Scout
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Primary
Boston Bulldog
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TF2 Workshop Link
|
On kill: Gain a resistance shield that blocks 30% of all incoming damage and the shield is destroyed when the user takes 30 damage or more from a single attack
25% life-leech, up to 150% overhealed health
Overheal does not decay
No health from packs or from any healing source on wearer
-25 max health on wearer
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On kill: Gain a resistance shield that blocks 60% of all incoming damage and the shield is destroyed when the user takes 60 damage or more from a single attack
100% life-leech, up to 750 overhealed health
Overheal does not decay
No health from packs or from any healing source on wearer
-250 max health on wearer
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Primary
Condiment Cannon
|
TF2 Workshop Link
|
On wearer: +100% debuff damage dealt
Shots penetrate all enemies
Based on the current shot when you hit an target, this applies a certain debuff for 10 seconds each
- 1st shot - Mad Milk
- 2nd shot - Bleed
- 3rd shot - Jarate
- 4th shot - Fire
Reloading resets the combo
50% slower reload (HIDDEN)
No direct damage
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On wearer: +200% debuff damage dealt
Shots penetrate all enemies
Based on the current shot when you hit an target, this applies a certain debuff for 10 seconds each
- 1st shot - Mad Milk
- 2nd shot - Bleed
- 3rd shot - Jarate
- 4th shot - Fire
Reloading resets the combo
50% slower reload (HIDDEN)
No direct damage
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100px
Primary
Scatterstrike
|
TF2 Workshop Link
|
Weapon damage increases as health decreases, up to 25%
Weapon spread increases as health decreases, up to 100%
Reload and fire rate decreases as health decreases, up to 25%
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Weapon damage increases as health decreases, up to 100%
Weapon spread increases as health decreases, up to 400%
Reload and fire rate decreases as health decreases, up to 25%
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100px
Primary
Solid Slugger
|
TF2 Workshop Link
|
On hit: Recharges all rechargeable weapons on wearer by up to 25%
+33% clip size
25% more accurate
-25% recharge rate on all rechargeable weapons on wearer
-25% damage
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On hit: Recharges all rechargeable weapons on wearer by up to 100%
+33.3% clip size
100% more accurate
-100% recharge rate on all rechargeable weapons on wearer
-99% damage
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Secondary
Super Fighting Gauntlets
|
TF2 Workshop Link
|
While your melee weapon is out, -10% damage taken from the front
Damage dealt with your primary weapon increases melee damage and requires 300 damage dealt with your primary for up to +100%
+50% overall weapon switching
On hit with your melee: Removes 10% bonus melee damage
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While your melee weapon is out, -20% damage taken from the front
Damage dealt with your primary weapon increases melee damage and requires 3000 damage dealt with your primary for up to +1000%
+100% overall weapon switching
On hit with your melee: Removes 10% bonus melee damage
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Secondary
Super Sliders
|
TF2 Workshop Link
|
Jump height increases as the user becomes injured, up to +100%
+250% air control on wearer
Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
The stomp combo is reset once you land on the ground
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Jump height increases as the user becomes injured, up to +1000%
Full air control on wearer
Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
The stomp combo is reset once you land on the ground
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100px
Secondary
Conventional
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TF2 Workshop Link
|
Minimal damage falloff
No bullet spread
-50% clip size
20% damage vulnerability while active
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Minimal damage falloff
No bullet spread
+50% clip size
200% damage vulnerability while active
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Secondary
Prototype Punch
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Download Link
|
On drink: Gain up to 120 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 120 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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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 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 recharge rate
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100px
Secondary
Tiki Tonic
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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
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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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TF2 Workshop Link
|
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 75% reduction in push force taken from damage or airblasts, 75% sentry bullet damage resistance, and +100% damage vs buildings for 10 seconds
Cannot switch away when *Handiness* meter is active
+100% damage taken from melee sources while weapon is active
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All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 100% reduction in push force taken from damage or airblasts, 100% sentry bullet damage resistance, and +1000% damage vs buildings 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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TF2 Workshop Link
|
While your melee weapon is out, -20% damage taken from the front
On kill: Gain a speed boost for 5 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
-33% damage against enemies that have more than 50% health
