combate.
    • Sólo tomarás 60% de daño de tus propios cohetes; esto se traduce en aproximadamente 40 de auto-daño por cada salto cohete. De todos modos, esta reducción de daño sólo aplica cuando estás en el aire cuando el cohete explota, así que cualquier cohete disparado mientras estás en tierra te producirá daño completo.
    • Un salto cohete vertical puede permitirte llegar a lugar normalmente inaccesibles a la mayoría de las otras clases, así que intenta usar esto para ganar una ventaja de altura sobre otros jugadores. La ventaja de altura permite dañar enemigos más fácilmente con el daño de explosión de los cohetes.
  • Ayuda a un Medic aliado a conseguir Supercarga produciéndote daños con tus cohetes. Sólo haz esto si no hay chances de un ataque sorpresa del enemigo.
    • Nótese que la Supercarga se gana a velocidad máxima durante el tiempo de preparación en la versión de PC y Mac, así que esta estrategia solamente es útil después de que la ronda haya comenzado.
  • Es usualmente sabio activar la opción de "Recargar las armas automaticamente cuando no estés disparando" en las opciones avanzadas de multijugador. Cuando esta opción está activada, las armas intentarán recargarse automáticamente después de cada disparo y puede ser interrumpido al disparar el arma nuevamente. Por el pequeño tamaño de cargador de tus armas, es práctico tenerlas totalmente cargadas entre y dentro de peleas, y la recarga de simple disparo le hace más difícil a tus enemigos de sorprenderte mientras recargas. Ser capaz de recargar un cohete tan pronto como hagas un salto cohete a la batalla será de gran ayuda.
  • Tus cohetes se originarán de la derecha o izquierda del modelo del personaje al disparar, dependiendo en la orientación (modelos diestros generarán el proyectil desde la derecha, modelos zurdos desde la izquierda.) Esto puede ser usado para disparar cohetes alrededor de esquinas sin ser totalmente expuesto, y debe tomarse en cuenta en los saltos cohete. Sin embargo esto no se aplica al Original, que dispara desde el centro de la pantalla.
  • En las configuraciones, cambiar la variable "cl_interp" alterará qué tan tarde los cohetes se dispararán. Encontrar le configuración correcta es útil para obtener más precisión. La variable por defecto es 0.01; subirla hasta, digamos, 0.03 incrementará el retraso.
  • Los modificadores de distancia en los cohetes son calculados basados en dónde es el jugador cuando los cohetes explotan, no en dónde fueron disparados. Esto puede ser aprovechado a tu favor a través de cerrar la distancia en tus enemigos a través de saltos cohete hacia grandes grupos mientras disparas hacia ellos, incrementando la potencial cantidad de daño producido.
El salto cohete es esencial para el Soldier, ya que le permite recorrer distancias rápidamente.

Saltos Cohete

  • Los saltos cohetes te permiten ganar accesos a áreas que normalmente son sólo accesibles a otros Soldiers y Demomans. También pueden ser usados como atajos, para atravesar áreas rápidamente, ganar una ventaja de altura sobre enemigos, o llegar a áreas que sólo son accesibles desde la dirección opuesta.
  • Para hacer un salto cohete, simplemente dispara un cohete a tus pies mientras saltas. Esto amplificará el componente vertical de tu salto, permitiéndote alcanzar alturas más grandes de lo normal.
    • Saltar y agacharse (saltar y en el aire agacharse) antes de disparar el cohete te permitirá ganar incluso más altura. Esto es esencial en alcanzar áreas inaccesibles sin saltos cohete que no utilizan el agacharse.
    • Ya que un salto cohete meramente amplifica el momentum existente, es importante tener la dirección pretendida en la mente al hacer un salto cohete, y alterar el movimiento en el suelo por el mismo fin.
  • Los saltos cohete pueden usarse tanto para movilidad vertical como horizontal. La dirección de tu momentum depende en dónde explotó el cohete relativamente a tu centro de masa, así que lanzando un cohete a un costado te permitirá ganar un significante momentum horizontal.
    • Al hacer un salto horizontal, intenta usar objetos cercanos como muros para crear explosiones al mismo nivel que tú, en vez de abajo.
  • Puedes estrafear mientras estás en el aire; esto puede ser de ayuda para esquivar disparos dirigidos a ti, especialmente explosivos lanzados por Soldiers y Demomans enemigos.
    • En conjunto con saltos cohete, estrafeo aéreo te permite mantener una considerable cantidad de momentum incluso en el ápice de tu salto. En orden para hacer un estrafeo aéreo, simplemente mantén presionada un botón de estrafeo mientras sueltas el botón de "adelante" y girando en la misma dirección del estrafeo. Esto permite al Soldier estrafear alrededor de esquinas o alcanzar áreas de otro modo inaccesibles a través de otros medios.
  • Ten en cuenta el hecho de que los cohetes aparecerán en la misma dirección que el Lanzacohetes. Esto puede afectar el rendimiento de los saltos cohete considerablemente, especialmente de saltos horizontales.
  • Siempre aprovecha la oportunidad de recargar el Lanzacohetes inmediatamente despues de empezar un salto cohete. Si estás provocando emboscadas o bombardeos en el enemigo, te permite tener un cohete más contra el enemigo, o escapar si las cosas salen mal.

Armas Específicas

Armas Primarias

Lanzacohetes/Lanzacohetes Festivo/Original

Arma Ícono/muerte Munición Daño
Cargada Reserva Quemarropa Media distancia Larga distancia Auto-Daño Crítico Velocidad/proyectil
Rocket Launcher
Objetos Básicos
Lanzacohetes
Killicon rocket launcher.png 4 20 105-112 50-90 45-60 27-89 270 1100 Unidades Hammer por/seg
Festive Rocket Launcher
Uncrate
Lanzacohetes Festivo
Killicon rocket launcher.png
Original
Promocional/Fabricación
Original
Killicon original.png



  • Siempre mantén el Lanzacohetes recargado. Con un máximo de 4 cohetes cargados, es mejor siempre estar preparado.
    • Activar la opción "Recargar las armas automáticamente cuando no estás disparando" en opciones avanzadas de multijugador puede ser de gran ayuda.
  • Ya que el cohete es un proyectil de lento movimiento, asegúrate de disparar un poco más adelante de la dirección del objetivo, también apuntar hacia el suelo o muros cercanos para aprovechar el daño de explosión.
    • Cuando disparas a largas distancias, intenta disparar hacia donde el objetivo estará y dispara un segundo cohete a donde es probable que se posicionen para esquivarlo. Hacer esto aumentará la probabilidad de alcanzar enemigos a largas distancias. Si los enemigos estan muy lejos, puedes atacarlos con la Escopeta, en lugar de gastar tus cohetes. No hará mucho daño, pero la escopeta recarga mucho más rapido y es más difícil que sea esquivada
    • El daño y radio de explosión del Lanzacohetes te permite dañar enemigos aún si no hay línea de visión directa. Esto te permite disparar alrededor de esquinas o a objetos cerca de covertura para dañar o matar enemigos.
  • Trata de hacer malabares o hacer botar enemigos al disparar cohetes a sus pies. Mientras estén en el aire, los enemigos pierden casi todas sus opciones de control, (a excepción de Scouts, que pueden hacer un doble-salto) permitiéndote acertar un segundo disparo fácilmente. Lanzar enemigos en el aire usualmente los desorienta, y usualmente tienen problemas al responder al fuego.
    • Intenta acertar un golpe directo con un cohete a un enemigo en el aire. Un golpe directo provoca mucho más daño que la explosión sola.
  • El Lanzacohetes recarga más lentamente que muchas de las otras armas, y es improbable que descargar los cuatro cohetes y que todos golpeen enemigos. Por esta razón, intenta predecir los movimientos enemigos y disparar un cohete a la vez. Una de tus grandes vulnerabilidades es ser atacado durante la recarga del Lanzacohetes, así que tener algunos cohetes en reserva todo el tiempo puede incrementar mucho tus chances de sobrevivir a una emboscada.
    • Considera cambiar a la Escopeta en lugar de esperar a recargar el Lanzacohetes durante una pelea. Esto te permite continuar tu ataque sin interrupciones, y mantener la presión sobre el enemigo. En una pelea uno-a-uno con un Soldier enemigo, cambiar a la Escopeta en el momento exacto puede ser la diferencia entre vivir o morir.
  • Cuando dispares un cohete a quemarropa a un enemigo, salta y dispara el cohete a sus pies. Recuerda que si eres dañado por tus cohetes mientras estas en el aire, el juego los tratará como un salto cohete, minimizando el daño que te provocas y al mismo tiempo distanciándote del enemigo.
  • Mientras tratas de limpiar un punto de control o una Vagoneta, haz un salto cohete sobre el objetivo y dispara abajo, hacia el objetivo. En elemento clave de esto es recargar mientras estás en el aire, de esa forma cuatro cohetes estarán cargados y listos para salir en la cima del salto. El alto ángulo del ataque asegurará que el daño de explosión afectará una gran área del carro o punto de control, cosa que puede ser muy útil.
  • El Lanzacohetes es usualmente una mejor opción que el Impacto Directo si tu intención es ser un amigo del Medic. El radio de explosión más ancho del Lanzacohetes te permite dañar a cualquier enemigo atacante más fácilmente, como también lanzarlos en el aire e interrumpir su ataque. También es mas efectivo que el Impacto directo mientras estás bajo los efectos de una Supercarga de Kritzkrieg.
  • El Lanzacohetes es capaz de provocar una significante cantidad de daño al disparar un cohete crítico. Así sea por suerte o potenciación de críticos, un sólo cohete crítico es capaz de matar casi cualquier clase en un solo impacto, o provocar suficiente daño como para forzar una retirada.
  • Al pelear con clases de poca HP, como Scouts, Engineers o Spies, en lugar de usar dos cohetes, solo dispara uno y acábalos con la escopeta. Esto ayudará a conservar un cohete extra cargado, permitiéndole continuar con su asalto o defensa con facilidad.
  • Ya que el Original dispara directamente bajo la mira, es un poco más preciso que el Lanzacohetes, una ventaja eclipsada por la incapacidad de disparar alrededor de esquinas fácilmente como con el Lanzacohetes.
  • Gracias al único modelo de primera persona del Original, los saltos cohetes pueden ser practicados sin tener que compensar por la explosión no-centrada del cohete, que es el caso con todas tus otras armas primarias.




Impacto Directo

Arma Ícono/muerte Munición Daño
Cargada Reserva Quemarropa Media distancia Larga distancia Auto-daño Crítico Velocidad/proyectil
Direct Hit
Desbloqueo
Impacto Directo
Killicon direct hit.png 4 20 140 112 57 27-89 336 1980 Unidades Hammer por/seg



El Impacto Directo es una desbloqueable primaria para el Soldier, diseñada para disparos precisos. Los cohetes disparados por el Impacto Directo viajan 80% más rapidos que los cohetes comunes y provocan 25% más daños, pero tienen un radio de explosión reducido en 70%. También provoca mini-críticos en enemigos lanzados a volar por explosivos.

