Scout
|
Primary
Boston Bulldog
|
TF2 Workshop Link
|
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
|
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
|
Primary
Condiment Cannon
|
TF2 Workshop Link
|
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
|
100px
Primary
Scatterstrike
|
TF2 Workshop Link
|
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
|
100px
Primary
Solid Slugger
|
TF2 Workshop Link
|
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
|
Secondary
Super Fighting Gauntlets
|
TF2 Workshop Link
|
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
|
TF2 Workshop Link
|
+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%
|
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%
|
100px
Secondary
Conventional
|
TF2 Workshop Link
|
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
|
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
|
Secondary
Prototype Punch
|
Download Link
|
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
|
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
|
100px
Secondary
Six Point Shuriken
|
TF2 Workshop Link
|
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
|
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
|
100px
Secondary
Tiki Tonic
|
TF2 Workshop Link
|
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
|
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
|
Melee
Handymann
|
TF2 Workshop Link
|
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
|
100px
Melee
Silent Slicer
|
TF2 Workshop Link
|
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
|
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
|
100px
Melee
Slugger's Face-Off
|
CURRENTLY NO PUBLIC LINK
|
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
|
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
|
Soldier
|
100px
Primary
Battering Cannon
|
TF2 Workshop Link
|
25% push force against both enemy players and the user
-25% projectile speed
-15% explosion radius
|
250% push force against both enemy players and the user
Wearer never takes falling damage
-50% projectile speed
-99% explosion radius
|
100px
Primary
Follower
|
TF2 Workshop Link
|
While active:
Rockets are full controllable and can be toggled by alt-fire
-25% explosion radius
+50% falloff damage penalty
|
While active:
Rockets are full controllable and can be toggled by alt-fire
|
Primary
Splitfire
|
TF2 Workshop Link
|
Deals mini-crits on direct hits while explosive jumping
+50% projectile speed while explosive jumping
All damage taken is converted to mini-crits while explosive jumping
-25% clip size
|
Deals crits on direct hits while explosive jumping
+100% projectile speed while explosive jumping
All damage taken is converted to crits while explosive jumping
-50% clip size
|
Primary
Steel Slayer
|
TF2 Workshop Link
|
20% bonus max primary ammo on wearer
On hit: +1 stack, On kill: +2 stacks
Each stack grants +5% fire rate, +2.5% reload speed, +7.5% projectile speed, but loses -5% explosion radius
These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval
-25% damage on non-direct hits
+50% falloff damage penalty
|
200% bonus max primary ammo on wearer
On hit: +1 stack, On kill: +2 stacks
Each stack grants +7.5% fire rate, +5% reload speed, +15% projectile speed, but loses -5% explosion radius
These can stacked up to 10 times and start to decay 10 seconds without damaging or killing an enemy with a 5 second interval
-50% damage on non-direct hits
+100% falloff damage penalty
|
Secondary
Busted Booster
|
TF2 Workshop Link
|
+20% fire rate and +10% reload speed for your primary weapon
When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 10 seconds
Requires 480 damage dealt to charge
|
+40% fire rate and +20% reload speed for your primary weapon
When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 10 seconds
Requires 240 damage dealt to charge
|
Secondary
Gunner’s Goody Bag
|
TF2 Workshop Link
|
10% damage taken by teammates in a large radius applies to you that can charge your *Rage* meter
All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
While the *Rage* is active, user can't be healed by any source
This requires 600 damage dealt and/or taken to charge
|
10% damage taken by teammates in a very large radius applies to you that can charge your *Rage* meter
All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
While the *Rage* is active, user can't be healed by any source
This requires 600 damage dealt and/or taken to charge
|
Secondary
Merasmus' Private Stash
|
TF2 Workshop Link
|
On wearer: User is able to see friendly players and buildings
When used: User gains a random Mannpower powerup for 10 seconds
User can hold up to 3, but can't have multiple powerups active at once
Requires 480 damage dealt to charge 1 powerup
While under the effects of a powerup: User can't gain charge for a new powerup
|
On wearer: User is able to see friendly players and buildings
When used: User gains a random Mannpower powerup for 20 seconds
User can hold up to 6, but can't have multiple powerups active at once
Requires 240 damage dealt to charge 1 powerup
While under the effects of a powerup: User can't gain charge for a new powerup
|
Secondary
Team's Reserves
|
TF2 Workshop Link
|
15% ammo regenerated every 5 seconds on wearer
Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates
*Ammo* drains while ammo is being dispensed
Cannot deploy banner
|