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While your melee weapon is out, -40% damage taken from the front
On kill: Gain a speed boost for 10 seconds
Always critical hit from behind
+25% critical damage
Silent killer: No death noise from kills
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
-33% damage against enemies that have more than 50% health
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100px
Melee
Slugger's Face-Off
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CURRENTLY NO PUBLIC LINK
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While active:
+30% fire rate
On hit: +15% evasiveness
Every 2 non-melee damage is taken, 1% evasiveness is removed
Every 3 melee damage is taken, 1% evasiveness is removed
Minimal damage
Evasiveness is the chance to auto-dodge any damage taken
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While active:
+60% fire rate
On hit: +30% evasiveness
Every 2 non-melee damage is taken, 1% evasiveness is removed
Every 3 melee damage is taken, 1% evasiveness is removed
Minimal damage
Evasiveness is the chance to auto-dodge any damage taken
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Soldier
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Primary
Battering Cannon
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TF2 Workshop Link
|
25% push force against both enemy players and the user
-25% projectile speed
-15% explosion radius
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250% push force against both enemy players and the user
Wearer never takes falling damage
-50% projectile speed
-30% explosion radius
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100px
Primary
Follower
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TF2 Workshop Link
|
While active:
Rockets are full controllable and can be toggled by alt-fire
-25% explosion radius
+50% falloff damage penalty
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While active:
Rockets are full controllable and can be toggled by alt-fire
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Primary
Splitfire
|
TF2 Workshop Link
|
Deals mini-crits on direct hits while explosive jumping
+50% projectile speed while explosive jumping
User is marked for death while explosive jumping
-25% clip size
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Crits whenever it would normally mini-crit
Deals mini-crits on direct hits while explosive jumping
+150% projectile speed while explosive jumping
User is marked for death while explosive jumping
-50% clip size
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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
+25% falloff damage penalty (including mini-crits and critical hits)
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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
+50% falloff damage penalty (including mini-crits and critical hits)
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Secondary
Busted Booster
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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
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+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 20 seconds
Requires 480 damage dealt to charge
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Secondary
Gunner’s Goody Bag
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TF2 Workshop Link
|
10% damage taken by teammates in a large radius (450 hammer units) 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
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20% damage taken by teammates in a very large radius (900 hammer units) 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 300 damage dealt and/or taken to charge
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Secondary
Merasmus' Private Stash
|
TF2 Workshop Link
|
On kill with any weapon: A small health pack is dropped
When used: User gains a random Mannpower powerup for 10 seconds
Requires 600 damage dealt to charge 1 powerup
User can hold up to 3, but can't have multiple powerups active at once
While under the effects of a powerup: User can't gain charge for a new powerup
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On kill with any weapon: A small health pack is dropped
When used: User gains a random Mannpower powerup for 20 seconds
Requires 300 damage dealt to charge 1 powerup
User can hold up to 6, but can't have multiple powerups active at once
While under the effects of a powerup: User can't gain charge for a new powerup
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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 (450 hammer units)
*Ammo* drains while ammo is being dispensed
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100% ammo regenerated every 5 seconds on wearer
Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates (900 hammer units)
*Ammo* drains while ammo is being dispensed
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Secondary
Winter Warmth
|
TF2 Workshop Link
|
-50% duration from all debuffs on wearer
When used: All nearby allies (including yourself) gain immunity from all debuffs for 10 seconds
When used: Heals the user 30 hp for every teammate that was in the radius (including yourself)
Requires 480 damage dealt to charge
No banner duration
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-75% duration from all debuffs on wearer
When used: All nearby allies (including yourself) gain immunity from all debuffs for 20 seconds
When used: Heals the user 60 hp for every teammate that was in the radius (including yourself)
Requires 240 damage dealt to charge
No banner duration
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Secondary
American Eagle
|
Download Link
|
Deals crits while explosive jumping
+25% fire rate while explosive jumping
-34% clip size
-30% damage
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Deals crits while explosive jumping
+100% fire rate while explosive jumping
-66% clip size