  • Siempre intenta apuntar directamente a los enemigos en lugar de sus pies, especialmente a cortas distancias. Aprovecha la velocidad del cohete en que los disparos no deben ser tan calculados como con el Lanzacohetes. Recuerda que el radio de explosión de los cohetes del Impacto Directo es tan pequeño que los jugadores pueden esquivarlo fácilmente incluso a medias distancias y salir ilesos.
  • El mayor daño base del Impacto Directo te da una mayor ventaja sobre las clases livianas, (Scout, Engineer, Sniper y Spy) ya que un golpe directo a corta distancia puede matarlos. Esto es especialmente cierto contra Scouts que tengan equipado el Somnífero o el Bastón de Caramelo.
  • Ya que el Impacto Directo produce mini-críticos a enemigos que hayan sido lanzados al aire vía explosivos, intenta hacer malabares con los enemigos lanzándolos al aire e impactarlos por daño incrementado.
    • Recuerda que esto aplica a cualquier explosivo, incluyendo aquellos de compañeros o incluso enemigos. En particular, trabajar con Soldiers o Demomans aliados puede crear oportunidades para ejecutar enemigos que ellos lancen al aire.
    • Siempre mantén un ojo en Soldiers y Demomans que hagan saltos explosivos, especialmente si están tratando de ganar una ventaja de altura o robársela a compañeros. Con buena puntería, es posible golpearlos mientras están en el aire tanto para interrumpir su salto como para producir daño de mini-crítico.
  • El Impacto Directo puede destruir construcciones de Engineers que no estén atendidas con sólo dos cohetes, en lugar de tres como el Lanzacohetes. Por esta razón, si un Engineer enemigo colocó un Arma Centinela en un lugar abierto, el Impacto Directo puede ser bueno para despacharla. Incluso si el Engineer está activamente reparándola, el Impacto Directo puede dañar la Centinela más rápido de lo que el Engineer puede repararla.
  • Si no eres muy dependiente en el daño de explosión para matar a tus enemigos, entonces el Impacto Directo es una mejora sobre el Lanzacohetes.
  • El Impacto Directo ofrece un nuevo estilo de juego para los Soldier. Como su nombre dice, es usado para golpear enemigos directamente para conseguir el máximo daño. Su pequeño radio de explosión se lleva casi toda su utilidad para provocar daño de explosión, de cualquier modo, su daño incrementado hace a los golpes directos mucho mas poderosos que los del Lanzacohetes. La velocidad de proyectil incrementada también prueba ser muy útil ya que uno no tiene que anticipar donde irá el enemigo.
    • Al usar el Impacto Directo recuerda apuntar directamente al enemigo, apuntar muy alto o a un costado resultará usualmente en un disparo errado, y no podemos depender del daño de explosión. También, apuntar bajo puede lanzarlos al aire, desorientándolos y permitiéndote intentar un mini-crítico en el objetivo. Esto es extremadamente útil contra clases con muchos HP. Si tu puntería con objetivos en el aire no es muy buena, equípate con el Tirador de Reserva. Después de lanzar un enemigo al aire con el Impacto Directo, cambia al Tirador de Reserva y acierta al enemigo en el aire para provocar mini-críticos. Recuerda, es más fácil acertar con el Tirador de Reserva que disparar un segundo cohete del Impacto Directo. De todos modos, una vez que mejores con el Impacto Directo, impactos aéreos certeros serán más poderosos.
    • Una gran cosa a recordar con el Impacto Directo es recargar bien. Disparar un cohete y recargar y después disparar otro y recargar nunca es una buena táctica. Esto causa que arruines tu puntería y en combates a corta distancia esto puede ser fastidioso. Intenta tener listos tus 4 cohetes todo el tiempo. Disparar cuatro cohetes en forma rápida y apuntar durante cada cohete puede ser la mejor idea. A veces el Impacto Directo puede ser frustrante y esta táctica puede ayudar.
  • El Impacto Directo funciona de maravilla en corredores angostos. Si el área en la que te encuentras tiene poco espacio para maniobrar, el Impacto Directo es perfecto en esos escenarios, incluso si no eres muy bueno con el. Esto también te da una mayor ventaja con enemigos como Heavies, que ya son lentos, y no tendrán espacio para maniobrar.




Caja Negra

Arma Ícono/muerte Munición Daño Curación
Cargado Reserva Quemarropa Media distancia Larga distancia Auto-daño Crítico Velocidad/proyectil En Impacto
Black Box
Fabricación
Caja Negra
Killicon black box.png 3 20 105-112 50-90 45-60 27-89 270 1100 Unidades Hammer por/seg 15



La Caja Negra es una fabricable arma primaria para el Soldier. Al impactar, 15 HP es restaurada en tu salud, pero la Caja Negra sólo es capaz de llevar tres cohetes cargados, a diferencia de los cuatro del Lanzacohetes.

  • Si un cohete golpea a más de un enemigo, 15 HP serán restaurados por cada enemigo dañado.
  • Al ser capaz de curarte 15 HP por cada impacto, puedes aguantar en la batalla más tiempo de lo usual. Pero recuerda que debido al reducido tamaño del cargador no es posible producir daño tan sostenido como con las otras armas primarias.
    • La Caja Negra puede usar usada para hacer Spy-check, ya que mostrará el bonus +15 HP al golpear a un Spy disfrazado o invisible.
      • Si un Spy usa el Duplicante, la Caja Negra no recuperará vida, lo que puede ser usado como advertencia de que el Spy sigue vivo.
  • Ya que la Caja Negra está diseñada para mantener a los jugadores vivos y sanos, no se recomienda usar el Equalizador como arma melee. Las tácticas suicidas del Equalizador no se llevan bien con las habilidades curativas de la Caja Negra, así que se recomienda llevar cualquier otra arma melee.
  • Como el cargador reducido significa más tiempo usado en recargar, al atacar un Arma Centinela que es constantemente reparada por un Engineer, intenta destruir primero su Dispensador o al Engineer. El tiempo que pasas recargando es suficiente para que el Engineer tenga su Centinela totalmente reparada, provocando que hayas malgastado tu tiempo, munición y posiblemente una Supercarga.
  • Intenta llevar la Escopeta mientras tengas la Caja Negra, para eclipsar el cargador reducido. Ya que los jugadores usualmente no podrán resistir daño por mucho tiempo, la Escopeta puede ayudar a acabar con cualquier enemigo que no pueda ser matado con sólo tres cohetes, y también ayuda como un arma de defensa si eres atacado mientras recargas.
  • Intenta combatir Heavies a larga distancia. No sólo el Heavy infligirá daños mínimos, si no que también ese daño debería ser regenerado con golpearlo con un cohete.
  • Si estás usando las Botas Blindadas a la par de la Caja Negra, ten en cuenta que el daño sufrido por el salto cohete puede ser fácilmente curado con un par de impactos. Aunque entrar en peleas uno contra uno con clases poderosas y no tener un arma secundaria es una gran desventaja. Úsalas con cuidado.
  • Los Scouts enemigos bajo los efectos de Bonk! La Bebida Salvavidas aún podrán sanarte al ser golpeados con la Caja Negra, pero mantén un ojo en los cohetes restantes para no quedarte sin ellos cuando los efectos del Bonk! acaben y recuerda evitar sufrir los daños de explosión de los cohetes.
  • Cuando estés bajo de salud, la Caja Negra puede ser usada con tácticas de golpear-y-correr. Retírate y consigue cobertura mientras te curas de a poco para aumentar las chances de sobrevivir. Haz esto hasta encontrar un botiquín, un dispensador o un Medic.
  • La extendida supervivencia que te da la Caja Negra significa que deberás ser más provechoso con ella, estarás usualmente sin munición antes de curarte. Tal vez querrías usar tus otras armas más a menudo si tu salud es muy alta para conservar munición, y recuerda agarrar los paquetes de munición o acercarte a un dispensador cuando lo necesites.



Saltacohetes

Arma Ícono/muerte Munición Daño
Cargada Reserva Quemarropa Media distancia Larga distancia Auto-daño Crítico Velocidad/proyectil
rocket jumper
Fabricación
Saltacohetes
N/A 4 60 N/A N/A N/A N/A N/A 1100 Unidades Hammer por/seg



El Saltacohetes es un arma primaria fabricable del Soldier. No produce daños propios por tus cohetes que te exploten cerca y tiene una reserva de 60 cohetes en lugar de 20, pero no produce daño a enemigos.

  • El Saltacohetes fue diseñado para servir sólo para entrenar, pero tiene sus usos fuera de esas limitaciones. Debido a no producir daños propios, puedes hacer consecutivos saltos cohete y ganar una considerable ventaja de movilidad sobre otros jugadores.
    • Ya que el Saltacohetes no produce daños propios, los jugadores pueden disparar cohetes antes de golpear en el suelo después de un alto salto cohete, sirviendo como un colchón para evitar daño de caída.
    • Si se usa en conjunto con el Equalizador, recuerda que el daño propio sólo puedes inflingírtelo con daño de caída. Entonces es menos aconsejable intentar emboscar gente con el Equalizador a menos que el enemigo te haya causado daños previamente.
  • El Saltacohetes es particularmente efectivo a la par con el Tren del Dolor. Usando el Tren del Dolor te permite usar tu mejorada maniobrabilidad para capturar puntos detrás de las líneas enemigas y capturar a velocidad doble.
  • Si se usa bien, el Saltacohetes combinado con las Aplastacabezas y el Jardinero pueden formar un combo mortal. No daño propio significa saltos cohete más altos, que significa potencialmente más daño de caída sobre tus enemigos. Lánzate a ti mismo a altas velocidades hacia el enemigo para usar efectivamente el Jardinero. Pero sé móvil, porque sin maneras efectivas de defenderte, tienes que llegar y escapar antes de que seas dañado.


Libertador

Arma Ícono/muerte Munición Daño
Cargado Reserva Quemarropa Media distancia Larga distancia Auto-daño Crítico Velocidad/proyectil
Liberty Launcher
Fabricable
Libertador
Killicon liberty launcher.png 3 20 105-112 50-90 45-60 27-89 270 1540 Unidades Hammer/seg


El Libertador es un arma primaria fabricable del Soldier. Tiene unos cohetes que viajan un 40% más rápido, pero sólo carga tres cohetes al mismo tiempo.

  • Debido a su menor tamaño de cargador, es importante tener el Libertador cargado y listo para pelear.
  • Si el enemigo está tratando de esquivar tus disparos, intenta apuntar a sus pies. Esto reduce la chance de un impacto directo, pero incrementa la chance de dañarlo.

