Scout
|
Primary
Boston Bulldog
|
|
25% life-leech, up to 200% overhealed health
Overheal does not decay
No health from packs and healers on wearer
-25 max health on wearer
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100% life-leech, up to 1250 overhealed health
Overheal does not decay
No health from packs and healers on wearer
-250 max health on wearer
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Primary
Condiment Cannon
|
|
Based on the current shot when you hit an target, this applies a certain debuff for 10 seconds each
- 1st shot - Jarate
- 2nd shot - Bleed
- 3rd shot - Milk
- 4th shot - Fire
Reloading resets the combo
100% slower reload
No direct damage
|
+50% fire rate
Based on the current shot when you hit an target, this applies a certain debuff for 10 seconds each
- 1st shot - Jarate
- 2nd shot - Bleed
- 3rd shot - Milk
- 4th shot - Fire
Reloading resets the combo
No direct damage
|
Primary
Jump-Action Shotgun
|
|
On hit: +2 extra jumps stored
On kill: +3 extra jumps stored
+250% air control on wearer
-25% damage while in the air
-25% jump height on wearer
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On hit: +20 extra jumps stored
On kill: +30 extra jumps stored
Full air control on wearer
-100% damage while in the air
-25% jump height on wearer
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100px
Primary
Scatterstrike
|
|
Weapon damage increases as health decreases, up to 50%
Attacks pierce damage resistance effects and bonuses
Weapon spread increases as health decreases, up to 100%
Reload and fire rate decreases as health decreases, up to 25%
No random critical hits
Cannot be crit or mini-crit boosted
|
Weapon damage increases as health decreases, up to 100%
Attacks pierce damage resistance effects and bonuses
Weapon spread increases as health decreases, up to 200%
Reload and fire rate decreases as health decreases, up to 50%
No random critical hits
Cannot be crit or mini-crit boosted
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100px
Primary
Solid Slugger
|
|
On hit: Recharges all rechargeable weapons on wearer by up to 25%
+34% clip size
25% more accurate
-25% recharge rate on all rechargeable weapons on wearer
-25% damage
|
On hit: Recharges all rechargeable weapons on wearer by up to 100%
+100% clip size
100% more accurate
-100% recharge rate on all rechargeable weapons on wearer
-95% damage
|
100px
Secondary
Melee Booster
|
|
Damage dealt with your primary weapon increases melee damage
Requires 300 damage dealt with you primary for up to +100% bonus damage for your melee weapon
+25% overall weapon switching
On hit with your melee: Removes 10% bonus melee damage
|
Damage dealt with your primary weapon increases melee damage
Requires 3000 damage dealt with you primary for up to +1000% bonus damage for your melee weapon
+100% overall weapon switching
On hit with your melee: Removes 100% bonus melee damage
|
Secondary
Super Sliders
|
|
+250% air control on wearer
Deals 6x falling damage to the player you land on
Jump height increases as the user becomes injured, up to 100%
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Full air control on wearer
Deals 6x falling damage to the player you land on
Jump height increases as the user becomes injured, up to 100%
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100px
Secondary
Conventional
|
|
Minimal damage falloff
No bullet spread
You are marked for death while active, and for short period after switching weapons
No random critical hits
-58% clip size
-20% damage
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Shot is crit-boosted
No damage falloff
No bullet spread
You are marked for death while active, and for short period after switching weapons
No random critical hits
-92% clip size
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Secondary
Prototype Punch
|
|
On drink: Gain up to 125 health over a short period of time
You can overheal yourself up to 200% overhealed health
Health regenerated is heavily reduced if you have been recently damaged
30 second recharge once used
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On drink: Gain up to 125 health over a short period of time
You can overheal yourself up to 200% overhealed health
Health regenerated is heavily reduced if you have been recently damaged
3 second recharge once used
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100px
Secondary
Six Point Shuriken
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On hit with your melee: Refills 2 Shurikens, up to 10 can be held
Mini-crits when fired target's back from close range
Long distance hits will always mini-crit
No random critical hits
No recharge rate
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Crits whenever it would normally mini-crit
On hit with your melee: Refills 10 Shurikens, up to 50 can be held
Mini-crits when fired target's back from close range
Long distance hits will always mini-crit
No random critical hits
No recharge rate
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100px
Secondary
Tiki Tonic
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While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
All damage taken is mini-crits while under the effects and 5 seconds after the duration
Wearer cannot carry the intelligence
30 second recharge once used
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While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
All damage taken is mini-crits while under the effects and 5 seconds after the duration