-100% non-critical damage
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100px
Secondary
Chains of Command
|
Download Link
|
+30% fire rate
+66% clip size
+100% bullets per shot
50% less accurate
On miss: Decreases fire rate by 20%, up to 100%
25% slower reload
-50% damage
Fire rate can only be reset on death or resupply
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+60% fire rate
+666% clip size
+200% bullets per shot
100% less accurate
On miss: Decreases fire rate by 100%, up to 500%
50% slower reload
-66% damage
Fire rate can only be reset on death or resupply
|
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 *buffs* stack, up to 5
While active: Alt-fire to activate a speed boost and gain +20% melee damage for 5 seconds
-10% move speed on wearer
This weapon has a large melee range and deploys/holsters slower
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On kill with any weapon: Stores one *buffs* stack, up to 10
While active: Alt-fire to activate a speed boost and gain +200% melee damage for 10 seconds
-20% move speed on wearer
This weapon has a large melee range and deploys/holsters slower
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Melee
Mighty Mallet
|
TF2 Workshop Link
|
While active:
User performs an earthquake (450 hammer units) after landing an explosive jump to knockback and damage enemies (up to 66 damage)
The closer you are to enemies the more knockback and damage you will deal
-25% fire rate
-25% damage
Fall damage and falling speed are increased
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While active:
User performs a large earthquake (900 hammer units) after landing an explosive jump to knockback and damage enemies (up to 132 damage)
The closer you are to enemies the more knockback and damage you will deal
-250% fire rate
-99% damage
Fall damage and falling speed are increased
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Pyro
|
Primary
Afterburner
|
TF2 Workshop Link
|
+66% afterburn damage
-50% direct flame damage
Extinguishing teammates restores 10 health
|
+333% afterburn damage
-99% direct flame damage
Extinguishing teammates restores 20 health
|
Primary
Improvised Imblazer
|
TF2 Workshop Link
|
Alt-fire: Creates a Fireblast (60 damage), it ignites players in the radius, and deals mini-crits vs burning players
+33% flamethrower damage if enemy is higher than 1/2 health
-33% flamethrower damage if enemy is lower than 1/2 health
-50% Fireblast damage if enemy is lower than 1/2 health
Costs 50 ammo use Fireblast
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Alt-fire: Creates a Fireblast (120 damage), it ignites players in the radius, and deals mini-crits vs burning players
+66% flamethrower damage if enemy is higher than 1/2 health
-66% flamethrower damage if enemy is lower than 1/2 health
-50% Fireblast damage if enemy is lower than 1/2 health
Costs 150 ammo use Fireblast
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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
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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
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Secondary
Pearce 75
|
Gamebanana Link
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds
-20% fire rate
-34% clip size
+50% falloff damage penalty
|
On hit: Reset enemy afterburn duration
Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds
-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
+200% 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
|
100px
Secondary
Sharp Shooter - Secondary
|
TF2 Workshop Link
|
+50% 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
-20% damage
-33% clip size
The critical timer starts when you switch to your melee
|
+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
-40% damage
-66% clip size
The critical timer starts when you switch to your melee
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100px
Melee
Sharp Shooter - Melee
|
TF2 Workshop Link
|
+50% 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
-25% damage
-15% fire rate
The mini-crit timer starts when you switch to your secondary
|
+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
-50% damage
-30% fire rate
The mini-crit timer starts when you switch to your secondary
|
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 large 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 while active to gain 85% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 20 seconds
During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -50% melee damage
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Demoman
|
Primary
Clodhoppers
|
TF2 Workshop Link
|
On wearer:
+20% move speed
+40% jump height
+500% air control when sticky jumping
Never take fall damage
-50 max health
25% increased in push force taken from damage and airblasts
|
On wearer:
+200% move speed
+400% jump height
Full air control when sticky jumping
Never take fall damage
-500 max health
250% increased in push force taken from damage and airblasts
|
100px
Primary
Glasgow Greaves
|
TF2 Workshop Link
|
User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you
Deals 2x falling damage to the player you land on
40% reduction in push force taken from damage and airblasts
-30% blast damage taken from sticky jumps
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User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you
Deals 4x falling damage to the player you land on
80% reduction in push force taken from damage and airblasts
-60% blast damage taken from sticky jumps
|
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
|
When a shield is equipped:
On hit: Recharge equipped shield by 20%
+10% move speed on wearer
Launched bombs shatter on surfaces
When a shield is not equipped:
On hit: Gain up to 25 HP per attack
15% slower reload speed
Launched bombs shatter on surfaces
|
When a shield is equipped:
On hit: Recharge equipped shield by 40%
+20% move speed on wearer
Launched bombs shatter on surfaces