Exprimevacas 5000

Arma Ícono/muerte Munición Daño
Cargado Reserva Quemarropa Media distancia Larga distancia Auto-daño Mini-Crítico Velocidad/proyectil Quemaduras
Cow Mangler 5000
Fabricable
Exprimevacas 5000
Killicon cow mangler 5000.png 5 8 117-121 45-81 41-43 24-80 109 1100 Unidades Hammer/seg 36 damage over 6 seconds


El Exprimevacas 5000 es un arma primaria fabricable para el Soldier. Esta arma dispara cinco rayos de energía (de color de equipo) con una reserva de munición ilimitada, al costo de 10% de daños a jugadores, 5% recarga más lenta y 80% menos de daños a construcciones. El Exprimevacas 5000 tampoco puede provocar daños críticos de ningún modo.

  • Cuando la barra de "Exprimidora", otra forma de representar el cargador del Exprimevacas 5000, está llena, presionar el fuego secundario causará que el arma empiece a cargarse, que provocará un rayo de energía cargado se dispare. Este disparo produce daños mini-críticos a los jugadores y les provoca seis segundos de daño de quemaduras en la misma cadencia que el Lanzallamas, también puede desactivar construcciones por cuatro segundos. Durante este proceso, la barra entera de "Exprimidora" se consume. Cargar un disparo toma tres segundos.
    • El disparo cargado puede encender en llamas las flechas del Cazador de un Sniper aliado. Esto no es recomendado, a menos que no quieras pelear en ese momento, ya que requiere el cargador entero y serás vulnerable mientras recargas.
  • Usar el disparo cargado para matar al Engineer detrás de sus construcciones puede ser más efectivo que desactivar su Arma Centinela. Engineers morirán con un sólo disparo cargado si son golpeados directamente o con suficiente daño de explosión.
  • Usa cobertura mientras cargas el disparo secundario para evitar ser blanco fácil, especialmente para Snipers enemigos.
  • Recargar el Exprimevacas 5000 lleva tiempo, así que asegúrate de usar cobertura y tener un arma secundaria lista en caso de tener que pelear.
  • Áreas cerradas son presa fácil para el Exprimevacas 5000; intenta spammear disparos hacia líneas de enemigos empujando la Vagoneta.
  • El tener un "cohete" adicional por cargador y munición ilimitada, mientras causas un poco menos de daño, el Exprimevacas 5000 es muy efectivo para hacer saltos cohete. Ésta permite a los Soldier moverse rápido por el mapa, siendo sólo limitados por su salud, y al mismo tiempo ser letal en combate aéreo.
  • Es recomendable tener otra arma secundaria en lugar del Bisonte Justiciero, ya que tanto el Exprimevacas como el Bisonte Justiciero hacen un daño minúsculo a construcciones enemigas. Un Soldier con ambas armas se encontrará indefenso contra un Arma Centinela enemiga a menos que este acompañado.


Bazooka del Mendigo

Arma Ícono/muerte Munición Daño
Cargada Reserva Quemarropa Media distancia Larga distancia Auto-Daño Crítico Velocidad/proyectil
Beggar's Bazooka
Fabricable
Bazuca del Mendigo
Killicon beggar's bazooka.png 4 20 105-112 50-90 45-60 27-89 270 1100 Unidades Hammer por/seg


Secondary Weapons

Shotgun

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Escopeta
Killicon shotgun.png 6 32 86-90 24-67 3-26 120
  • Don't be afraid to use the Shotgun at medium range. Players should be able to take down any class, bar a Heavy (or Soldier at full health) at medium range with six rounds. Furthermore, due to its hitscan nature, it's an ideal weapon against players that are moving erratically at medium range and cannot be reliably damaged by rockets.
    • The Shotgun is also more viable for targets that are far away or trying to retreat.
  • Pyros utilizing the compression blast to reflect rockets should die or be greatly weakened with six shots before they get within Flamethrower range. If they survive all six rounds, try to take them out with a rocket as they close in.
  • The Shotgun, as a hitscan weapon, can destroy an enemy Demoman's stickies. While the Rocket Launcher can blast sticky traps loose and scatter them, they are still a threat to teammates as the Demoman can still detonate them. Destroying the stickies instead can safely clear a path for teammates rather than simply reducing the damage that they might take.
  • One direct rocket and one Shotgun shot is often enough to kill light classes in most circumstances. Two rockets and one shell will usually kill Soldiers, assuming that the rockets do not hit the Soldier directly.
  • If using the Direct Hit, it's highly advisable to use the Shotgun rather than a backpack buff item or the Gunboats.
    • Similarly, due to its smaller magazine size, the Shotgun is also a good secondary weapon to use when carrying the Black Box or Liberty Launcher.

Reserve Shooter

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Reserve Shooter
Craft
Tirador de Reserva
Killicon reserve shooter.png 3 32 86-90 24-67 3-26 120

The Reserve Shooter is a craftable secondary weapon for the Soldier. It allows slightly faster weapon switching, and will Mini-Crit airborne targets for up to three seconds after switching. However, it can only load up to three Shotgun shells at a time.

  • Unlike the Direct Hit, the Reserve Shooter will Mini-Crit any airborne target, regardless of whether they were launched by explosives or not. This allows players to take advantage of falling and jumping enemies, as well as those juggled into the air by their rockets.
  • The bonus to weapon switching applies to any weapon in the load-out, which can make for some easier mid-air melee kills with weapons like the Equalizer or Market Gardener.
  • Scouts are easy targets with the Reserve Shooter, as double-jumping is one of their main forms of dodging fire.


Righteous Bison

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical Damage to Buildings Projectile Speed
Righteous Bison
Craft
Bisonte Justiciero
Killicon righteous bison.png 4 8 17-63 11-42 11-42 36-60 4 ??

The Righteous Bison is a craftable secondary weapon for the Soldier. It functions completely differently from any of your other weapons. It fires a highly-accurate laser beam that pierces enemies and buildings, dealing multiple hits to anything it touches. The Righteous Bison's laser beam also cannot be deflected, making it one of the few projectile weapons in the game with the ability. On the downside, the Righteous Bison does 80% less damage to buildings, holds 4 ammunition rather than 6, and - as a projectile weapon - fires slower-moving shots than hitscan weapons like the Shotgun. However, it reloads very fast and, like most Grordbort weapons, doesn't require ammo.

  • Similar to how the banner weapons work better the more allies you have in a firefight, the Righteous Bison becomes deadlier the more enemies you're up against. As the shots don't lose any power no matter how many enemies they penetrate, the potential total damage of each shot is limited only by how many foes you can hit with one, as opposed to the finite damage of a Shotgun blast. This - along with the fact that it can't be deflected by airblasts - makes it very effective for firing into crowds and taking out multiple enemies as well as Medics and wounded players hiding behind their teammates.
    • The Bison is exceptionally powerful in these cases when you can also get Critical hits or even mini-crits from it, randomly or otherwise. The high damage and no fall-off coupled with the piercing shots can cut through enemy groups like butter. The fast reload speed and decent firing rate will also make the most of buff durations, making it one of the best secondary weapons for Soldiers who like to coordinate with allies.
    • Speaking of wounded enemies, the Bison is useful for picking off retreating targets since they'll stay in contact with each shot longer by running away, damaging them more.
  • Because of the piercing shots and reasonable damage, the Righteous Bison does wonderfully in tunnel fights and other long corridors. It tends to perform spectacularly on maps like Nucleus, Turbine, and 2Fort. Conversely, it does worse on open-terrain maps, since it's easier to strafe away from it.
  • It is not recommended that you equip the Righteous Bison with the Cow Mangler 5000 unless you have a cooperative team as, upon reaching an enemy sentry, you will be completely powerless against it.
    • On the other hand, you may find that the Bison works better with primaries with limited clips, like the Black Box or Liberty Launcher, since its reload speed and unlimited ammo can help make up for their need to reload often. This is especially true of the Black Box, as the extra survivability means you'll often run low on ammo before dying and the Bison can help alleviate that somewhat.
  • If you fire the Righteous Bison at a friendly Sniper who is wielding the Huntsman, their arrow will be set alight and can be used to set enemies on fire if shot correctly at the target.
  • The projectile nature of this weapon along with your primary means you'll be without a hitscan weapon. If you're up against many Scouts or can't lead your shots well, you might be better off taking a Shotgun. They're also better at close-quarters combat than the Bison due to their higher damage output at close range.
  • The Righteous Bison can be useful for hitting Engineers who hide behind their gear, as the shots pierce right through the buildings. If you're trying to destroy an enemy Sentry that an Engineer is actively tanking, use the Bison to kill the Engineer before taking out the Sentry with your primary. This also works with other buildings.
  • The Bison's infinite ammo and quick reload make it very useful for suppressive and support fire. Enemies will often try to dodge the shots, making it a good deterrent weapon for covering teammates' weak spots and holding choke points even if you don't hit anything. If wounded, you can hang back with it and soften up enemies while your teammates take the front, and it's good for retreating as well since it can dissuade enemies from giving chase. The high accuracy also lets you pester Snipers with it and even keep up cover fire at a distance.
  • The initial reload speed isn't too impressive, but subsequent reload pumps are very fast. Due to this, it's much faster to empty a whole clip before reloading than reloading after every shot. After all, you don't have to worry about conserving ammo.
  • It might be a good idea to equip the Bison if Pyros are giving you trouble. Despite being a projectile weapon, the shots can't be airblasted. This can be good for airblast-happy Pyros who keep reflecting your rockets back at you. They'll often forget they can't deflect Bison shots and charge straight into them, frying themselves.
  • Despite being a secondary weapon, the Bison can be more effective at longer ranges than rockets due to not relying on ammo or splash damage. You may want to switch up your weapon roles if you equip it, using your primaries at mid-range and the Bison for distant enemies. Rockets do more damage the closer enemies are, after all, and if you're not very skilled at aiming rockets, you might find it easier to set up splash damage shots and land hits closer-up.
    • If you're using the Direct Hit, however, you may want to take another weapon as the Direct Hit is meant for longer ranges and doesn't work as well in mid-range combat as your other primaries. Equipping the Bison here can be redundant as using both of these weapons will leave you lacking in mid-range damage and the Bison's long-range abilities aren't as essential with the Direct Hit. A Shotgun is much better at covering that range in this case. Of course, this is all dependent on your playstyle, and you may find two long-range weapons suit you if you prefer to keep your distance.
  • You can see the clip of the Bison at all times, even if you're wielding another weapon. This lets you know how immediately and aggressively you can use it before you even switch to it. Though it may seem obvious, you should try to keep the clip full - reloading it when you have a spare moment if you notice that it isn't. Due to its non-reliance on ammo and supressive abilities mentioned above, it's invaluable in a firefight if you empty your primary clip and don't have time to reload.