150% ammo regenerated every 5 seconds on wearer
Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates
*Ammo* drains while ammo is being dispensed
Cannot deploy banner
|
Secondary
Winter Warmth
|
TF2 Workshop Link
|
Immunity from all debuffs on wearer
When used: All nearby allies gain immunity from all debuffs for 10 seconds
When used: Heals the user 25 hp for every teammate that was in the radius (including yourself)
Requires 480 damage dealt to charge
No banner duration
|
Immunity from all debuffs on wearer
When used: All nearby allies gain immunity from all debuffs for 20 seconds
When used: Heals the user 50 hp for every teammate that was in the radius (including yourself)
Requires 240 damage dealt to charge
No banner duration
|
Secondary
American Eagle
|
Download Link
|
Deals crits and gains +25% fire rate while explosive jumping
-34% clip size
-30% damage
|
Deals crits and gains +100% fire rate while explosive jumping
-66% clip size
-100% non-crit damage
|
Melee
Catacomb Cleanser
|
TF2 Workshop Link
|
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% max primary and secondary ammo on wearer
|
On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself)
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player (Players can't overheal from gibs)
User cannot pick up ammo packs dropped by players
-50% max primary and secondary ammo on wearer
|
Melee
Grim Charger
|
TF2 Workshop Link
|
On kill with any weapon: Stores one speed boost, up to 5
While active: Alt-fire to activate a speed boost for 5 seconds
This weapon has a large melee range and deploys/holsters slower
-10% move speed on wearer
|
On kill with any weapon: Stores one speed boost, up to 5
Alt-fire to activate serveral buffs for 10 seconds
Buffs include a large speed boost, +80% jump height, immune to fall damage, instant weapon switch
This weapon has a large melee range and deploys/holsters slower
-20% move speed on wearer
|
Melee
Mighty Mallet
|
TF2 Workshop Link
|
User performs an earthquake after landing an explosive jump to knockback enemies
On hit: Bleed for 5 seconds
Fall damage and falling speed are increased
-50% fire rate
-25% damage
|
User performs an large earthquake after landing an explosive jump to knockback enemies
On hit: Bleed for 50 seconds
Fall damage and falling speed are increased
-500% fire rate
-99% damage
|
Pyro
|
Primary
Afterburner
|
TF2 Workshop Link
|
+66% afterburn damage
Extinguishing teammates restores 10 health
-50% direct flame damage
|
+330% afterburn damage
Extinguishing teammates restores 20 health
-99% direct flame damage
|
Primary
Improvised Imblazer
|
TF2 Workshop Link
|
Alt-fire: Creates a Fireblast, it ignites players in the radius, and deals mini-crits vs burning players
+100% flamethrower damage against enemies with health that is higher than health
-50% flamethrower damage against enemies with health that is lower than 1/2 health
Costs 50 ammo to use Fireblast
-50% afterburn duration
No airblast
|
Alt-fire: Creates a Fireblast, it ignites players in the radius, and deals mini-crits vs burning players
+200% flamethrower damage against enemies with health that is higher than health
-100% flamethrower damage against enemies with health that is lower than 1/2 health
Costs 100 ammo to use Fireblast
No afterburn duration
No airblast
|
100px
Primary
Makeshift Mutilator
|
TF2 Workshop Link
|
Looking down (or jumping) while attacking will launch you (or pull you) through the air
Reflected projectiles are full crit instead of mini-crit
+100% airblast push force
Wearer cannot carry the intelligence
Unable to burn enemies
-100% airblast speed
Extinguishing teammates restores 50% health
|
Full air control on wearer
Never take fall damage on wearer
Looking down (or jumping) while attacking will launch you (or pull you) through the air
Reflected projectiles are full crit instead of mini-crit
+200% airblast push force
Wearer cannot carry the intelligence
Unable to burn enemies
-200% airblast speed
Extinguishing teammates restores 100% health
|
Secondary
Pearce 75
|
Download Link
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +100% if the enemy has been burning up to 15 seconds
-20% damage
-20% fire rate
-34% clip size
+50% falloff damage penalty
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +200% if the enemy has been burning up to 30 seconds
-20% damage
-40% fire rate
-66% clip size
+100% falloff damage penalty
|
Secondary
Spitfire
|
TF2 Workshop Link
|
Shoots 4 extra flares
+100% max secondary ammo on wearer
7.5 degrees random projectile deviation
-33% direct damage
-50% projectile speed
Per shot: -5 ammo
|
Shoots 9 extra flares
+100% max secondary ammo on wearer
15 degrees random projectile deviation
-33% direct damage
-50% projectile speed
Per shot: -10 ammo
|
Secondary
Wreck-Ignition
|
TF2 Workshop Link
|
100% mini-crit hit vs burning players
Gain a speed boost on hit for 5 seconds
Unable to flare jump
-25% damage
|
100% mini-crit hit vs burning players
Gain a speed boost on hit for 25 seconds
Unable to flare jump
-99% non-critical damage
-66% afterburn damage
|
100px
Secondary
Sharp Shooter - Secondary
|
TF2 Workshop Link
|
+40% switch speed to your melee from this weapon
Gain a speed boost for 4 seconds on kill
On kill: Gain crits for your melee for 4 seconds
The critical timer starts when you switch to your melee
-25% damage
-33% clip size
|
+100% switch speed to your melee from this weapon