When a shield is not equipped:
On hit: Gain up to 50 HP per attack
30% slower reload speed
Launched bombs shatter on surfaces
|
Primary
Ultimatum
|
TF2 Workshop Link
|
On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds
-20% damage vs players
-40% explosion radius
|
On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds
-40% damage vs players
-80% 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, full critical 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 10 damage from attacks that deal 40 damage or more
This shield gives user and all nearby teammates 10% lifesteal (450 hammer units radius)
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 1 health regen per second, up to 6 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x6, regardless of distance
1/4 sec decrease in charge duration
|
This shield blocks 15 damage from attacks that deal 60 damage or more
This shield gives user and all alive teammates 10% lifesteal (2250 hammer units radius)
On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 5 health regen per second, up to 30 stacks
On death: Heal all teammates based on the number of *Bloodpact* stacks x30, regardless of distance
1/2 sec decrease in charge duration
|
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
-50% clip size
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
-3 max stickybombs out
-15% stickybomb damage
-30% stickybomb explosion radius
Each *Iron Bomber* grenade splits the damage between the 3 grenades
|
When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades
Instant charge rate
-7 max stickybombs out
-88% clip size
Each *Iron Bomber* grenade splits the damage between the 15 grenades
|
Melee
Drunken Grail
|
TF2 Workshop Link
|
When you pick up a health pack, receive 1 glass of Wine
When missing any health, taunting while active will restore 35 health per glass
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 glass of Wine
When missing any health, taunting while active will restore 35 health per glass
While drinking Wine, 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 (up to 4) increases your melee fire rate, up to +50%
Each kill (up to 4) decreases your melee damage, up to -40%
This weapon has a large melee range and deploys/holsters slower
|
On hit: Gain a 25 second speed boost
Each kill (up to 4) increases your melee fire rate, up to +75%
Each kill (up to 4) decreases your melee damage, up to -60%
This weapon has a large melee range and deploys/holsters slower
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Heavy
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Primary
Bio Breaker
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TF2 Workshop Link
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While spun up: Gain a small move speed bonus and no natural move speed penalty
While spun up: Deals 25 damage per tick at close range in-front of user
Weapon can only be mini-crit boosted
Cannot primary attack
While spun up: 8 ammo consumed per second
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While spun up: Gain a large move speed bonus and no natural move speed penalty
While spun up: Deals 50 damage per tick at close range in-front of user
Weapon can only be mini-crit boosted
Cannot primary attack
While spun up: 16 ammo consumed per second
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Primary
Bulletproof Battery
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TF2 Workshop Link
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While spun up: 15% of the damage taken adds to a damage resistance meter up to +50%
As damage resistance increases, damage penalty increases up to -25%
Damage resistance and damage penalty are reset upon undeploying
While spun up: -50% health from health packs and dispensers
While spun up: -75% health from Medic healing
Cannot be overhealed on wearer
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While spun up: 25% of the damage taken adds to a damage resistance meter up to +75%
As damage resistance increases, damage penalty increases up to -50%
Damage resistance and damage penalty are reset upon undeploying
While spun up: No health from health packs, Dispensers, and Medic healing
Cannot be overhealed on wearer
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100px
Primary
Graphite Perisher
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TF2 Workshop Link
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This weapon deploys & holsters 25% faster
On melee kill: Gain mini-crits for your Minigun for 4 seconds
On secondary kill: Gain mini-crits for your Minigun for 2 seconds
-25% non-critical damage
-25% max primary ammo on wearer
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
You can have a maximum of 6 seconds stored
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This weapon deploys & holsters 100% faster
On melee kill: Gain mini-crits for your Minigun for 20 seconds
On secondary kill: Gain mini-crits for your Minigun for 10 seconds
-95% non-critical damage
-95% max primary ammo on wearer
The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
You can have a maximum of 30 seconds stored
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Primary
Heavy Artillery
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TF2 Workshop Link
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Bullets penetrate all enemies
+300% bullets per shot
While spun up, damage taken is increased every second, up to 25% within 20 seconds
While spun up, accuracy is decreased every second, up to +200% within 20 seconds
Damage taken and accuracy stacks are reset after undeploying or running out of ammo
-75% damage
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Bullets penetrate all enemies
+600% bullets per shot
While spun up, damage taken is increased every second, up to 50% within 10 seconds
While spun up, accuracy is decreased every second, up to +400% within 10 seconds
Damage taken and accuracy stacks are reset after undeploying or running out of ammo