Gunboats

Weapon Effect
Passive Effect
Gunboats
Craft
Botas Blindadas
60% less damage from your own rockets.

The Gunboats are a craftable secondary weapon for the Soldier. When equipped, the Gunboats will take a further 60% reduced damage from rocket jumps, resulting in roughly 15 self-inflicted damage for each rocket jump.

  • The greatest advantage of the Gunboats is that it provides you with considerable mobility without the risk of health loss. This can allow you to chain rocket jumps together to quickly reach your destination, or to ambush enemies with more health. It can also be used to quickly escape losing battles.
  • One common strategy for the Gunboats is to perform bombing attacks or runs over enemies. Using your enhanced mobility, you can get behind enemy lines or quickly intercept pushing groups, then perform a rocket jump over the heads of an enemy group while raining rockets down.
  • Firepower is reduced without the Shotgun, so make the most of the Rocket Launcher. Keep this in mind when encountering enemies that can easily dodge rockets, as well as when using rocket jumps to attack enemies from above.
  • Combining the Black Box with the Gunboats may seem counter intuitive due to the low clip and the lack of a usable secondary, but it can provide an edge in survivability and ambushing when playing as a roaming Soldier.
  • Using this along with the Direct Hit is typically not recommended, as the splash damage from it will generally be too small to affect you unless you are rocket jumping.

Mantreads

Weapon Kill Icon Effect
Damage Passive Effect
Mantreads
Craft
Aplastacabezas
Killicon mantreads.png 3x Fall Damage 75% reduction in push force from damage.

The Mantreads are a craftable secondary weapon for the Soldier that serve as a more aggressive counterpart to the Gunboats. While worn, you receive only a quarter of the usual Knockback from enemy explosions, and can inflict stomping damage through long falls.

  • As with most other Soldier secondary weapons, keep your primary weapon loaded as often as possible.
  • The Mantreads can be used to hold high locations, where fall damage would do considerable damage, or perhaps even kill you.
  • Using the Rocket Jumper with this weapon can increase its usefulness, but this is situational to large and open maps such as Hightower.

Buff Banner

Weapon Effect
Buff Damage Dealt to Activate Effect Time Effect Range
Buff Banner
Unlock
Estandarte de Ánimo
Allows your teammates near you to deal mini-crits. 600 10 seconds 450 Hammer units

The Buff Banner is an unlockable secondary weapon for the Soldier. By dealing damage to enemies, you build up your Rage meter, and upon activating it, nearby teammates will gain a Mini-Crits boost, while still in proximity to the Soldier with the buff active, for ten seconds.

  • The Buff Banner is best used when teammates are about to make a push, or to counter enemy pushes. If teammates are attacking the enemy, the Buff Banner can give them enough firepower to dispatch their targets more easily, allowing them to quickly accomplish objectives or prevent the enemy team from accomplishing theirs.
  • The area of effect for the Buff Banner is large and passes through walls and floors. Use the Buff Banner from a safe position that helps teammates to push objectives. While this will reduce a player's ability to cause damage to the enemy, it also allows teammates to take make the most of the buff.
  • Unlike Crits, Mini-Crits are still subject to damage ramp-up. Always take into account how far away enemies are, as a buff can help teammates to kill enemies more effectively at close range than at far.
  • When you activate the Buff Banner's buff, you instantly become a priority target for the enemy team. Stand in the middle of teammates, preferably behind a tall class such as the Heavy.
  • Just as with the Kritzkrieg, the Buff Banner is best when used with the Rocket Launcher. The wider blast radius will make it easier to build Rage, and - coupled with the non-reduced clip - also makes the Mini-Crit boost more effective.
  • Though it's better to use the Buff Banner when there are many teammates around, the Rage meter is not carried over between deaths, so as with ÜberCharges it's best to use it instead of lose it, especially when alone.
  • As a teamwork-oriented weapon, the Buff Banner can be employed far more effectively if working alongside a Medic.
    • When a friendly Medic ÜberCharges a teammate, contribute to the rampage by using the Buff Banner. This allows the Medic's heal target to deal increased damage while invulnerable. However, be sure not to use it during a Kritzkrieg charge, as the effects do not stack.
  • If the Buff Banner is used next to an Engineer, that Engineer's Sentry Gun will fire Mini-Crits no matter where it's on the map, even if it's nowhere nearby.
  • Snipers with the Bushwacka equipped can be effective with the Buff Banner's Mini-Crit boost, as their melee weapon deals full Critical hits instead of Mini-Crits.
  • The teamwork-oriented nature of this weapon is seen most when it's activated, as it becomes more effective the more teammates you have in its range. If you prefer to work alone, you may want to take a non-banner secondary.


Battalion's Backup

Weapon Effect
Buff Damage Taken to Activate Effect Time Effect Range
Battalion's Backup
Craft
Refuerzo del Batallón
Protects nearby teammates from crits and blocks 35% of damage taken. 350 10 seconds 450 Hammer units

The Battalion's Backup is a craftable secondary item for the Soldier. The Rage meter builds up by taking damage from enemy attacks, requiring 350 damage taken for a full charge. Once the buff is activated, all teammates within the vicinity of the Soldier will have all damage to them reduced by 35%. Teammates under the effect of the Batallion's Backup will also be immune to Critical hits.

  • Like the Buff Banner, the Battalion's Backup is situational and most effective when multiple teammates are around to make use of it. It's best used when the team needs to make a push to accomplish an objective, or as a counter to an enemy push to prevent them from accomplishing an objective.
    • Kritzkrieg pairs can benefit from the damage reduction the Battalion's Backup provides if it's used to push in behind their ÜberCharge. Remember that the Kritzkrieg does not grant invulnerability to the Medic or patient, so they can still be damaged; the Battalion's Backup can give them the extra survivability needed to complete their task.
    • Try to pair a Battalion´s Backup with a friendly Soldier´s Buff Banner or Concheror. Using both will be very devastating.
  • As with the Buff Banner, not having the Shotgun available can greatly increase vulnerability against enemies that can avoid being damaged by rockets. Always make sure to stick with teammates and have them assist against such enemies.
  • The Battalion's Backup can act as a strong counter to the Buff Banner in that it can be used to completely nullify the Buff Banner's effects and protect teammates from an aggressive enemy push. However, this depends on being able to react quickly to the enemy push, as activating the banner takes time during which the enemy can still inflict Mini-Crits.
  • The Battalion's Backup is excellent for pushing into areas covered by Snipers. Headshots count as Critical hits and will be nullified by the Backup's buff.
    • However, keep in mind that backstabs will still instantly kill anyone under the Battalion's Backup's effect.
    • As Snipers frequently occupy areas with long sight lines, you may find it's often more effective to deploy this in wider-open spaces instead of indoors or underground.
  • Since the Battalion's Backup's Rage meter is not dependent on the damage dealt to the enemy, it can be used in conjunction with the Direct Hit for an even bigger attack against Sentry Guns.
  • The damage reduction bonus of the Battalion's Backup multiplies with other damage modifiers, instead of adding. For instance, a Demoman carrying the Chargin' Targe will have 67.5% fire resistance (50% + [0.35 * 50%]), rather than 85% (50% + 35%).
  • When combined with other damage resistance effects, the Battalion's Backup will build Rage in different ways.
    • When equipped with the Tank Buster item set, players will take 20% reduced damage from Sentry Guns, but will still generate Rage as normal; this can be effective in building Rage faster while being attacked by Sentry Guns.
    • When under the effects of another Soldier's Battalion's Backup, players will take 35% reduced damage, and their Rage meters will build 35% slower.
  • Also like the Buff Banner, the Battalion's Backup becomes more useful the more teammates you can buff at once with its effect, so similar to that weapon, it may not be a wise choice to take this if you largely fight alone or with only a few teammates.

Concheror

Weapon Effect
Buff Damage Dealt/Taken to Activate Effect Time Effect Range
Concheror
Promotional/Craft
Conchistador
Teammates are healed for 35% of damage dealt. 1133 dealt or 333 taken 10 seconds 450 Hammer units

The Concheror is a craftable secondary weapon for the Soldier. It builds Rage both by inflicting damage against the enemy as well as taking damage, and when activated, will cause 35% of all damage dealt to the enemy to return as healing to whomever inflicted the damage.

  • The Concheror's health replenishment abilities, like the Black Box, can be used for rooting out enemy Spies, since shooting a disguised Spy will heal you.
  • The Concheror's buff can bolster Medic healing considerably, taking pressure off of friendly Medics and allowing them to focus only on teammates who require the most attention.
  • The Concheror is ideal for supporting a charge. Whereas the Battalion's Backup and Buff Banner are both useful for breaching enemy choke-points, the added survivability provided by the Concheror's buff can keep multiple teammates in the fight and on the front lines. This makes it especially valuable for attacking teams during Payload, some versions of Control Points, and King of the Hill.
  • Just like the other banner weapons, the Concheror's power scales with how much support from nearby teammates you have. However, it's somewhat easier to get away with using this on your own since the health boosts can sometimes help you more when solo than mini-crits or reduced damage, though it's still recommended to take a non-banner secondary if you're not often fighting alongside your teammates.

Melee Weapons

Shovel/Frying Pan/Saxxy/Conscientious Objector

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Shovel
Stock
Pala
Killicon shovel.png 0.8 seconds 65 195
Frying Pan
Promotional
Sartén
Killicon frying pan.png
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Craft
Manifestante Concienzudo
Killicon conscientious objector.png
The Shovel is a reasonable choice when conserving ammo
  • The Shovel is a viable option for close-range enemies without the risk of inflicting self-damage by using the Rocket Launcher, or if reloading the Shotgun will take too long.
  • Because you are slower than every other class, except for the Heavy or a Demoman using the Scotsman's Skullcutter, running after an enemy is not a good choice with the Shovel.
  • A tricky strategy is to use the splash damage from your primary weapon to bounce an enemy directly into your Shovel.

Equalizer

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Equalizer
Unlock
Ecualizador
Killicon equalizer.png 0.8 seconds 33-107

(Health-depending)

98-321

(Health-depending)

The Equalizer is an unlockable melee weapon for the Soldier. You will move faster and deal more damage at low health while equipped with the Equalizer; however, you cannot be healed by Medics while the Equalizer is drawn.