Gain a speed boost for 20 seconds on kill
On kill: Gain crits for your melee for 20 seconds
The critical timer starts when you switch to your melee
-50% damage
-66% clip size
|
100px
Melee
Sharp Shooter - Melee
|
TF2 Workshop Link
|
+40% switch speed to your secondary from this weapon
Gain a speed boost for 4 seconds on kill
On kill: Gain mini-crits for your secondary for 4 seconds
The critical timer starts when you switch to your secondary
-25% damage
-25% fire rate
|
+100% switch speed to your secondary from this weapon
Gain a speed boost for 20 seconds on kill
On kill: Gain mini-crits for your secondary for 20 seconds
The critical timer starts when you switch to your secondary
-50% damage
-50% fire rate
|
100px
Melee
Baleful Beacon
|
TF2 Workshop Link
|
On hit: Generate +25% souls
On hit burning enemy: Generate +50% souls and extinguish them
Souls increase all fire damage on wearer by up to 225%
Souls begin to drain slowly if user hasn't damaged a enemy within 20 seconds
-25% fire damage on wearer
|
On hit: Generate +50% souls
On hit burning enemy: Generate +100% souls and extinguish them
Souls increase all fire damage on wearer by up to 350%
Souls begin to drain slowly if user hasn't damaged a enemy within 40 seconds
-50% fire damage on wearer
|
Melee
Merry-Go-Round
|
TF2 Workshop Link
|
While active:
+37% melee range
Melee damage charges the *Rampage* meter and requires 325 to charge
Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a massive speed boost for 10 seconds
During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage
|
While active:
+37% melee range
Melee damage charges the *Rampage* meter and requires 325 to charge
Once charged, taunt to gain 90% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 10 seconds
During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -75% melee damage
|
Demoman
|
Primary
Clodhoppers
|
TF2 Workshop Link
|
On wearer:
+25% move speed
+50% jump height
+500% air control
Never take fall damage
25% increased in push force taken from damage and airblasts
-50 max health
|
On wearer:
+250% move speed
+500% jump height
Full air control
Never take fall damage
250% increased in push force taken from damage and airblasts
-500 max health
|
100px
Primary
Glasgow Greaves
|
TF2 Workshop Link
|
Performs a small earthquake after landing an explosive jump to knockback enemies
Deals 3x falling damage to the player you land on
-75% reduction in push force taken from damage and airblasts
-50% blast damage from sticky jumps
-10% move speed on wearer
|
Performs a small earthquake after landing an explosive jump to knockback enemies
Deals 3x falling damage to the player you land on
-100% reduction in push force taken from damage and airblasts
-99% blast damage from sticky jumps
-20% move speed on wearer
|
100px
Primary
Drunkard’s Wrath
|
TF2 Workshop Link
|
+50% clip size
Press your "Special Attack" key to switch between 2 modes
Trigger Mode: Deploys 25% faster, holsters 25% faster, +50% projectile speed, and launched bombs shatter on surfaces
Hammer Mode: +25% fire rate, +15% reload speed, -20% damage, and -20% move speed while active
|
+100% clip size
Press your "Special Attack" key to switch between 2 modes
Trigger Mode: Deploys 50% faster, holsters 50% faster, +100% projectile speed, and launched bombs shatter on surfaces
Hammer Mode: +50% fire rate, +30% reload speed, -40% damage, and -40% move speed while active
|
100px
Primary
Iron Boarder
|
TF2 Workshop Link
|
On hit: Recharge equipped shield by 20%
+10% move speed on wearer (shield required)
Launched bombs shatter on surfaces
|
On hit: Recharge equipped shield by 100%
+50% move speed on wearer (shield required)
Launched bombs shatter on surfaces
|
Primary
Ultimatum
|
TF2 Workshop Link
|
On hit: Ignite target for up to 4 seconds
100% mini-crits vs burning players
On hit self: Ignite self for up to 4 seconds
-25% damage vs non-burning players
-66% afterburn damage
-25% explosion radius
|
On hit: Ignite target for up to 40 seconds
100% critical hit vs burning players from behind
100% mini-crits vs burning players
On hit self: Ignite self for up to 40 seconds
-90% damage vs non-burning players
-66% afterburn damage
-90% explosion radius
|
100px
Secondary
Assault and Battering Ram
|
TF2 Workshop Link
|
While charging: 75% damage resistance and full knockback resistance
50% melee damage resistance on wearer
No turning control while charging
|
While charging: 90% damage resistance and full knockback resistance
100% melee damage resistance on wearer
No turning control while charging
|
Secondary
Scottish Wargear
|
TF2 Workshop Link
|
While charging: Grants invisibility against enemy players and enemy sentries
+400% increase in turning control while charging
+1 second in charge duration
No damage boosting with charge
No charge impact damage
|
Attacking doesn't cancel your charge
While charging: Grants invisibility against enemy players and enemy sentries
While charging: Full turning control
+5 seconds in charge duration
No damage boosting with charge
No charge impact damage
|
Secondary
Vanguard
|
TF2 Workshop Link
|
This shield blocks 15 damage from attacks that deal 40 damage or more
This shield gives user and all nearby teammates 10% lifesteal
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 1 health regen per second, up to 8 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x5, regardless of distance