-85% damage
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Primary
Tank Goodness
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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 (225 hammer units) applies to you that can charge your upgrade meter
Each level requires more damage taken to upgrade
-50% damage
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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 (450 hammer units) applies to you that can charge your upgrade meter
Each level requires more damage taken to upgrade
-75% damage
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Secondary
Electroshock
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CURRENTLY NO PUBLIC LINK
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All damage dealt charges the Electroshock meter and requires 500 damage
Once charge:When you are attacked with something that would kill you, you gain several effects for 5 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
While spun up or critical hits will not allow the charge to trigger
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All damage dealt charges the Electroshock meter and requires 250 damage
Once charge:When you are attacked with something that would kill you, you gain several effects for 10 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
While spun up or critical hits will not allow the charge to trigger
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Secondary
Survival Gear
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TF2 Workshop Link
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-15% damage taken from behind
30% headshot damage resistance on wearer
250 health lost on backstabs, instead of dying
Cannot be overhealed on wearer
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-30% damage taken from behind
60% headshot damage resistance on wearer
125 health lost on backstabs, instead of dying
Cannot be overhealed on wearer
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Secondary
Full Throttle
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TF2 Workshop Link
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On kill: Increase move speed on wearer, up to +60% 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
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On hit: Gain a 2 speed boost
On kill: Increase move speed on wearer, up to +60% after 5 kills
On kill: -2.5% damage, up to -12.5% in total after 5 kills
-75% damage for your primary weapon
Wearer cannot carry the intelligence briefcase
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Melee
Hydraulic Hammers
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TF2 Workshop Link
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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
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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
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100px
Melee
Jaws of Steel
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TF2 Workshop Link
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On Wearer: User cannot carry the intelligence
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
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On Wearer: User cannot carry the intelligence
While active:
If user is *wet*: Gain +75% move speed and +75% fire rate
If user is not *wet*: Lose -75% move speed and -75% fire rate
All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 20 seconds
Cannot switch away when *Shark* meter is active
Wearer cannot carry the intelligence
This requires 130 melee damage dealt to charge
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100px
Melee
Terminal Killocity
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TF2 Workshop Link
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On Wearer: User cannot carry the intelligence
While active:
+100% jump height
+500% air control on wearer
-25% damage
-25% move speed
Slower falling speed
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On Wearer: User cannot carry the intelligence
While active:
+1000% jump height
Full air control on wearer
Wearer never takes falling damage
-100% damage
-50% move speed
Slower falling speed
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Engineer
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Primary
Frontal Lobe
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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 (But requires 4 hits)
Unable to upgrade friendly buildings unless at full health
-25% metal from pickups or dispensers
-25% damage
20 shots in the clip, but only holds 20 shots
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On hit friendly building: +150 upgrade and +150 repair
On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket
Damage removes Sappers (But requires 4 hits)
Unable to upgrade friendly buildings unless at full health
No metal from pickups or dispensers
-25% damage
10 shots in the clip, but only holds 10 shots
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Primary
Lakeside Pride
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TF2 Workshop Link
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On kill: +20 maximum metal and +2.5% damage, up to 10 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-50% clip size
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On kill: +20 maximum metal and +2.5% damage, up to 50 stacks
Bonus damage is based on your current metal supply
-25% base damage when out of metal
-83% clip size
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Primary
Shellshock
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TF2 Workshop Link
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Firing speed increases by 5% for each time your teleporter is used, up to +50% (Requires 10 uses for max fire rate)
+25% metal cost when constructing or upgrading teleporters
-20% damage