  • It's important to know how much damage the Equalizer can do at certain health brackets. Above 121 HP, the Equalizer does less damage than the Shovel, but at low enough levels it's capable of killing almost any class with just one or two hits.
  • Rocket jumping and ambushing enemies is an excellent way to utilize the Equalizer. By using rocket jumps to hide in places where the enemy does not suspect, it's possible to ambush enemy players and score at least one or two kills, then use the speed boost to escape before they can react.
  • The speed boost that the Equalizer grants you when you're injured can be used to reach combat just as fast as rocket jumping.
  • The Equalizer can also be used as a tool of escape: the speed increase you receive allows you to outrun most classes. If a fight is not going well, equip the Equalizer and retreat.
  • If you have the Equalizer drawn, you cannot be healed by Medics. If it is pulled out while being healed or during an ÜberCharge, the link to your Medic will be broken.
  • Do not run into a fight alone with the Equalizer out; only take out the Equalizer when at low health and when already in the thick of an engagement. If there are more allies around than enemies, use the speed to run away for health packs. If there are more enemies around than allies, simply fight to the death. Even if the Equalizer isn't the active weapon, enemies will likely focus fire on Soldiers due to the high amount of threat they present on the battlefield. Usually, the only option is to make a last stand and take out as many enemies as possible.
  • Be careful about when drawing the Equalizer. Players can easily gauge your health by looking at how fast your movement speed is, which can in turn cause them to focus fire on you and finish you off at range.
  • If you intend to keep your health high, take another weapon. As stated above, the Equalizer does less damage at higher health and it will interfere with receiving health from Medics. It's probably not the best option if you've got many sources of healing available and you want to use them.
Kamikaze
Kill Icon Weapon Damage Duration Details
Kamikaze
Granada
Killicon grenade (taunt).png Equalizer 500 4 seconds The Soldier throws his weapon, cracks his knuckles, rips a Grenade from his bandolier and pulls the pin. The blast kills him and any enemy within 6 feet.
Killicon hhg.png
(Lumbricus Lid)
Just like the above description, but with a special "Hallelujah" sound clip that will play before exploding when the Lumbricus Lid is equipped.

Kamikaze is the third longest-range taunt in the game and works independent of direction. When this taunt is performed, the Soldier will die; any enemy players and buildings that are close by will also die or be destroyed, respectively.

  • Wearing the Lumbricus Lid while taunting will play the "Hallelujah" sound clip roughly 1.5 seconds before the explosion, which may be long enough to warn nearby enemies to keep a safe distance away.
  • Use the Kamikaze during humiliation. You'll likely die anyway and this can help you take out as many enemies as possible as you go. At the very least, better to die than be killed, right?

Pain Train

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Pain Train
Craft
Tren del Dolor
Killicon pain train.png 0.8 seconds 65 195

The Pain Train is a craftable melee weapon for the Soldier and Demoman. While equipped, it doubles the rate at which you capture control points, but leaves you more vulnerable to hitscan weapons. These effects are passive, and do not require the Pain Train to be active.

  • The Pain Train is an ideal weapon for helping teammates to accomplish capture objectives more quickly. While Scouts can often lack the firepower required to contest a point, a Soldier can reliably fight off any defenders that try to stop a capture.
  • Never equip the Pain Train on a Capture the Flag map or while defending in an Attack/Defend Control Point map or Payload map. The doubled capture speed will not do anything on those gamemodes, but will still grant the +10% extra damage from bullets.
  • The Pain Train is an effective tool for Back-capping, as it grants the same capturing abilities as a Scout. This can work very well combined with the Rocket Jumper or Gunboats.
  • The healing from the Black Box can help to counter the 10% bullet vulnerability from the Pain Train.
  • The Battalion's Backup may help you survive longer with its damage reduction by negating the damage penalty; however, try not to die while gaining rage.

Half-Zatoichi

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical On Kill
Half-Zatoichi
Craft
Katana del Medio Zatoichi
Killicon half-zatoichi.png 0.8 seconds 65 195/Instant 200

The Half-Zatoichi is a craftable melee weapon for the Soldier; it fully restores the player's health upon killing an enemy, however, the player cannot switch weapons until a kill has been made.

  • Due to the Soldier's slow movement rate, it's often better to ambush enemies rather than try to attack head-on. Most players can easily outpace an approaching Soldier.
  • Due to not being able to sheathe the weapon unless a kill is made, it's wise to only use the Half-Zatoichi either as a last resort or if a kill can be guaranteed. Failing to make a kill will leave players highly vulnerable to ranged attacks from enemies.
    • As such, it is often wise to switch between primary and secondary weapons upon spawning, so that if the quick-switch key is pressed the Half-Zatoichi will not be accidentally equipped.
  • Remember that when fighting an enemy equipped with the Half-Zatoichi, both players will be killed in one attack from the weapon no matter the amount of health. As such, the key to dueling other Soldiers or Demomen who are brandishing the Half-Zatoichi is landing the first hit.
  • This weapon is superb for Medieval Mode, due to weapons being restricted largely to melee weapons. However, be especially careful of other players also using the Half-Zatoichi.
  • Despite its length and being a sword weapon - one also useable by the Demoman at that - this weapon does not have increased attack range. Don't go into melee fights thinking you'll have a range advantage.

Disciplinary Action

Weapon Kill Icon Attack Interval Damage Effect
Point Blank Critical Speed Boost Duration
Disciplinary Action
Craft
Acción Disciplinaria
Killicon disciplinary action.png 0.8 seconds 49 147 40% 4 seconds

The Disciplinary Action is a craftable melee weapon for the Soldier. Upon hitting a teammate, it gives both you and the teammate a speed boost for four seconds. However, the Disciplinary Action does 25% less damage compared to the Shovel.

  • Hitting Scouts with the Disciplinary Action will not give them a speed boost, but will still grant you the speed boost.
  • Use the Disciplinary Action to get slower classes, along with yourself, to the front lines faster. Heavies especially will appreciate the speed boost.
  • If multiple teammates are in need of healing, but a Medic isn't nearby them, use the Disciplinary Action to get the Medic to teammates in need before they die.
  • Don't let the reduced damage fool you - the Disciplinary Action can be very useful in melee fights. Boasting the highest attack range of any melee weapon in the game, it gives you longer melee reach than any other class, even sword-wielding Demomen. Take advantage of this and keep moving to land hits more often than your opponent and it'll quickly make up for the damage penalty.
  • If there are multiple allies in an area, they'll form a "net" that you can run along with each teammate acting as a node. You'll be able to move quickly around friendly-occupied territory in this way by whipping your way from player to player.
  • The Disciplinary Action is a good Spy-checking weapon. Not only are you already Spy-checking by whipping allies to speed them up - as disguised enemy Spies will be damaged instead of sped-up when hit - but it gives you an excuse to Spy-check an area for extended periods without rendering yourself useless as any innocent teammates will receive a speed boost for their trouble.
    • As an example, this can be a good weapon to have on hand if you're holding down a defended area not under immediate attack, especially if it's near a respawn. Whipping anyone you see will get freshly-spawned teammates to their destinations quicker and will weed out enemy Spies.

Market Gardener

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Market Gardener
Craft
Hortelano
Killicon market gardener.png 0.8 seconds 65 195

The Market Gardener is a craftable melee weapon for the Soldier. The Market Gardener inflicts Critical hits any time you are airborne during a rocket jump. However, the Market Gardener does not roll for random Critical hits.

  • The Market Gardener pairs well with the Reserve Shooter's slight decrease in weapon-switching delay, making for easier mid-air attacks.
  • Alternatively, the Market Gardener can be paired with the Gunboats to rocket-jump more often, and thus open up more opportunities to inflict Critical hits.
  • If the server has turned off critical hits, The Market Gardener becomes a direct upgrade to the Shovel. In that case, if you intend to use either Shovel weapon, equip this if you have it.

Item set effects

The Tank Buster

Artículo principal: Sets de objetos
Revientatanques
Backpack The Tank Buster Bundle.png
Efecto

Deja una Tarjeta de Visita sobre tus víctimas

  • The 20% less damage from Sentry Guns you take while equipped with the Tank Buster set makes you a much more viable class to take down Sentry Guns. Try to aim behind the Sentry Gun to take out any Engineers trying to repair it or other Buildings.
  • While the Tank Buster Set is mainly a support build and will have players focusing on using the Black Box, the melee weapon is also very important. Consider the following for which melee weapon can benefit the Tank Buster pack the most:
    • The Shovel/Frying Pan/Conscientious Objector is useful because it bestows no negative effects and it allows players to receive healing while this weapon is out. While running out of rockets will rarely happen, there will still be situations where players will encounter enemies in tight quarters where rockets will inflict self-damage. This weapon benefits from having Medic support.
    • The Pain Train is handy to have around when playing on Payload or CP maps for the increased capture rate, which will assist in accomplishing objectives, coupled with the defense granted by the Battalion's Backup. However, the Pain Train will not cause the Backup's Rage meter to fill faster. Make sure to only use this weapon when there are Control Points or Payload carts (and even then when not playing on Defense), or bringing it will be counterproductive. Medic support is desirable.
    • The Equalizer is the typically used Soldier melee weapon because it offers increased attack power and speed when damaged. This feature plays upon the idea of the Tank Buster set in that taking more damage is a good thing. Health can be replenished with the Black Box, damage taken builds the Rage meter, and combat ability increases at low health. The negative aspect of not being able to receive Medic support while using this weapon can be dangerous. However, as players can simply switch to a different weapon to receive healing, it simply removes the ability to instantly receive healing from a Medic. This weapon is great for solo play where support is not an option. The Equalizer is most useful in Capture the Flag and Arena maps.
    • The Disciplinary Action fits well with the set's general support role, allowing the Soldier and his teammates to deploy faster.
  • The Battalion's Backup can act as a strong offensive push, especially for an area where teammates are locked out of due to Sentry Guns. When pushing in, focus priority on Sentry Guns, as the set bonus's 20% Sentry Gun damage resistance and 35% damage reduction from the Battalion's Backup will often be enough to overwhelm a Sentry Gun nest. When combined the two resistances amount to 48% less damage taken, nearly doubling the Soldier's effective health against Sentry Guns.