|
This shield blocks 15 damage from attacks that deal 40 damage or more
This shield gives user and all alive teammates 10% lifesteal
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 5 health regen per second, up to 80 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x50, regardless of distance
|
Secondary
Big Man
|
TF2 Workshop Link
|
Up to +100% explosion radius based on charge
+50% max secondary ammo on wearer
Instant arm time
-66% damage vs buildings
-33% damage vs players
Stickybomb model increases in size based on charge
|
Up to +1000% explosion radius based on charge
+500% max secondary ammo on wearer
Instant arm time
-66% damage vs buildings
-33% damage vs players
-88% clip size
Stickybomb model increases in size based on charge
|
100px
Secondary
Groundbreaker
|
TF2 Workshop Link
|
When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades
Instant charge rate
Each grenade splits the damage between the 3 grenades
-3 max stickybombs out
-15% stickybomb damage
-66% stickybomb explosion radius
|
When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades
Instant charge rate
Each grenade splits the damage between the 15 grenades
-7 max stickybombs out
-33% damage for each grenade
-66% explosion radius for each grenade
-99% stickybomb damage
-99% stickybomb explosion radius
|
Melee
Drunken Grail
|
TF2 Workshop Link
|
When you pick up a health pack, receive 1 pint of Moonshine
When missing any health, taunting while active will restore 35 health per pint
On hit: Apply Jarate and disorientate the target for 2 seconds
On miss: Hit, Jarate, and disorientate yourself for 2 seconds
|
When you pick up a health pack, receive 1 pint of Moonshine
When missing any health, taunting while active will restore 35 health per pint
While using Moonshine, you take no damage
On hit: Apply Jarate and disorientate the target for 4 seconds
On miss: Hit, Jarate, and disorientate yourself for 4 seconds
|
Melee
Highlander
|
TF2 Workshop Link
|
While active:
On kill: Store 1 head, up to 4
When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 5 seconds
This weapon has a large melee range and deploys/holsters slower
|
While active:
On kill: Store 1 head, up to 40
When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 2.5 seconds
This weapon has a large melee range and deploys/holsters slower
|
Melee
Landsknecht's Long-Knife
|
TF2 Workshop Link
|
On kill: Gain a 5 second speed boost
Each kill increases your melee fire rate, up to +50%
-25% damage
This weapon has a large melee range and deploys/holsters slower
|
On kill: Gain a 25 second speed boost
Each kill increases your melee fire rate, up to +75%
-50% damage
This weapon has a large melee range and deploys/holsters slower
|
Heavy
|
Primary
Bulletproof Battery
|
TF2 Workshop Link
|
While spun up: Grants immunity from all debuffs on wearer
While spun up: 10% of the damage taken adds to a damage resistance meter up to +50%
As Damage resistance increases, it increases a damage penalty up to -25%
Damage resistance and damage penalty are reset upon undeploying
While spun up: -75% health from health packs and dispensers
While spun up: -90% health from Medic healing
|
While spun up: Grants immunity from all debuffs on wearer
While spun up: 20% of the damage taken adds to a damage resistance meter up to +80%
As Damage resistance increases, it increases a damage penalty up to -40%
Damage resistance and damage penalty are reset upon undeploying
While spun up: No health from health packs, Dispensers, and Medic healing
|
100px
Primary
Graphite Perisher
|
TF2 Workshop Link
|
+10% critical and mini-crit damage
On melee kill: Gain mini-crits for your Minigun for 4 seconds
On secondary kill: Gain mini-crits for your Minigun for 2 seconds
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources
The mini-crit timer only drains while spin up
You can have a maximum of 6 seconds stored
10% bonus critical and mini-crit damage for your minigun
-25% non-critical damage
-25% max primary ammo on wearer
|
+100% critical and mini-crit damage
On melee kill: Gain mini-crits for your Minigun for 20 seconds
On secondary kill: Gain mini-crits for your Minigun for 10 seconds
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources
The mini-crit timer only drains while spin up
You can have a maximum of 30 seconds stored
10% bonus critical and mini-crit damage for your minigun
-95% non-critical damage
-98% max primary ammo on wearer
|
Primary
Heavy Artillery
|
TF2 Workshop Link
|
Bullets penetrate all enemies
+200% bullets per shot
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
Fire rate and damage taken stacks are reset upon undeploying or after running out of ammo
100% less accurate
-75% damage
|
Bullets penetrate all enemies
+200% bullets per shot
While spun up, fire rate is increased every second, up to 100% in 7.5 seconds
While spun up, damage vulnerability is increased every second, up to 50% in 7.5 seconds
Fire rate and damage taken stacks are reset upon undeploying or after running out of ammo
100% less accurate
-95% damage
|
Primary
Tank Goodness
|
TF2 Workshop Link
|
While active:
All damage dealt & taken upgrades this weapon with 6 different levels
Level 1: +25% primary ammo on wearer
Level 2: +25 health restored on kill
Level 3: +25% bonus healing from all sources
Level 4: -75% reduction in push force taken from damage and airblasts