Wearer cannot carry the intelligence
3 second recharge once used
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Melee
Handymann
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All damage charges the *Handiness* meter, alt-fire (while active) to gain 75% sentry bullet damage resistance and 100% reduction in push force taken from damage or airblasts for 10 seconds
Cannot switch away when *Handiness* meter is active
+100% damage taken from melee sources while weapon is active
|
All damage charges the *Handiness* meter, alt-fire (while active) to gain 100% sentry bullet damage resistance and 100% reduction in push force taken from damage or airblasts for 10 seconds
Cannot switch away when *Handiness* meter is active
+200% damage taken from melee sources while weapon is active
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100px
Melee
Silent Slicer
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On kill: Gain a speed boost for 6 seconds
Always critical hit from behind
Silent killer: No death noise from kills
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
-50% damage against enemies that have more than 50% health
No random critical hits
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On kill: Gain a speed boost for 12 seconds
Always critical hit from behind
+50% critical damage
Silent killer: No death noise from kills
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
-50% damage against enemies that have more than 50% health
No random critical hits
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100px
Melee
Slammer
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While active:
User can hover in the air
Stuns airborne enemies for 5 seconds if the hit is below the belt
Airborne enemies hit are slammed into the ground
Minimal damage
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While active:
User can hover in the air
Full air control on wearer
Stuns airborne enemies for 10 seconds if the hit is below the belt
Airborne enemies hit are slammed into the ground
Minimal damage
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100px
Melee
Slugger's Face-Off
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While active:
+30% fire rate
On hit: +15% evasiveness (chance to auto-dodge any damage taken)
15% evasiveness is removed when non-melee damage when hit
30% evasiveness is removed when melee damage when hit
Minimal damage
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While active:
+60% fire rate
On hit: +15% evasiveness (chance to auto-dodge any damage taken)
30% evasiveness is removed when non-melee damage when hit
60% evasiveness is removed when melee damage when hit
Minimal damage
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Soldier
|
Primary
Battering Cannon
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25% bonus push force against both enemy players and the user
25% less projectile speed
15% less explosion radius
|
Primary
Steel Slayer
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On hit: Gain 1 stack
On kill: Gain 2 stacks
20% bonus max primary ammo on wearer
Each stack grants 5% fire rate, 2.5% reload speed, 15% projectile speed, but loses 10% explosion radius
These can stacked up to 10 times and start to decay 6 seconds without damaging or killing an enemy with a 3 second interval
+50% falloff damage penalty
20% increased damage to self
No random critical hits
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Secondary
Busted Booster
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10% bonus fire rate and reload speed for your primary weapon
When used: The user and teammates are given a bonus +20% fire rate and reload speed with any weapons while within range for 12 seconds
Requires 600 damage dealt to charge
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Secondary
Winter Warmth
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Immunity from all debuffs on wearer
When used: All nearby allies gain immunity from all debuffs for 10 seconds
When used: Heals the user 10 hp for every teammate that was in the radius
Requires 400 damage dealt to charge
No banner duration
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Secondary
Gunner’s Goody Bag
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All damage dealt and taken charges the Berzerk meter, taunt to activate several buffs once at 100%
This provides ONLY you with the Buff Banner, Battallion's Backup, and Concheror effects for 8 seconds
This requires 750 damage dealt and/or taken to charge
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Secondary
Merasmus' Private Stash
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All damage dealt and taken charges the Berzerk meter, taunt to activate several buffs once at 100%
This provides ONLY you with the Buff Banner, Battallion's Backup, and Concheror effects for 8 seconds
This requires 750 damage dealt and/or taken to charge
List of Positive/Neutral Effects:
ÜberCharge
Mini-Crits
Small Defense Buff
Full knock back/movement immunity
Speed Boost
Big Defense Buff
Invisibility
Minify Magic spell
Self-Healing
Big Head and Low Gravity
Swim in the air
Friendly Glow Outlines
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Melee
Crowd Control
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On hit: target is launched into the air
On hit: mark 1 target for death for 5 seconds
On hit: mark 1 target for 5 seconds and take 10% more damage from them
You cannot mark another target until the previous is no longer marked