Weapon Combinations

Class Combat Strategies

Véase también: Soldier match-ups

Leaderboard class scout.png Scout

  • While Scouts are weak enough to be dispatched by a few rockets, few Scouts will give Soldiers the opportunity to do so. Scouts will often use their double-jump ability to dodge fire and prevent Soldiers from landing clean hits at close range.
    • The easiest way to counter a double-jumping Scout is to predict where the second jump will place the Scout, then fire a rocket there to juggle the Scout, allowing for easy follow-up.
    • It's also possible to directly hit the Scout with a contact rocket. Direct contact rockets are often enough to either kill a Scout outright or force a retreat, due to the Scout's low health.
    • The Shotgun can be a useful choice for engaging Scouts, as it prevents them from dodging around to avoid damage as easily as with the Rocket Launcher. Good aim and prediction with the Shotgun can usually result in a victory.
    • Be warned that using the Direct Hit can be a major disadvantage when fighting a Scout due to the reduced splash damage radius. While a direct contact rocket will almost certainly kill a Scout at close range, landing splash damage in an attempt to juggle the Scout is much harder.
  • Scouts often tend to use their speed to flank and ambush their enemies, dealing as much damage as possible at close range and then retreating before the enemy can react. Always keep an eye on surroundings, and try to spot Scouts as they maneuver for a flank in order to predict where they might reappear.
  • If a Scout tries to perform a weapons heckle, there is little that can be done besides trying to predict the range at which the Scout may try to engage at. In general, try to avoid fighting Scouts in open areas where they can use their maneuverability to heckle their targets.
  • Be especially aware of Scouts using the Force-A-Nature, as it is capable of dealing significant damage in ambushes, and its knockback can prevent their targets from immediately responding. Whenever possible, try to catch Scouts in the middle of reloading their weapons, and fight them at a distance.
    • Be further aware of Scouts using the Force-A-Nature to force jump up to areas that are normally only accessible via rocket jumping. Scouts can sometimes follow Soldiers up vertical access points and ambush them from behind.
  • A Scout with Bonk! Atomic Punch will usually attempt to use it to get past friendly Sentry Guns. When dealing with such a Scout, try to physically body-block them to halt progress; this is especially useful in narrow corridors and doorways.
    • The Rocket Launcher can also be used to juggle them, however, beware of Scouts attempting to close the distance in order to cause the rockets to inflict self-damage. In such a case, simply switch to the Shotgun and wait for the Bonk!'s effects to wear off.
  • A Scout under the effects of Crit-a-Cola can deal a tremendous amount of damage in a flanking maneuver; however, as the Scout will also take Mini-Crit damage, a few Shotgun blasts or a single rocket is usually enough to end the fight. The trick for dealing with such Scouts is to attack first.
  • If a Scout manages to inflict stun using the Sandman, try to face the Scout and attack as soon as its effects wear off. Scouts will rarely attempt to dodge when attacking a stunned enemy, and are easier to dispatch due to the Sandman's -15 maximum HP penalty.

Leaderboard class soldier.png Soldier

  • Fighting another Soldier largely depends on judging where to land rockets for the greatest amount of damage, individual loadouts, and aiming skill with the Shotgun.
    • In general, if both Soldiers are using the Rocket Launcher, the outcome of the duel will depend mostly on aim and dodging. Maneuvering to avoid the most splash damage from the enemy Soldier's rockets will be the key to surviving, as well as trying to place rockets where they will do the most damage to the enemy Soldier.
    • A Soldier using the Direct Hit can cause more damage to the other with contact hits, but will have trouble landing splash damage or juggling the enemy Soldier for a Mini-Crit. Furthermore, corners and obstacles cannot be utilized to land splash damage, which can be a significant problem if the other Soldier is not using the Direct Hit.
    • Fighting using the Black Box is similar to the Rocket Launcher, however it can be harder to finish an opponent off with only three rockets, and its health regeneration capabilities are easily overwhelmed by the raw damage that rockets can inflict. If one or both Soldiers are using the Black Box, the outcome of the duel will depend more on what secondary and melee weapons are being carried.
  • Deciding when to take the Shotgun out is important, as it can be used to quickly finish off enemy Soldiers after two or so rockets if both Soldiers' rockets have placed the two very close together.
    • If a backpack buff item is equipped, the outcome will depend on what type of buff is being carried, as well as whether or not it's active. Furthermore, the melee weapons being carried will be the final decider in the event that both Soldiers are carrying backpack buff items.
  • Melee duels between Soldiers can vary widely as the Soldier has four different melee weapons available. The Equalizer is often the most-frequently wielded melee weapon for the Soldier, and the outcome will often depend on who lands the first hit as well as the health levels of both Soldiers at that point. The Half-Zatoichi is capable healing upon kill but does not benefit from increased damage and speed; furthermore, it poses the danger of the enemy Soldier simply retreating out of melee range and switching to another weapon. If both Soldiers are wielding the Half-Zatoichi, either will be killed in a single hit.
  • When fighting an enemy Soldier, always try to take the height advantage first and prevent the enemy Soldier from doing the same. The general rule is that the Soldier who has the height advantage is often the winner.
    • If the enemy Soldier tries to take the height advantage, try to prevent this using whatever means possible, from hitting them in midair with rockets to using the Shotgun to push them away.
    • Learning how to air-strafe can be crucial to survival when fighting an enemy Soldier who has the height advantage. Air-strafing prevents enemy Soldiers from landing clean hits with the Rocket Launcher, making achieving height parity easier.
  • If an enemy Soldier has an active backpack buff, it's often best to simply deny combat until its effects wear off. Fighting an enemy Soldier who has a Mini-Crit, damage resistance or health regeneration buff can be hard if both start off on equal footing. Try to use the Shotgun to gain an advantage over enemy Soldiers with backpack buff items.
    • If both Soldiers are carrying backpack buff items, it's possible to negate the enemy's buff by countering with another buff, or vice-versa. In particular, the Battalion's Backup is capable of nullifying any advantage from the Buff Banner, and the Concheror can help to mitigate any Mini-Crit damage taken as well.
  • The Direct Hit is an excellent tool for taking down Soldiers who rocket-jump often. As Mini-Crits are inflicted on enemies sent skyward by explosives, a single Direct Hit rocket is capable of decisively dealing with an enemy Soldier.

Leaderboard class pyro.png Pyro

  • The Pyro's greatest advantage lies in the ability to use compression blast to deflect rockets and inflict Mini-Crits on foes using deflected projectiles. When fighting alongside teammates, always be careful about firing rockets as a skilled Pyro can use those rockets against them.
    • If using rockets to deal with the Pyro, try to launch them in such a way that the Pyro has no chance to deflect the rocket properly, or try to fire them into gaps between compression blasts. Using obstacles to land splash damage also prevents clean reflects.
    • If using the Direct Hit, be sure to actively dodge the rockets as well since damage can be avoided by staying outside of the rockets' small splash radius.
    • Only try to fire rockets at a Pyro if there are teammates to provide a distraction. Pyros cannot deflect rockets that they cannot see, so ambushing them or attacking from above can make a huge difference.
  • The best way to deal with a Pyro is simply to use the Shotgun to deny the Pyro a chance to deflect any rockets. Try to engage Pyros from outside of their Flamethrower's range and deal as much damage as possible to force a retreat.
    • Another trick is to try to goad them into using the Shotgun, and then quickly switching to the Rocket Launcher to attack them while they do not have the Flamethrower out. However, this is not possible against Pyros using the Degreaser.
  • In general, never try to use a melee weapon against a Pyro, as it offers the significant danger of being ignited and then finished off with the Axtinguisher. Unless the Pyro has been juggled, it's always possible to have the tables turned in a fight.
  • Pyros using the Backburner are perhaps the easiest to deal with. Simply stay outside of their range, and try to juggle them with rockets.
  • If a Pyro is using the Gas Jockey's Gear, take advantage of the item set's increased hitscan vulnerability and use the Shotgun or Reverse Shooter to deal with them.
  • The Righteous Bison with it's slow but unreflectable projectile is very useful against the Pyro in tight quarters and long ranges such as the sewers in 2Fort.

Leaderboard class demoman.png Demoman

  • Demomen, like Soldiers, rely largely on explosive projectiles and a combination of knockback and juggling to defeat their opponents. Depending on the circumstances, they are easier and harder to defeat than a Soldier.
    • A Demoman's greatest advantage over the Soldier is the ability to arc projectiles over obstacles or around corners where Soldiers cannot respond in kind. However, Demomen are somewhat easier to fight in direct combat since their explosives are either time-delayed or must be manually detonated.
    • Demomen often rely on using their Stickybomb Launcher in order to deal damage. While it has a considerably shorter range than the Rocket Launcher, it can deal more damage per projectile and can juggle their targets more easily, as well as deploy more than one bomb simultaneously. The easiest way to deal with the Stickybomb Launcher is to stay outside of its range.
    • The Grenade Launcher is usually simple to deal with, as it mainly comes down to avoiding getting hit directly by a grenade. Any grenades that hit the ground will automatically detonate after a set period of time, so it's simply a matter of avoiding them when they do detonate.
  • Demomen can use their Stickybomb Launcher to lay sticky traps and detonate them when the enemy crosses it. Always be ready to deal with stick traps around corners or doorways.
    • The most reliable way to deal with sticky traps is simply to use the Shotgun to destroy them. Take advantage of the fact that the first projectile for hitscan weapons that have not been fired for at least one second always travels straight down the crosshair to precisely destroy stickies at a distance. Always be careful not to get within range of the sticky trap's blast radius when removing them.
    • The Rocket Launcher can also be used to scatter sticky traps quickly if using the Shotgun will take too long. This can reduce the chances of a sticky trap killing any teammates, however, the stickies are still under the control of the Demoman, who can still detonate them and damage or kill any players within the trap. Try to scatter stickies in a direction where they cannot harm teammates (such as pushing them towards enemy lines), or simply off of ledges.
  • Like the Soldier, Demomen can explosive-jump by using the Stickybomb Launcher. While they take more damage from such jumps, they can jump farther distances. If using the Direct Hit, try to knock them out of the sky, as a single rocket is often enough to finish a Demoman.
  • A Demoman who has the Chargin' Targe and a long-range melee weapon equipped can be difficult to deal with without a Shotgun handy. As the Chargin' Targe effectively halves any damage that the Rocket Launcher can inflict, the Rocket Launcher can only really juggle the Demoman, but not reliably kill unless the Demoman was already previously damaged.
    • If a Demoman uses a charge to close the distance, try to use the Rocket Launcher to juggle them and stop the charge, or try to stay out of its line of charge. Remember that weapons like the Eyelander and Scotsman's Skullcutter have a surprisingly long melee range, so Demomen can land hits at ranges that may seem safe.
  • Demomen using the Scottish Resistance are easier to deal with directly due to the weapon's longer bomb arm time, but harder to defeat if they have laid multiple sticky traps. Stickies laid by the Scottish Resistance can be selectively detonated by the Demoman, and are highlighted no matter their location, so Demomen can detonate sticky traps that they see are under attack, or selectively detonate scattered bombs that have been pushed towards teammates.
    • Sticky traps can also be selectively detonated and used as decoys. Remember that even if one trap may be laid in an obvious place and easily dealt with, it may be a decoy that is being used to distract players from a better-hidden trap nearby. If a trap is detonated by the Demoman, never assume that there are no other sticky traps nearby.
  • The Loch-n-Load allows Demomen to land direct contact grenades more easily, but limits the Demoman to two rounds and the inability to land splash damage with missed grenades. While the grenades are considerably harder to dodge and deal more damage, the Demoman is left more vulnerable while reloading, which can be used as an opportunity to deal with them.
  • If a Demoman is using the Ullapool Caber, simply try to stay outside of its range while dealing damage. The Rocket Launcher can be used to juggle any that are combining it with the Chargin' Targe, though the Shotgun can more easily deal with them as well.