Level 5: Bullets destroy projectiles while in-flight
Level 6: Generate rage by dealing damage to activate knockback
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
25% damage taken by teammates in a small radius applies to you that can charge your upgrade meter
Each level requires more damage taken to upgrade
-50% damage
|
While active:
All damage dealt & taken upgrades this weapon with 6 different levels
Level 1: +50% primary ammo on wearer
Level 2: +50 health restored on kill
Level 3: +50% bonus healing from all sources
Level 4: -100% reduction in push force taken from damage and airblasts
Level 5: Bullets destroy projectiles while in-flight
Level 6: Generate rage by dealing damage to activate knockback
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
25% damage taken by teammates in a large radius applies to you that can charge your upgrade meter
Each level requires more damage taken to upgrade
-75% damage
|
Secondary
Electroshock
|
CURRENTLY NO PUBLIC LINK
|
All damage dealt charges the Electroshock meter and requires 750 damage
Once charge: When you are attacked with any non-critical attack that would kill you, you will gain several effects for 8 seconds
While under the effects: You will be UberCharged, forced to melee, and melee attacks will mini-crit
While under the effects: Your health will be set at 1 HP, cannot be healed in anyway, and all primary ammo is lost
Critical hits will not trigger the charge
|
All damage dealt charges the Electroshock meter and requires 375 damage
Once charge: When you are attacked with any non-critical attack that would kill you, you will gain several effects for 16 seconds
While under the effects: You will be UberCharged, forced to melee, and melee attacks will mini-crit
While under the effects: Your health will be set at 1 HP, cannot be healed in anyway, and all primary ammo is lost
Critical hits will not trigger the charge
|
Secondary
Survival Gear
|
TF2 Workshop Link
|
25% headshot damage resistance on wearer
250 health lost on backstabs, instead of dying
|
50% headshot damage resistance on wearer
25 health lost on backstabs, instead of dying
|
100px
Secondary
Full Throttle
|
TF2 Workshop Link
|
On kill: Increase move speed on wearer to move as fast as a Scout after 5 kills
On kill: -5% damage, up to -25% in total after 5 kills
-50% damage for your primary weapon
Wearer cannot carry the intelligence briefcase
|
On hit: Gain a 2 speed boost
On kill: Increase move speed on wearer to move as fast as a Scout after 5 kills
On kill: -2% damage, up to -10% in total after 5 kills
-75% damage for your primary weapon
Wearer cannot carry the intelligence briefcase
|
100px
Melee
Hydraulic Hammers
|
TF2 Workshop Link
|
Your 3rd hit will always crit and can be stored until it's used
On hit: Applies knockback to your target
Critical hits appiles +100% knockback to your target
+25% fire rate
-50% damage
This weapon has a large melee range and deploys/holsters slower
|
Your 3rd hit will always crit and can be stored until it's used
On hit: Applies knockback to your target
Critical hits appiles +200% knockback to your target
+75% fire rate
-75% damage
This weapon has a large melee range and deploys/holsters slower
|
100px
Melee
Jaws of Steel
|
TF2 Workshop Link
|
While active:
If user is *wet*: Gain +25% move speed and +25% fire rate
If user is not *wet*: Lose -25% move speed and -25% fire rate
All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 10 seconds
Cannot switch away when *Shark* meter is active
Wearer cannot carry the intelligence
This requires 260 melee damage dealt to charge
|
While active:
If user is *wet*: Gain +250% move speed and +75% fire rate
If user is not *wet*: Lose -99% move speed and -250% fire rate
All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 10 seconds
Cannot switch away when *Shark* meter is active
Wearer cannot carry the intelligence
This requires 26 melee damage dealt to charge
|
100px
Melee
Terminal Killocity
|
TF2 Workshop Link
|
While active:
+100% jump height
+500% air control on wearer
Slower falling speed
-25% damage
-25% move speed
|
While active:
+1000% jump height
Full air control on wearer
Wearer never takes falling damage
Slower falling speed
-100% damage
-75% move speed
|
Engineer
|
Primary
Frontal Lobe
|
TF2 Workshop Link
|
On hit friendly building: +15 upgrade and +15 repair
On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket
Damage removes Sappers, requires 4 hits
20 shots in the clip, but only holds 20 shots
Unable to upgrade friendly buildings unless at full health
-25% damage
|
On hit friendly building: +150 upgrade and +150 repair
On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket
Damage removes Sappers, requires 8 hits
Unable to upgrade friendly buildings unless at full health
-66% damage
-83% clip size
|
100px
Primary
Lakeside Pride
|
TF2 Workshop Link
|
On kill: +20 maximum metal and +5% damage, up to 10 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-50% clip size
|
On kill: +20 maximum metal and +5% damage, up to 50 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-83% clip size
|
Primary
Shellshock
|
TF2 Workshop Link
|
On kill: +20 maximum metal and +5% damage, up to 10 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-50% clip size
|
On kill: +20 maximum metal and +5% damage, up to 50 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-83% clip size
|
100px
Secondary