50% less damage
This weapon has a large melee range and deploys/holsters slower
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Melee
Pick.exe
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On hit: +10 health
Fire rate increases as the user becomes injured, up to +75%
90% less healing from Medic sources
25% less base damage
25% less non-critical damage
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Melee
Catacomb Cleanser
|
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On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player
User cannot pick up ammo packs dropped by players
10% less max primary and secondary ammo on wearer
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Melee
Grim Charger
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On kill with any weapon: Stores one speed boost, up to 5 speed boosts can be stored
Alt-fire while active to activate the speed boost for 6 seconds
This weapon has a large melee range and deploys/holsters slower
10% less movement speed on wearer
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Pyro
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Primary
Afterburner
|
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50% bonus afterburn damage
20% longer afterburn duration
50% less direct flame damage
Extinguishing teammates restores 10 health, instead of 20
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Primary
Push Over
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Reflected projectiles are full crit instead of mini-crit
Extinguishing teammates restores 100 health
25% reduced damage from ranged sources
100% bonus airblast push force
Cannot primary attack
75% slower airblast speed
25% increased airblast vulnerability
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Secondary
Wreck-Ignition
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100% mini-crit hit vs burning players
Gain a speed boost on hit for 5 seconds
Unable to flare jump
25% less damage
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Secondary
Sharp Shooter
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40% faster switch speed to your melee from this weapon (Sharp Shooter in Melee slot required)
Gain a speed boost for 5 seconds on kill
On kill: 5 seconds of 50% bonus secondary fire speed
On kill: 5 seconds of 25% bonus secondary reload speed
On kill: 5 seconds of 50% bonus melee fire rate
25% less damage
33% less clip size
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Melee
Merry-Go-Round
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While active:
All melee damage charges the Rampage meter, taunt to activate for 75% damage reduction, full knockback resistance, and speed boost for 10 seconds
The less health you have, more meter charge on hit
This weapon has a large melee range and deploys/holsters slower
During rampage: No capture rate, cannot switch away, and -25% melee damage
While overhealed: Minimal charge for meter on hit
No random critical hits
-75% health from packs
-25% health from healers
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Melee
Sharp Shooter
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40% faster switch speed to your melee from this weapon (Sharp Shooter in secondary slot required)
Gain a speed boost for 5 seconds on kill
On kill: 5 seconds of 50% bonus secondary fire speed
On kill: 5 seconds of 25% bonus secondary reload speed
On kill: 5 seconds of 50% bonus melee fire rate
25% less damage
25% slower base fire rate
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Demoman
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Primary
Drunkard’s Wrath
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50% bonus clip size
15% bonus reload speed
25% less blast radius
25% less damage
Press your Special Attack key to switch between 2 modes
Mode 1: Default firing rate, projectile speed, and movement speed
Mode 2: 25% faster fire rate, 100% bonus projectile speed, and 25% less movement speed while active
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Primary
Ka-Boom Stick
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50% bonus clip size
Enemies are pulled towards the explosion
100% bonus explosion radius
50% less max primary ammo
No random critical hits
Launched bombs shatter on surfaces
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Primary
Number 13
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On hit: ignite target for up to 4 seconds
100% mini-crits vs burning players
No random critical hits
On hit self: ignite self for up to 4 seconds
25% less damage vs non-burning players
25% less explosion radius
66% less afterburn damage
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Secondary
Defense Push
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While charging: 75% damage resistance and full knockback resistance
40% melee damage resistance on wearer
25% decreased in charge recharge rate
No turning control while charging
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Secondary
Vanguard
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This shield blocks 15 damage from attacks that deal 50 damage or more
This shield gives you and all nearby allies 10% lifesteal with any weapon
On kill with any weapon: You gain a Bloodpact stack and each stack grants you 1 health regen per second
On death: You lose all Bloodpact stacks and heal all alive teammates based on the number of Bloodpact, regardless of distance. Stacks up to five times.