Leaderboard class heavy.png Heavy

  • Fighting Heavies mainly depends on the terrain. A Heavy's Minigun will quickly kill any Soldiers within a certain range given a clear line of sight, however, the Rocket Launcher can be used to inflict splash damage around obstacles and corners, where the Heavy cannot counterattack.
    • In general, if obstacles cannot be used to inflict splash damage, try to fight Heavies at long range where their Minigun's damage falloff and spread reduces the amount of damage taken.
    • Ambushing Heavies from higher ground also provides a measure of cover. Often, Heavy players will only focus on what is in front of them, and can be dispatched quickly by ambushing them with rockets.
  • Letting a Heavy within close range is not advised, as the Minigun will quickly shred any targets at close range and they can simply outlast Soldiers in Shotgun or melee fights. As Heavies are the slowest class in the game, it's not hard for a Soldier to outmaneuver a Heavy, so use this to deny Heavies a chance to close in.
  • Spun-up Heavies are easy targets for rockets from the Direct Hit, as they are not hard to lead. Try engaging such Heavies at a distance, especially if they are out in the open and especially if they are using the Brass Beast.
  • The Battalion's Backup is an excellent Heavy counter, as it can drastically cut down the Heavy's firepower advantage. Heavies that are preventing teammates from advancing can often be made to retreat by using the Battalion's Backup.
  • Be especially wary of Heavies that are using the Fists of Steel, as it greatly reduces all projectile damage taken. Try to slow the Heavy's progress by juggling the enemy player with rockets, but if the distance is close enough simply take out a melee weapon and charge the Heavy.
  • Heavies using the Gloves of Running Urgently are rarely a direct threat due to the weapon's low damage output. However, most Heavies simply use them for maneuvering and reaching their destinations faster, so it's always advised to try to kill them quickly while they cannot counterattack.

Leaderboard class engineer.png Engineer

  • By themselves, Engineers are not hard to deal with since they lack the firepower needed to kill a Soldier except through ambushes. Two rockets is usually enough to dispatch an Engineer reliably.
  • Be cautious of Engineers who set up ambush Sentry Guns by using the Forajido, as Combat Mini-Sentry Guns can deal a surprising amount of damage when used in an ambush, and the Engineer is harder to kill due to the +25 HP bonus. When dealing with such an Engineer, try to fight them one at a time instead of both simultaneously, and try to destroy the Sentry Gun from outside of its range first if possible.
  • An Engineer using the Frontier Justice can kill Soldiers with just two shots, so tread carefully if dealing with such an Engineer. Try to ambush them from high areas where the terrain can be used as a shield against Crits.

Engineer Buildings

  • The key to destroying Sentry Guns as a Soldier lies in the Rocket Launcher's ability to deal splash damage. By using splash damage, players can effectively damage a Sentry Gun from outside of its range of fire or from around corners, without the Sentry Gun being able to return fire.
  • If an Engineer is constantly repairing the Sentry Gun, direct fire to the ground surrounding the Engineer (or nearby objects) to kill him or her, or attack the Dispenser.
  • Once a Sentry Gun is unattended or the Dispenser is down, it will only take a maximum of three well-aimed rockets to destroy it, or in the case of the Direct Hit two rockets will suffice.
  • Since the Engineer update, Engineers are now stationing their Sentry Guns out in the open and using the Wrangler, as they would normally fall victim to attackers outside its sensor range when in an open area. They are still vulnerable to long-range rocket attacks since the turret is now under manual control and cannot be as quickly reloaded and repaired.
    • Pay attention to where the laser from the Sentry Gun is pointing, and then fire into the Sentry Gun from afar. This tactic works best during heavy fighting, when the Engineer is distracted.
    • If the Engineer is also out in the open, focus on killing him or her first, as an Engineer is easier to kill than a Wrangler-shielded Sentry Gun. Once dead, the Engineer's Sentry Gun will be disabled (but shielded) for 3 seconds, leaving it vulnerable to follow-up attacks.
  • It's possible to "edge" a Sentry Gun by shooting at it from around a corner where it cannot fire back, and damage it with the rockets' splash damage.
  • If while popping in and out of cover to attack a Sentry Gun, be wary while reloading as more skilled Engineers will often leave the protection of the sentry to ambush you and try for a lucky kill rather then let you harass their Sentry Gun.

Leaderboard class medic.png Medic

  • Dealing with lone Medics is not hard, but the real trouble comes from their patients, who will always do everything possible to protect the Medic.
    • When dealing with a Medic travelling with a buddy, try to ambush them and use the Rocket Launcher's knockback to separate the pair, then prey on the Medic. Using rocket jumps to gain a height or maneuverability advantage also helps.
  • Medics will often refuse combat against a Soldier and retreat when things turn against them. As Medics are the second-fastest class in the game, getting a successful kill often relies on the terrain and whether the Medic is fighting back.
    • In tight corridors, Medics using the Syringe Gun or Blutsauger will often retreat while firing around corners, using the syringes' delay to prevent enemies from pursuing. Never chase a Medic around a corner, and try to use alternate paths to ambush them.
    • Try to juggle retreating Medics if possible, to prevent them from successfully escaping. Bouncing a Medic into a corner will make landing a follow-up rocket much easier.
  • Medics fighting at long range will often use the Crusader's Crossbow. This cannot be countered easily except with the Direct Hit. Whenever possible, try to use rocket jumps to quickly close the gap, where the weapon's long reload time works against the Medic.

Leaderboard class sniper.png Sniper

  • As Snipers fight at long range, the Rocket Launcher is the only weapon that can reliably counter a Sniper. In general, try to fire rockets at objects near the Sniper to inflict splash damage, or simply to suppress the Sniper in order to get closer.
    • The Direct Hit is capable of countering Snipers at range, as the fast projectile travel time allows Soldiers to hit Snipers with more reliability. However, proper aim is required due to the significantly smaller splash damage radius.
  • Snipers will often take the high ground in order to get a better view of the battlefield. Whenever possible, use rocket jumps to reach these locations, as well as to close the gap faster.
    • Never rocket jump in plain view of a Sniper, as good Snipers can often predict the travel arc and land a headshot in midair.
  • Like Medics, Snipers will often refuse combat, and will immediately retreat if attacked. Use the Rocket Launcher's splash radius to juggle them and prevent this.
    • Snipers will sometimes equip Jarate and throw it at ambushers, then take out a melee weapon and go on the offensive; this can be especially deadly if the Sniper is using the Bushwacka in conjunction with Jarate. If this happens, simply keep out of melee range and continue attacking.
    • If a Sniper knows that an enemy is approaching, he or she may attempt to scope in with the Sniper Rifle and land a headshot when the attacker appears. Equip the Shotgun and constantly fire at the Sniper to prevent this.

Leaderboard class spy.png Spy

  • The key to dealing with Spies is to identify them before they can strike. Check teammates frequently, and always be sure to turn around frequently, as Soldiers are frequent targets for Spies.
    • Use the Rocket Launcher to juggle Spies whenever they have been identified. This can often prevent a Spy from getting a successful backstab against teammates.
    • If dealing with a Spy at close range, using the Shotgun or a melee weapon can reduce the chances of inflicting self-damage. However, using a melee weapon may give the Spy a chance to strafe and perform a sidestab, or even a facestab.
  • The Shotgun is a useful weapon for checking areas for cloaked Spies. Once a Spy's location has been determined, switch to the Rocket Launcher and splash the area to kill the Spy.
  • When using a backpack buff item, be wary of teammates who are not being affected by the buff, as this normally indicates that that player is an enemy Spy. Also, be sure to turn around frequently as a Soldier with an active banner is a high-priority target for Spies.
  • If a Spy is using the Dead Ringer, be sure to take out the Shotgun to Spy-check instead of the Rocket Launcher, as some Spies deliberately step in the way of rockets to cause them to inflict self-damage.

Cooperative Class Strategies

Leaderboard class scout.png Scout

  • As Scouts are the most fragile offensive class, they sometimes have trouble fighting against tougher classes. Be sure to offer assistance against these classes whenever possible.
    • The Rocket Launcher's knockback can be used to pin enemies, making them easier targets for the Scout, or to push them away if the Scout is retreating.
    • Soldiers, presenting the most threat in combat out of all classes except the Heavy, can also serve as distractions against enemies, which can create opportunities for friendly Scouts to perform flanks and ambushes.
    • Both Scouts and Soldiers have a great deal of mobility. As such, both classes are able to use this maneuverability to conduct synchronized ambushes against unsuspecting groups of enemies.
  • A Scout using the Sandman can make enemies considerably easier to hit with rockets. A Sandman-wielding Scout and a Soldier can work in tandem to stun high-priority targets and eliminate them quickly.
  • A Scout using Mad Milk can help Soldiers to quickly recover health if used against an enemy group. The Rocket Launcher's splash damage can be used to replenish large amounts of health at a time. This effect can be amplified further for both by using the Buff Banner or augmented with the Concheror.
  • When using a backpack buff item, remember that Scouts cannot benefit from its effects without restricting their movements, which makes them easier targets for the enemy. If paired up with a Scout, try to fight as close to the enemy as possible.
    • In particular, a Scout can use the Boston Basher to inflict bleeding on an enemy, then retreat to inside of the radius of a Buff Banner to inflict Mini-Crit bleeding or that of a Concheror to slowly heal. The Battalion's Backup can also lessen damage if they hit themselves, although it's probably not a good idea to waste a charge on just that.
  • A Scout using the Fan O'War can make a Soldier's target significantly easier to kill by hitting the enemy and then retreating, making follow-up attacks for the next 10 seconds Mini-Crits. In particular, Mini-Crit rockets can kill almost any class in just two well-placed hits.
  • When equipped with the Pain Train, Soldiers can assist Scouts in capturing points, especially back caps, while providing a significant amount of firepower to protect the Scout.