Signal Booster
|
TF2 Workshop Link
|
While active:
Grants mini-crits to your sentry
All damage you take is mini-crits
No sentry build speed
Switching away removes the effects
|
While active:
Grants mini-crits to your sentry
+25% sentry radius
All damage you take is mini-crits
No sentry build speed
Switching away removes the effects
|
100px
Secondary
Swifty Swiper
|
TF2 Workshop Link
|
While active:
All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 3 metal per second
|
While active:
All enemy Spies in a large radius are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 30 metal per second
|
100px
Melee
Magnetic Horseshoe
|
TF2 Workshop Link
|
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Using the *Building Upgrade* meter also heals all of your buildings if already level 3
10% of the damage dealt from your sentry will convert to your meter
-40% construction speed for all buildings
-20% repair rate
|
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Using the *Building Upgrade* meter also heals all of your buildings if already level 3
50% of the damage dealt from your sentry will convert to your meter
-80% construction speed for all buildings
-40% repair rate
|
Melee
Old Reliable
|
TF2 Workshop Link
|
Gains one critical hit for each Sapper removed
One hit destroys any sapper
+15% repair rate
-50% base move speed while hauling buildings
Critical damage does the same as mini-crit damage
|
Gains 10 critical hits for each Sapper removed
One hit destroys any sapper
+150% repair rate
-99% base move speed while hauling buildings
Critical damage does the same as mini-crit damage
|
Medic
|
100px
Primary
Lancer
|
TF2 Workshop Link
|
Deals up to +50% damage based on your current UberCharge
Arrow can headshot
Cannot heal teammates on hit
Doesn't gain UberCharge on hit
Normal damage falloff
|
Deals up to +100% damage based on your current UberCharge
Arrow can headshot
Cannot heal teammates on hit
Doesn't gain UberCharge on hit
Normal damage falloff
|
100px
Primary
Maniac's Maschinenpistole
|
TF2 Workshop Link
|
On hit: +5% Medi Gun healing rate, up to +50%
The bonus healing rate will decay when healing teammates, but not when overhealing
-25% fire rate
-50% clip size
|
On hit: +50% Medi Gun healing rate, up to +500%
The bonus healing rate will decay when healing teammates, but not when overhealing
-250% fire rate
-92% clip size
|
100px
Secondary
Blitzstorm
|
TF2 Workshop Link
|
5% of your damage dealt and 2.5% of your patient's damage dealt is converted to UberCharge
10% ÜberCharge gained with an assist kill
-50% UberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
|
10% of your damage dealt and 5% of your patient's damage dealt is converted to UberCharge
20% ÜberCharge gained with an assist kill
-100% UberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
|
100px
Secondary
Booster Shot
|
TF2 Workshop Link
|
+200% overheal time
+2 seconds UberCharge duration
-50% base max overheal
UberCharge: Increases overheal cap by 75%, overheal decay time by 200%, and heal rate by 50HP per second
|
+600% overheal time
+12 seconds UberCharge duration
-50% base max overheal
UberCharge: Increases overheal cap by 175%, overheal decay time by 300%, and heal rate by 100HP per second
|
Secondary
Critical Transmission
|
TF2 Workshop Link
|
While active:
User slowly becomes nearly fully transparent over 5 seconds
When you take damage, the transparency is removed
No health from packs and healers
UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
|
While active:
User slowly becomes VERY nearly fully transparent over 2.5 seconds
When you take damage, the transparency is removed
No health from packs and healers
UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
|
Secondary
Der Schmerzschild
|
TF2 Workshop Link
|
While active:
Any damage taken (except for any mini-crit or critical damage) is split between your UberCharge (25%) and your health (75%)
While healing: 10% of the damage taken to your patient or to yourself will transfer to the other
Once out of UberCharge, you will take all damage until you gain UberCharge
Move speed decreases based on UberCharge meter, up to -10%
UberCharge meter stops at 99%
|
While active:
Any damage taken (except for any mini-crit or critical damage) is split between your UberCharge (75%) and your health (25%)
While healing: 20% of the damage taken to your patient or to yourself will transfer to the other
Once out of UberCharge, you will take all damage until you gain UberCharge
Move speed decreases based on UberCharge meter, up to -20%
UberCharge meter stops at 99%
|
Secondary
Recycled Replenisher
|
TF2 Workshop Link
|
+25% heal rate
User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Your extra patients being healed will only heal if not at full health
User can only overheal your main patient
UberCharge: All nearby teammates gain +25% fire rate and reload speed. Your patient gains +60% fire rate, +60% reload speed, +100% clip size, and +75% move speed bonus.
|
+50% heal rate
User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Your extra patients being healed will only heal if not at full health
User can only overheal your main patient
UberCharge: All nearby teammates gain +50% fire rate, +50% reload speed, +100% clip size, and +30% move speed. Your patient also gains additional +25% fire rate, +25% reload speed, speed bonus, and infinite air jumps.