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Secondary
Groundbreaker
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When a stickybomb explodes, it spawns 3 mini-bombs
Each mini-bomb splits the damage and explosion radius between the 3 mini-bombs
3 less default stickybombs out
15% less base damage
15% less explosion radius
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Melee
Berserker’s Brew
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When you pick up a health pack, you will receive 1 pint of Moonshine
+5% damage and -10% fire rate per pint, up to 5 pints
Taunting will restore 35 health, and removes 1 pint until back to near full health
-50% health from packs on wearer
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Melee
Drunken Grail
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This weapon deploys and holsters 25% faster
On hit: player will be disorientated for 2 seconds
On hit: apply Jarate for 2 seconds
On miss: hit yourself, Jarate yourself, and disorientate yourself for 2 seconds
No random critical hits
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Melee
Landsknecht's Long-knife
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On kill: gain a 5 second speed boost
Each kill increases your melee attack speed with a maximum of 3 kills, up to 50% fire rate bonus
15 less max health on wearer
No random critical hits
15% less damage
This weapon has a large melee range and deploys/holsters slower
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Melee
Highlander
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On kill: Store +1 head, with maximum of 4 heads
When you reach 1/3 health, you will use one head and your health is fully restored
When a stored head is used, you will be marked for death for 5 seconds, can't use another stored head, and you can't store new heads until you are not longer self-marked for death
No random critical hits
This weapon has a large melee range and deploys/holsters slower
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Heavy
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Primary
Heavy Artillery Minigun
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Bullets penetrate all enemies
Damage dealt with this weapon generates rage, press the Special-Attack key to activate knockback
While spun up, fire rate is increased every second, up to 50% in 15 seconds
While spun up, damage vulnerability is increased every second, up to 25% in 15 seconds
No random critical hits
50% less accurate
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Primary
Immobile Sentry Gun
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Full knockback resistance while spun up
Immunity from all debuffs while spun up
While spun up: Damage resistance increases whenever the user takes each type of damage, up to +50%
Damage resistance is reset upon undeploying
Unable to be overhealed on wearer
No move speed while spun up
No capture rate while spun up
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Primary
Graphite Perisher
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On melee kill: Gain mini-crits for your Minigun for 5 seconds
On secondary kill: Gain mini-crits for your Minigun for 3 seconds
The mini-crit timer starts when you spin up and can't be stacked
10% bonus critical and mini-crit damage for your minigun
25% less non-critical or non-mini-crit damage on your minigun
25% less max primary ammo on wearer
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Primary
Etakerina
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10% faster spin up time
On hit: Restores +1 HP
Alt-fire also attacks and restores additional 4 HP on hit
Alt-fire attacking deals 50% less damage
10% less base damage
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Secondary
Full Throttle
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10% bonus base movement speed on wearer
On kill: increase movement speed on wearer, move as fast as a Scout after 5 kills
On kill: -5% damage, up to -25% with 5 kills
No access to primary weapon
Wearer cannot carry the intelligence briefcase
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Melee
Hydraulic Hammers
|