Leaderboard class soldier.png Soldier

  • When working alongside other Soldiers, try to use each other's rockets to juggle enemies and make follow-up attacks easier.
    • Using their mobility, two Soldiers can use rocket jumps to perform ambushes on enemy groups very successfully. This can significantly amplify the power of an ambush since two Soldiers can land large amounts of splash damage over enemy groups.
    • One of the best ways to work together with another Soldier is for one to have the Direct Hit while the other carries the a different primary. One Soldier can juggle opponents with rockets, while the Soldier with the Direct Hit can finish off juggled enemies with mini-crits. The other Soldier can further use their wider splash radius to deal with targets that the Soldier with the Direct Hit cannot.
      • This can also work with the Reserve Shooter, as that also deals mini-crits to airborne enemies. One Soldier can juggle opponents while the other uses the Shooter to finish them off. The beauty of this method is that both can carry the Shooter and alternate roles, which helps with the three-second limit.
    • Soldier pairs can also overwhelm Pyros using compression blast to deflect rockets by alternating fire to get rockets through the gaps between Compression Blasts. However, this is also dangerous as improper timing can result in the Pyro deflecting both rockets at once into a single target.
  • Soldiers can also use their backpack buff items in tandem to build up their Rage meters.
    • If both Soldiers are using the Buff Banner, one can activate the banner, allowing the second Soldier to inflict Mini-Crits to quickly charge up his or her banner, which can then be used to allow the first Soldier to quickly build up another full Rage meter. This can also be used with the Batallion's Backup by using the protection from one to tank damage and build up Rage for the other; ditto with the Concheror, where the extra health from attacks will keep the Soldier alive longer to both take and deal more damage.
    • Different backpacks can also be combined for devastating effect. A simultaneous Buff Banner and Battalion's Backup push creates a nearly two-to-one firepower difference between teams with even numbers, a Concheror and Buff Banner together can allow players to recover large amounts of health, a Battalion's Backup and Concheror combo will severely bolster team defense by providing both protection and health recovery, and so on.
  • Two Soldiers wielding the Pain Train can use their mobility to perform back caps on push maps. However, unlike doing so with a Scout, two Soldiers have considerably more firepower and can more easily fend off any attempts to defend the capture point.
  • If one or both Soldiers are using the Half-Zatoichi, one of the Soldiers can use rockets to juggle and pin enemies, making it easier for the other Soldier to make a kill. Similarly, one Soldier can serve as a distraction to set the ground for an ambush by the other, which can be crucial due to the Soldier's slow movement speed.

Leaderboard class pyro.png Pyro

  • Soldiers can support Pyros with the Rocket Launcher, which has considerably more range than the Flamethrower or Shotgun. This can help to negate the Pyro's range weaknesses.
  • When setting up ambushes, Soldiers can use high ground to get the attention of enemy groups while the Pyro attacks from behind. This can be especially effective if the Pyro is using the Backburner.
  • Compression blast is extremely helpful for Soldiers, as Pyros can extinguish flames as well as deflect explosives and juggle enemies to make landing rockets easier. They can help against enemy Pyros reflecting the Soldier's rockets by reflecting them back.
  • Using the Buff Banner or Concheror can help Pyros to inflict greater damage or replenish health, respectively, due to either inflicting Mini-Crit afterburn or replenishing health from the same. This is especially noticeable if the Pyro has ignited multiple foes.
  • A Soldier with the Direct Hit and a Pyro with the Flare Gun can provide long-range support for teammates when fighting Snipers or other Soldiers.

Leaderboard class demoman.png Demoman

  • A Soldier and Demoman working side by side can deal out a huge amount of explosive damage. Both can cover each other by using direct-fire and arcing projectiles to attack targets as the situation demands.
    • In particular, Soldiers can cover the Demoman's close-range weakness with the Shotgun and Rocket Launcher, allowing the Demoman to make the most of locking down areas with the sticky traps. This is especially useful if the Demoman is using the Scottish Resistance, as the longer bomb arm time is less of an issue.
    • Demomen can set sticky traps to juggle and pin enemies for Soldiers to attack, or vice versa with the Soldier using the Rocket Launcher to knock enemies into sticky traps. Soldiers can also take advantage of friendly sticky traps by using the Direct Hit to inflict Mini-Crits on juggled targets.
  • As both classes can perform explosive jumps, Soldiers and Demomen can perform devastating ambushes by using their mobility to attack enemies from unexpected angles. However, keep in mind that Demomen take more self-damage from explosive jumps, so it's usually wise to allow them to grab health pickups first whenever possible.
    • By both using the Pain Train, a Soldier and Demoman can perform fast back-caps in the same manner as two Soldiers. However, in this case, the Demoman brings more flexibility in the ability to lay sticky traps to preemptively deny approaches to enemies attempting to stop the capture.
  • If an enemy Demoman is attempting to destroy friendly sticky traps with the Scottish Resistance, use the Shotgun to destroy the incoming stickybombs. Remember that the Scottish Resistance has a longer arming time, during which the stickies can still be destroyed.
    • If you don't have the Shotgun equipped, a rocket blast can scatter enemy stickies, lessening the damage they do to the traps.
  • Remember that the Buff Banner causes all damage inflicted by friendly players within its radius to become Mini-Crits. Any explosives fired or deployed by a Demoman prior to the banner being activated will inflict Mini-Crit damage while the Demoman is within its active radius.
    • Conversely, any explosives fired or deployed while within the radius of an active banner will cease to deal Mini-Crit damage when the Demoman walks out of its radius or the banner expires.
  • Rockets can be used to bounce opponents to make them easier for a Demoman using the Chargin' Targe to kill. Remember that the Chargin' Targe replaces the Stickybomb Launcher, so the Demoman loses the ability to place precise explosives.

Leaderboard class heavy.png Heavy

  • As the Heavy and Soldier are the most powerful direct combat classes in the game, a Soldier-Heavy pair can easily kill any enemies that stand in their path. They can use their hitscan and explosive weapons as the situation warrants to counter any attacks.
    • As the Soldier has more mobility than the Heavy, Soldiers can move in front of the Heavy and attack enemies first, giving the Heavy time to spin up the Minigun to deal with enemies as needed. Soldiers can also escape from losing combat situations more easily, so they can warn their partners of incoming danger more safely.
    • Rocket jumping onto higher terrain also allows Soldier to cover Heavies from above. The higher terrain gives enemies fewer places to hide, and allows the Soldier to spot targets or ambushes for the Heavy.
  • Always be especially wary of Spies. As the Soldier and Heavy are the slowest classes in the game, they are particularly vulnerable to backstabs. The pair should always watch each other's backs for Spies, and never focus on only a single direction while fighting.
  • As Heavies are fairly easy targets for Snipers, always be sure to use the Rocket Launcher or Righteous Bison to suppress enemy Sniper positions. This can allow Heavies to proceed forward more safely.
  • A Heavy using Natascha can slow enemies down, making them easier to hit with rockets.
    • Conversely, rockets can be used to juggle enemies, making them easier to hit for a Heavy using the Minigun or the Brass Beast.
    • Rockets can also be used to pin enemies against walls or corners, allowing a Heavy using the Killing Gloves of Boxing to score a kill more easily.
  • Whenever a Heavy is recovering health by eating a lunchbox item, be sure to watch for enemy pushes, and protect the Heavy as necessary. The Heavy may return the favor later by providing a Sandvich or Buffalo Steak Sandvich via dropping.
  • By consuming a Buffalo Steak Sandvich or equipping the Gloves of Running Urgently, a Heavy can move much faster. This added mobility can be used to reach ambush locations almost as quickly as a Soldier. Using this, Soldiers and Heavies can perform ambushes on unsuspecting groups that do not expect either to be there.
  • A Heavy with the Fists of Steel can act as a mobile shield for Soldiers. This can be especially helpful if dealing with Sentry Guns.
  • Use the Disciplinary Action to give a Heavy a speed boost while they have their gun revved. This is especially true with Heavies wielding the Brass Beast, as whipping them brings them back up to the base movement speed for the other miniguns.

Leaderboard class engineer.png Engineer

  • In general, Soldiers can assist Engineers by guarding their Buildings while the Engineer is setting up. Buildings are most vulnerable while they are being upgraded, so preventing or discouraging enemies from approaching can make setting them up easier.
  • If an ÜberCharge pushes in to destroy an Engineer's Buildings, try to use the Rocket Launcher to juggle one of the pair. The Sentry Gun's knockback is usually enough to push enemies away once they are airborne.
    • Conversely, try ambushing pushing enemies from behind and using the Rocket Launcher to knock them around corners into friendly Sentry Guns.
  • Soldiers can serve as useful escorts for Engineers who are hauling their Buildings forward. As an Engineer carrying a Building moves at about the same speed as a Heavy, Soldiers can keep up with little problem.
    • When an Engineer is hauling a Sentry Gun to the front lines, try to suppress any enemies attacking the Engineer. However, if the enemy has not noticed the Engineer's presence, it's usually wiser not to attract attention.
  • If an Engineer is under the effects of the Buff Banner, any damage dealt by the Engineer's Sentry Gun will inflict Mini-Crits. If providing support from the rear alongside an Engineer with the Wrangler, a Buff Banner can help to suppress enemies more effectively. The effect can be shared further with teammates if the Engineer has hauled the Sentry Gun to the front lines.
    • An Engineer using the Forajido can also benefit from the Buff Banner, as any supporting Combat Mini-Sentry Guns that have been deployed can inflict more damage against enemies that wander into its range.

Leaderboard class medic.png Medic

  • Soldiers are excellent Medic buddies, as like the Heavy they can use the the Rocket Launcher to bounce away attackers, and their large amount of health allows for constant healing to build up an Übercharge quicker.
  • Medics benefit most greatly from being under the effects of the Battalion's Backup, as they will rarely actively attack enemies. If the Medic is pushing forward with a Kritzkrieg ÜberCharge, using the Battalion's Backup can help the pair to survive considerably longer.
    • Similarly, a Medic pushing forward using an ÜberCharge from the Medi Gun can benefit from the effects of the Buff Banner.
  • A Kritzed Soldier is one of the most devastating Übercharge combinations in the game (less so with the Direct Hit, due to the reduced splash radius.) Due to critical splash damage and relatively large blast radius, a single rocket can easily gib five players, should they be standing next to one another.
    • One or two well-aimed Crit-boosted rockets can be all that is needed to defend a control point or Payload cart, or stop an enemy push.

Leaderboard class sniper.png Sniper

  • Often the best thing that a Soldier can do for Snipers is to escort them while they are moving between sniping positions. As the Sniper fights from the rear, Soldiers have few opportunities to fight alongside Snipers.
    • Soldiers using the Direct Hit can sometimes work alongside Snipers to provide long-range support firepower for teammates.
  • A Sniper can use Jarate to make a Soldier's targets easier to dispatch. This is especially effective with the Rocket Launcher due to its wide splash radius.
  • A Sniper using the Sydney Sleeper can "tag" enemies for the Soldier from a distance. The damage from the Sleeper paired with the mini-crit will make enemies fall much quicker.
  • If a Sniper is using the Bushwacka, using the Buff Banner can allow him or her to inflict guaranteed Critical hits on enemies, which can be especially devastating in ambushes.

Leaderboard class spy.png Spy

  • As with other classes, Spies can place Sappers on enemy Sentry Guns prior to attacks, making them far easier to dispatch.
  • Soldiers can attract the attention of enemy groups easily, opening a window for Spies to approach and backstab them.
    • Conversely, Spies using the Cloak and Dagger can warn Soldiers of enemy movements, which can make performing ambushes easier.

See also

External links