|
100px
Melee
Bio Syringe
|
TF2 Workshop Link
|
On hit: Bleed for 6 seconds
On hit: +6 health, including bleed duration
On hit: Slows down target by 15%, including bleed duration
-50% fire rate
-75% damage
|
On hit: Bleed for 30 seconds
On hit: +30 health, including bleed duration
On hit: Slows down target by 75%, including bleed duration
-500% fire rate
-99% damage
|
Melee
Hostitalian Revenge
|
TF2 Workshop Link
|
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% damage
|
100% critical hit vs the enemy who killed your healing target for the next 40 seconds
100% damage resistance from enemy who killed your healing target for the next 40 seconds
-100% non-crit damage
|
Melee
Oathbreaker
|
TF2 Workshop Link
|
While active:
Allows you to see teammates and their health through walls
Alt-fire to use your UberCharge in 10% increments for a 3 second speed boost
Cannot switch away from your melee weapon while speed boosted
-25% fire rate
|
While active:
Allows you to see teammates and their health through walls
Alt-fire to use your UberCharge in 1% increments for a 3 second speed boost
Cannot switch away from your melee weapon while speed boosted
-250% fire rate
|
100px
Melee
UberSyringe
|
Gamebanana Link
|
On hit: +20% UberCharge rate, up to +100%
Two UberCharge stacks are lost when Uber is deployed
On hit: -10% UberCharge
|
On hit: +200% UberCharge rate, up to +1000%
One UberCharge stack is lost when Uber is deployed
On hit: -100% UberCharge
|
Sniper
|
100px
Primary
Bow of Double Shot
|
TF2 Workshop Link
|
Arrows can bounce up to 3 times
Arrows penetrates all enemies
No headshots
|
Arrows can bounce up to 30 times
Arrows penetrates all enemies
No headshots
|
Primary
Didgeridoom
|
TF2 Workshop Link
|
On scoped shot: Applies bleeding and fire for 1 second
The duration scales with rifle charge, up to 10 seconds
No charge damage
No headshots
|
On scoped shot: Applies bleeding and fire for 5 second
The duration scales with rifle charge, up to 50 seconds
No charge damage
No headshots
|
100px
Primary
High Noon
|
TF2 Workshop Link
|
While scoped: 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
-20% damage
|
While scoped: Slowly fade to be NEARLY fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 100% faster
On bodyshot: Your next shot will charge at default speed
On miss: Your next shot will charge 50% slower
-99% damage on body shots
|
100px
Primary
Manncannon
|
TF2 Workshop Link
|
On headshot: Deals 20% explosive damage to all nearby enemies in radius
-10% damage
|
On headshot: Deals 50% explosive damage to all nearby enemies in a large radius
-20% damage on body shots
|
100px
Primary
Prototype S-8
|
TF2 Workshop Link
|
Damage combo system:
1st hit: 75
2nd hit: 100
3rd hit: 125
Crits on headshots deals +25% damage
Combo is reset on the 3rd hit
+25% falloff damage on body shots
Unable to zoom
|
Damage combo system:
1st hit: 75
2nd hit: 100
3rd hit: 125
Crits on headshots deals +250% damage
Combo is reset on the 3rd hit
+50% falloff damage on body shots
Unable to zoom
|
Secondary
Stronghold Steadfast
|
TF2 Workshop Link
|
+15% damage for primary and melee weapons
+40% max primary ammo on wearer
|
+30% damage for primary and melee weapons
+80% max primary ammo on wearer
|
100px
Secondary
Urine Trouble
|
TF2 Workshop Link
|
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
|
When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown
On death: Cover all nearby enemies for 10 seconds with Jarate
When backstabbed: The Spy will be Jarated for 10 seconds
|
100px
Secondary
Brief Negotiator
|
TF2 Workshop Link
|
+25% damage
+10% fire rate
On hit: 1 second speed boost
50% less accurate
75% of damage dealt with this weapon is delayed until the enemy is hit with your melee
|
+250% damage
+100% fire rate
On hit: 5 second speed boost
500% less accurate
90% of damage dealt with this weapon is delayed until the enemy is hit with your melee
|
100px
Secondary
Lil' Mate
|
TF2 Workshop Link
|
Damage increases by +5% on hit, up to maximum +100%
Crits on headshots deals +100% damage
Damage bonus decrease by 20% every second when no enemies have been hit for at least 5 seconds
-25% base damage
100% less accurate
|
Damage increases by +10% on hit, up to maximum +200%
Crits on headshots deals +100% damage
Damage bonus decrease by 10% every second when no enemies have been hit for at least 10 seconds
-50% base damage
200% less accurate
|
100px
Secondary
Melf’s Magic Potion
|
TF2 Workshop Link
|
Initial damage impact does 30 damage and enemies bleed for 5 seconds
+50% increase in recharge rate
|
Initial damage impact does 60 damage and enemies bleed for 10 seconds
+50% increase in recharge rate
|
100px
Melee
Bushman’s Butterfly
|
TF2 Workshop Link
|
This weapon deploys 25% faster
This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35
20% damage vulnerability while active
-25% damage
|
This weapon deploys 100% faster
This weapon stores 10 guaranteed critical hit for every headshot kill you get with your primary, up to 350
200% damage vulnerability while active
-100% non-crit damage
|
100px
Melee
Camper's Climber
|
Gamebanana Link
|
Wearer never take fall damage
Can climb walls by hitting them
-80% fire rate
|
Wearer never take fall damage
Can climb walls by hitting them
-8% fire rate
|
100px
Melee
Heat Wave
|
TF2 Workshop Link
|
On hit: Gain +25% charge rate for your primary weapon
On kill: Gain +50% 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
-10% damage for your primary weapon
-25% firing speed
|
On hit: Gain +50% charge rate for your primary weapon
On kill: Gain +100% charge rate for your primary weapon
Gain up to +100% charge for rifles and up to +90% charge for bows
On primary attack: Removes 12.5% of stored bonus charge rate
-20% damage for your primary weapon
-250% firing speed
|
100px
Melee
Hewer's Hatchet
|
TF2 Workshop Link
|
While active:
Any overheal does not decay
On draw: +50 health
On holster: -60 health
|
While active:
Any overheal does not decay
