Difference between revisions of "Powerjack"

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*The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the [[Flamethrower]] and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional or a bug.
 
*The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the [[Flamethrower]] and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional or a bug.
 
*With the addition of the Mann-conomy update, seven classes are now capable of healing themselves. The Scout (with [[Mad Milk]]), the Soldier (through successful hits with the [[Black Box]]), the Pyro (by killing an enemy with the Powerjack), the Heavy (with his edible devices), the Demoman (decapitating enemies while having at least 4 heads), the Engineer (building a [[Dispenser]]), and the Medic (passive healing, successful hits with the [[Blutsauger]], or the [[Oktoberfest]] taunt).
 
*With the addition of the Mann-conomy update, seven classes are now capable of healing themselves. The Scout (with [[Mad Milk]]), the Soldier (through successful hits with the [[Black Box]]), the Pyro (by killing an enemy with the Powerjack), the Heavy (with his edible devices), the Demoman (decapitating enemies while having at least 4 heads), the Engineer (building a [[Dispenser]]), and the Medic (passive healing, successful hits with the [[Blutsauger]], or the [[Oktoberfest]] taunt).
*It is one of only two weapons that can temporarily overheal theuser, the other being the [[Dalokohs bar]]
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*It is one of only two weapons that can temporarily overheal the user, the other being the [[Dalokohs bar]]
  
 
==Gallery==
 
==Gallery==

Revision as of 21:26, 3 October 2010

Template:Weapon infobox

Mmmphya harrgh mrgha hrghgph!
The Pyro on customised tools

The Powerjack is a melee weapon for the Pyro class. It is comprised of an automobile jack with a team-colored car battery strapped to its base.

This weapon deals more damage compared to the default Fire Axe, making it the most powerful melee weapon. Upon gaining a kill with the Powerjack, the player is awarded 75 health. Should the Pyro be missing less than 75 health at the time, the remainder will be filled and the excess will be given as overheal.

Damage

See also: Damage

Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.8

All times are in seconds. Times are approximate and determined by community testing.

Item set

This item is part of the Gas Jockey's Gear set. When the entire set is worn, the set provides these additional stats:

  • +10% faster move speed on wearer
  • 10% bullet vulnerability on wearer

The other set items are:

Blueprint

Axtinguisher Reclaimed Metal Powerjack
Item icon Axtinguisher.png + Item icon Reclaimed Metal.png = Item icon Powerjack.png

Related Achievements

Clearcutter.png Clearcutter

Kill 6 people with your axe in one life.

Freezer burn.png Freezer Burn

Provide enemies with freezecam shots of each of your taunts.

Lumberjack.png Lumberjack

Kill 3 people with your axe in one life.

Trivia

  • Similar to the Homewrecker, the Powerjack can also be used with any achievements requiring the use of an Axe.
  • The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the Flamethrower and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional or a bug.
  • With the addition of the Mann-conomy update, seven classes are now capable of healing themselves. The Scout (with Mad Milk), the Soldier (through successful hits with the Black Box), the Pyro (by killing an enemy with the Powerjack), the Heavy (with his edible devices), the Demoman (decapitating enemies while having at least 4 heads), the Engineer (building a Dispenser), and the Medic (passive healing, successful hits with the Blutsauger, or the Oktoberfest taunt).
  • It is one of only two weapons that can temporarily overheal the user, the other being the Dalokohs bar

Gallery

See also