Fire rate bonus is reset on death or if one of your Teleporters is destroyed
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Firing speed increases by 10% for each time your teleporter is used, up to +100% (Requires 10 uses for max fire rate)
+50% metal cost when constructing or upgrading teleporters
-40% damage
Fire rate bonus is reset on death or if one of your Teleporters is destroyed
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100px
Secondary
Signal Booster
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TF2 Workshop Link
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While active:
The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +50%
The closer you are to your Sentry Gun, the more damage you take from all sources by up to +20%
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While active:
The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +250%
The closer you are to your Sentry Gun, the more damage you take from all sources by up to +200%
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100px
Secondary
Swifty Swiper
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TF2 Workshop Link
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While active:
All enemies within the radius will take 10% more damage from all sources and 4 seconds after leaving the radius
All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 10 metal per second
Does not stack with other *Swifty Swiper*s
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While active:
All enemies within the radius will take 20% more damage from all sources and 8 seconds after leaving the radius
All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
No metal from pickups or dispensers
Drains 5 metal per second
Does not stack with other *Swifty Swiper*s
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100px
Melee
Magnetic Horseshoe
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TF2 Workshop Link
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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
-30% construction speed for all buildings
-20% repair rate
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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
-60% construction speed for all buildings
-40% repair rate
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Melee
Old Reliable
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TF2 Workshop Link
|
Gains one critical hit for each Sapper removed
One hit destroys any sapper
+20% repair rate & upgrade rate
Critical damage does the same as mini-crit damage
-50% base move speed while hauling buildings
-20% fire rate
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Gains 10 critical hits for each Sapper removed
One hit destroys any sapper
+200% repair rate & upgrade rate
Critical damage does the same as mini-crit damage
-99% base move speed while hauling buildings
-200% fire rate
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Medic
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100px
Primary
Lancer
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TF2 Workshop Link
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Deals up to +50% damage based on your current UberCharge
Arrow can headshot for +100% damage
Doesn't gain UberCharge on hit
Cannot heal teammates on hit
Normal damage falloff and headshot is also affected by damage falloff
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Deals up to +100% damage based on your current UberCharge
Arrow can headshot for +100% damage
Cannot heal teammates on hit
Doesn't gain UberCharge on hit
Normal damage falloff and headshot is also affected by damage falloff
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100px
Primary
Maniac's Maschinenpistole
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TF2 Workshop Link
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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
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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
-88% clip size
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100px
Secondary
Blitzstorm
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TF2 Workshop Link
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5% of your damage dealt and 2.5% of your patient's damage dealt is converted to UberCharge
-25% UberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
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25% of your damage dealt and 12.5% of your patient's damage dealt is converted to UberCharge
-100% UberCharge rate
ÜberCharge provides all 3 banner effects for yourself and patient only
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100px
Secondary
Booster Shot
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TF2 Workshop Link
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+200% overheal time
+2 seconds UberCharge duration
UberCharge: Increases overheal cap by 50%, overheal decay time by 100%, and heal rate by 50HP per second
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+400% overheal time
+12 seconds UberCharge duration
UberCharge: Increases overheal cap by 100%, overheal decay time by 200%, and heal rate by 100HP per second
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Secondary
Critical Transmission
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TF2 Workshop Link
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While healing: User slowly becomes nearly fully transparent over 5 seconds
While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units) and the amount is based how close your allies are to you
UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
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While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds
While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units) and the amount is based how close your allies are to you
UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.