On draw: +100 health
On holster: -120 health
|
Spy
|
Secondary
Deadly Rose
|
TF2 Workshop Link
|
This weapon deploys 25% faster
On weapon draw: Deal mini-crits and gain a 20% accuracy bonus for 2 seconds
On weapon draw: Receive mini-crits for 2 seconds
25% slower reload
-66% clip size
Switching away does not transfer either effects
|
This weapon deploys 100% faster
On weapon draw: Deal crits and gain a 100% accuracy bonus for 2 seconds
On weapon draw: Receive mini-crits for 2 seconds
250% slower reload
-83% clip size
Switching away does not transfer either effects
|
Secondary
Tactical Revolver
|
TF2 Workshop Link
|
On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 8 seconds
Fires tracer rounds
-83% clip size
Minimal damage
You can have multiple targets
|
On hit: Target is marked for death, slowed down by 30%, and is highlighted to make them be seen through walls for 15 seconds
Fires tracer rounds
-83% clip size
Minimal damage
You can have multiple targets
|
100px
Secondary
Victor-Ion
|
TF2 Workshop Link
|
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Only holds 15 shots
-25% fire rate
-25% damage
Can only refill ammo at a resupply or with successful hits
|
Crits on headshot
Last shot in the clip is a guaranteed critical hit
-50% fire rate
-25% damage
|
100px
Melee
Infection
|
TF2 Workshop Link
|
Instantly cloak after a backstab and infect the victim with a plague
Infected victims are marked for death and take damage for 10 seconds
Plague can be spread by touch or being near when a teammate dies
Plague can be removed by a healing source, health kit, Medic, or resupply locker
Backstabs don't instantly kill
|
Instantly cloak after a backstab and infect the victim with a plague
Infected victims take damage for 50 seconds
Plague can be spread by touch or being near when a teammate dies
Plague can be removed by a healing source, health kit, Medic, or resupply locker
Backstabs don't instantly kill
|
Melee
Secretive Service
|
TF2 Workshop Link
|
On backstab kill: Gain +3% move speed, +6% cloaking speed, and +3% decloaking speed (up to 5 stacks)
On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
-50% fire rate
|
On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks)
On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
-100% fire rate
|
100px
Building
Intermission
|
TF2 Workshop Link
|
Restores a small amount of health when a sapped building is destroyed
-20% Sapper damage
User gains more health depending on the building type and what current level it was when destroyed
|
Restores health when a sapped building is destroyed
-100% Sapper damage
User gains more health depending on the building type and what current level it was when destroyed
|
Building
Shredder
|
TF2 Workshop Link
|
+50% damage against buildings
The Engineer who built the building crits 100% of the time on YOU for 4 seconds after sapping a building
-50% Sapper health
|
+100% damage against buildings
The Engineer who built the building crits 100% of the time on YOU for 8 seconds after sapping a building
-99% Sapper health
|
PDA 2
Eternal Youth Maiden
|
CURRENTLY CAN'T USE CUSTOM WATCH MODELS
|
While cloaked: +5 health regenerated per second
While cloaked: No cloak blink when damaged or bumped
While cloaked: -10% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes
|
While cloaked: +50 health regenerated per second
While cloaked: No cloak blink when damaged or bumped
While cloaked: -100% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes
|
PDA 2
Leap
|
CURRENTLY CAN'T USE CUSTOM WATCH MODELS
|
On use if moving: User will leap in the direction when used
On use if not moving: User will perform an extra jump
On use: Removes any negative debuff
Wearer never takes falling damage
No cloak meter from ammo sources
5 second cloak cooldown
|
On use if moving: User will leap in the direction when used
On use if not moving: User will perform an extra jump
On use: Removes any negative debuff
Wearer never takes falling damage
No cloak meter from ammo sources
3 second cloak cooldown
|
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper
|
100px
Melee
Action Hale
|
TF2 Workshop Link
|
+25% damage against the same class type
-25% damage against other class types
This weapon has a large melee range and deploys/holsters slower
|
+100% damage against the same class type
-100% damage against other class types
This weapon has a large melee range and deploys/holsters slower
|
100px
Melee
Merasmus’ Staff
|
Gamebanana Link
|
On kill: Gain a bumper car and 50% damage resistance for 10 seconds
While in a bumper car, user can only deal damage by bumping into enemies
While active: No turning control while charging (Demoman ONLY)
Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough
|
On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 10 seconds
While in a bumper car, user can only deal damage by bumping into enemies
While active: No turning control while charging (Demoman ONLY)
Bumber car hits will always crit hit if user is traveling fast enough
|
Soldier, Pyro, Heavy and Engineer
|
Primary and Secondary
Defender
|
TF2 Workshop Link
|
On hit: A percentage of victim's primary ammo (up to 25%), secondary ammo (up to 50%), metal (up to 10%), rage bar (up to 10%), cloak (up to 25%), and/or Medi Gun charge (up to 10%) are drained based on damage and current amounts
-33% damage
-33% clip size
|
On hit: A percentage of victim's primary ammo (up to 50%), secondary ammo (up to 100%), metal (up to 20%), rage bar (up to 20%), cloak (up to 50%), and/or Medi Gun charge (up to 20%) are drained based on damage and current amounts
-33% damage
-83% clip size
|
150px
Primary and Secondary
Raiding Aid
|
TF2 Workshop Link
|
On kill: Increase clip size by 1 shot, up to 8 shots
75% slower reload
-50% base clip size
|
Hold fire to load up your shots and release fire to unleash the barrage
On kill: Increase clip size by 10 shot, up to 80 shots
+50% fire rate
75% slower reload
-83% base clip size
|