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On hit: knocks back the target
On critical hit: 100% bonus knockback
25% faster fire rate
50% less damage
This weapon has a large melee range and deploys/holsters slower
|
Melee
Jaws of Steel
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While active and wet:
25% bonus move speed
25% bonus damage
25% bonus attack speed
While active and not wet:
50% slower move speed
25% less damage
25% slower attack speed
While active:
All melee damage charges the Shark meter, press your Reload key to gain the ability to swim in the air for 15 seconds
User cannot switch away when *Shark* meter is active
Wearer cannot carry the intelligence
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Melee
Terminal Killocity
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While active:
100% bonus jump height
Semi air movement control
Slower falling speed
25% less damage
25% less movement speed
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Engineer
|
Primary
Defender
|
|
On hit: reduce 25% of enemy's current offhand ammo supply for both primary and secondary weapons
100% mini-crit vs cloaked spies
No random critical hits
25% slower reload
25% slower fire rate
|
Primary
Hole Puncher
|
|
On kill: +20 maximum metal and +5% bonus damage vs players, up to 10 times for both
Damage vs players is based on your current metal supply
50% less base damage vs players when out of metal
50% less clip size
|
Primary
Frontal Lobe
|
|
On hit friendly building: +20 upgrade
On hit friendly building: +24 repair
Damage removes Sappers, requires 5 hits
20 shots in the clip, but only holds 20 shots
75% slower fire rate
40% less damage
Unable to upgrade friendly buildings unless at full health
|
Secondary
Texan Heatmaker
|
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On hit: target is engulfed in flames at close range for 8 seconds
100% critical hit vs burning players at VERY close range
No random critical hits
75% slower fire rate
|
Secondary
Signal Booster
|
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While active:
100% bonus sentry damage
50% slower sentry firing speed
50% less sentry radius
|
Secondary
Sentry Jumper
|
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No self inflicted blast damage taken
25% higher sentry rocket jumps
Wearer cannot carry the intelligence
Cannot primary attack
|
Melee
Old Reliable
|
|
While active:
Nearby enemy Spies are automatically decloaked and can't cloak
One hit destroys any sapper
20% bonus repair rate
50% slower fire rate
20% slower upgrade rate
|
Melee
Support Wrench
|
|
Press your reload key to choose to teleport to spawn or your exit teleporter
10% bonus movement speed when carrying buildings
Teleporters can be used in both directions
300% faster building build rate
+2500% Dispenser range
No sentry damage
|
PDA
Brawn Over Brains PDA
|
|
50 bonus health on wearer
Carry any buildings
|
PDA
Max Level PDA
|
|
All buildings are level 3 when built
25% slower construction rate for all buildings
50% less max building health
|
PDA
Metal Shield PDA
|
|
50% damage taken is removed from metal supply
|
Medic
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Primary
Maniac's Maschinenpistole
|
|
On hit: +5% bonus Medi Gun healing rate
This effect can stack up to 10 times, up to 50% bonus healing rate
The bonus healing rate will decay when healing teammates, but not when overhealing
25% slower fire rate
50% less clip size
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Secondary
Blitzstorm
|
|
ÜberCharge rate increases as health decreases, up to 50%
10% ÜberCharge gained with an assist kill, including during ÜberCharge deployed to extend the duration
ÜberCharge provides all 3 banner effects for yourself and patient only
|
Secondary
Booster Shot
|
|
50% bonus overheal
100% longer overheal time
ÜberCharge duration increased by 2 seconds
25% less base heal rate
Übercharge increases overheal cap by 100%, overheal decay time by 100%, increased heal rate by 100%, and you can overheal yourself
|
Secondary
Tank
|
|
While active:
Damage resistance increases as the user becomes injured, up to 85%
Healing teammates builds energy
When charged, press your Special-Attack key to deploy a shield to block enemy projectiles and knockback on hit
Move speed decreases as the user becomes injured, up to 20%
10% less base movement speed
Übercharge stops at 99%
|
Secondary
Chiropractor’s Chameleon
|
|
While active:
You will slowly become almost fully transparent over 3 seconds
While healing a patient: Your patient will become slightly transparent
After you take damage, the transparency is removed (including from your patient)
If your patient takes damage, the transparency isn't removed
No health from packs and healers
ÜberCharge: Grants invisibility to your patient and yourself
|
Melee
Hostitalian Revenge
|
|
100% critical hit vs the enemy who killed your healing target for the next 8 seconds
25% damage resistance from enemy who killed your healing target for the next 8 seconds
25% less damage
|
Melee
Sixth Sense
|
|
While active:
Allows you to see teammates and their health through walls
Alt-fire to use your ÜberCharge in 10% increments for a 3 second speed boost
Cannot switch away from your melee weapon while speed boosted
25% slower fire rate
|
Melee
Oathbreaker
|
|
On hit: +25% bonus ÜberCharge rate, up to 100%
Deals up to 65 bonus damage based on your current ÜberCharge
Deals up to 33 bonus damage based on enemy Medic's ÜberCharge
One ÜberCharge stack is lost when uber is deployed
On hit: -25% ÜberCharge
No random critical hits
|
Sniper
|
Primary
High Noon
|
|
While scoped in: slowly fade to be almost fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 50% faster
On bodyshot: Your next shot will charge at default speed
On miss: Your next shot will charge 25% slower
|
Primary
Manncannon
|
|
On headshot: deals 25% explosive damage to all nearby enemies
33% less maximum charge damage
|
Primary
Didgeridoom
|
|
On scoped shot: Applies Mad Milk, Jarate, bleeding, and fire for 1 second
The duration scales with rifle charge, up to 10 seconds
No charge damage
No headshots
|
Secondary
Lil’ Mate
|
|
While firing, fire rate is increased, up to 50% bonus fire rate
Bonus fire rate is lost after reloading and/or switching weapons
25% slower base fire rate
100% slower reload
|
Secondary
Little Bugger
|
|
20 damage on head-shots
No bullet spread while crouching
100% increased bullet spread while not crouching
5 damage on body-shots
No random critical hits
|
Secondary
Urine Trouble
|
|
When you take damage from behind, Jarate all nearby enemies for 3 seconds with a 10 second cooldown
On death: cover all nearby enemies for 5 seconds with jarate
When backstabbed: the Spy will be jarated for 10 seconds
|
Secondary
Melf’s Magic Potion
|
|
Initial damage impact does 25 damage and enemies are damaged for 10 seconds
This can be used to extinguish fires and extinguishing teammates reduces cooldown by 10%
+25% increase in recharge rate
This effect can only be removed by a medkit
Deals 2 each damage tick during the 10 seconds
|
Melee
Bushman’s Butterfly
|
|
This weapon deploys & holsters 25% faster
This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35 crits
No random critical hits
25% less damage
|
Melee
Heat Wave
|
|
On hit: Gain 25% bonus charge rate for your primary weapon
On kill: Gain 50% bonus charge rate for your primary weapon
Gain up to +100% charge for rifles and up to +90% charge for bows
On primary attack: Removes 25% of stored bonus charge rate
20% slower move speed while aiming with your primary weapon
25% slower firing speed
|
Spy
|
Secondary
Duke
|
|
On hit: gain speed boost for 3 seconds
On kill: gain mini-crits for 3 seconds
On kill: adds 25% cloak
75% bonus cloaking and decloaking speed
No access to knife or disguise kit
1/2 sec longer cloak blink time
|
Secondary
Turnabout
|
MasterOfTheXP (Original Weapon Stats)
|
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Can only refill ammo at a resupply or with successful hits
Only holds 15 shots
No random critical hits
25% slower fire rate
25% less damage
|
Melee
Infection
|
|
Instant cloak upon a backstab and infect the victim
After 5 seconds, the victim is slowed by 25% and starts to lose 20% of their max health per second
Infection can be removed by a healing supply, Medic, health kit, or resupply
Backstabs do not instantly kill victims
|
Melee
La Dettonaire
|
|
On backstab: Plants a bomb on the target
The first current active bomb arms in 4 seconds, with all other bombs with instant arm time
Alt-fire activates all active bombs
Detonated bombs will kill all planted targets and deals 60 explosive damage to nearby enemies
You are also hurt by the explosive damage
Only 3 bombs can be activated at once
All bombs disappear on death, after 16 seconds, or when a bomb enters a respawn room
Unable to cloak & decloak while a bomb is planted
|
Melee
Secretive Service
|
|
On backstab kill: Gain 4% bonus movement speed, 4% bonus cloaking and decloaking speed, but decreases 15% Sapper power (These effects can stack up to 5 times)
On kill: 100% bonus melee range for 5 seconds
10% less movement speed on wearer
25% slower fire rate
|
Melee
Stealth Attack
|
|
On backstab: remove 50% of victim's ammo supply for both weapons
On backstab: removes 10% Medi Gun charge
You can attack while invisible, but you will instantly become visible after attacking
Backstabs do minimal damage
No direct damage
|
Building
Shredder
|
|
50% bonus damage against buildings
The Engineer who built the building crits 100% of the time on YOU for 4 seconds after sapping a building
50% less Sapper health
|
Building
Transmission
|
|
5 health regenerated per second for each active sapper
50% bonus Sapper health
You can overheal yourself
25% less Sapper damage
|
PDA 2
Eternal Youth Maiden
|
|
While cloaked: User has a 75% chance to dodge any damage when taken
While cloaked: 10% less movement speed, no natural cloak damage resistance, and no cloak meter from ammo boxes
Unable to cloak unless cloak meter is full
|
PDA 2
Stealth Cloak
|
|
Receive a speed boost while cloaked
100% bonus jump height while cloaked
Unlimited cloak as long as you have health
5 health drained per second while cloaked
|
Soldier, Pyro, Heavy and Engineer
|
Primary and Secondary
Raiding Aid
|
|
On kill: Increase clip size by 1 shot, up to 8 shots in total can be held
50% less clip size
75% slower reload
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Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper
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Melee
Action Hale
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25% bonus damage against the same class type
25% less damage against other class types
This weapon has a large melee range and deploys/holsters slower
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Melee
Merasmus’ Staff
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On kill: gain a bumper car and Battalion's Backup effect for 15 seconds
No random critical hits
While active: no turning control while charging (Demoman only, shield required)
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Melee
Practitioner’s Promoter
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While active:
25% bonus ubercharge rate for the Medic healing you
Requires both patient and Medic to be outside of spawn room
75% less healing from Medic sources
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All Classes
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Primary and Secondary
Survival Gear
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On kill with any weapon as any class except Engineer: Heals you for 15% of that enemy's maximum health, which can overheal
On kill with any weapon as Engineer: Heals you for 10% of that enemy's maximum health, which can overheal
10% bonus max primary ammo for every class except Medic and Spy
Scout:
+25 bonus max health on wearer
Soldier:
+20% bonus move speed on wearer
Heavy:
+25% headshot damage resistance on wearer
Only 200 health lost on backstabs
Engineer:
+20 metal regenerated every 5 seconds on wearer
Medic:
On kill with melee weapon: Heals you for 15% of that enemy's maximum health, you can overheal yourself
When an enemy is killed near you: Heals you for 15% of that enemy's maximum health, which cannot overheal
Passively regenerates 1/2% UberCharge per second
Sniper:
+10% bonus damage for primary and melee weapons
Spy:
-0.1 second less cloak blink time
-10% bonus cloak meter from ammo boxes
-10% bonus cloak regen rate and cloak duration
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