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Secondary
Der Schmerzschild
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TF2 Workshop Link
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While active:
Passively regenerates 1/2% Ubercharge per second
Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)
Move speed decreases based on charge, up to -15%
UberCharge: Automatically uses 30% charge when your patient goes below 20% health to restore 50% of their health and up to 10% of your health. UberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.
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While active:
Passively regenerates 1% Ubercharge per second
Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)
Move speed decreases based on charge, up to -30%
UberCharge: Automatically uses 15% charge when your patient goes below 20% health to restore 75% of their health and up to 15% of your health. UberCharge can be manually used without a patient to restore 40% of your health at the cost of 5% charge.
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Secondary
Recycled Replenisher
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TF2 Workshop Link
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+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 and you 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.
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+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 and you 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.
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100px
Melee
Bio Syringe
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TF2 Workshop Link
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On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds
-50% fire rate
-75% damage
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On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds
-500% fire rate
-99% damage
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Melee
Hostitalian Revenge
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TF2 Workshop Link
|
Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds
Gain a speed boost when your patient dies for the next 8 seconds
-25% damage
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Gain 100% damage resistance & 100% critical chance against the enemy who killed your patient for the next 40 seconds
Gain a speed boost when your patient dies for the next 40 seconds
-100% non-critical damage
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Melee
Oathbreaker
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TF2 Workshop Link
|
Allows you to see teammates and their health through walls
Alt-fire to use your UberCharge in 8% increments for a 4 second speed boost
Cannot switch away from your melee weapon while speed boosted
-25% fire rate
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Allows you to see teammates and their health through walls
Alt-fire to use your UberCharge in 4% increments for a 8 second speed boost
Cannot switch away from your melee weapon while speed boosted
-250% fire rate
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100px
Melee
UberSyringe
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Gamebanana Link
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On hit: +20% UberCharge rate, up to +100%
Two UberCharge stacks are lost when Uber is deployed
On hit: -10% UberCharge
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On hit: +200% UberCharge rate, up to +1000%
One UberCharge stack is lost when Uber is deployed
On hit: -100% UberCharge
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Sniper
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100px
Primary
Bow of Double Shot
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TF2 Workshop Link
|
Arrows can bounce up to 2 times
+25% damage for each time an arrow bounces
Arrows penetrates all enemies
+25% falloff damage (including mini-crits and critical hits
Mini-crits on headshots
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Arrows can bounce up to 10 times
+50% damage for each time an arrow bounces
Arrows penetrates all enemies
+50% falloff damage (including mini-crits and critical hits
Mini-crits on headshots
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Primary
Didgeridoom
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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
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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
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100px
Primary
High Noon
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TF2 Workshop Link
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While scoped: Slowly fade to be almost fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 40% faster
On bodyshot: Your next shot will charge 10% slower
On miss: Your next shot will charge 20% slower
-10% damage
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While scoped: Slowly fade to be nearly fully transparent
Silent killer: No death noise from kills
On headshot: Your next shot will charge 80% faster
On bodyshot: Your next shot will charge 20% slower
On miss: Your next shot will charge 40% slower
-99% damage on body shots
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100px
Primary
Manncannon
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TF2 Workshop Link
|
On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units)
On kill: Gain +100% charge rate for your next shot
-20% damage
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On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units)
On kill: Gain +100% charge rate for your next shot
-99% damage on body shots
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100px
Primary
Prototype S-8
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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 (including mini-crits and critical hits)
Unable to zoom
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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 (including mini-crits and critical hits)
Unable to zoom
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Secondary
Stronghold Steadfast
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TF2 Workshop Link
|
+15% damage for primary and melee weapons (Including debuffs you inflict on enemies)
+40% max primary ammo on wearer
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+30% damage for primary and melee weapons (Including debuffs you inflict on enemies)
+80% max primary ammo on wearer
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100px
Secondary
Urine Trouble
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TF2 Workshop Link
|
-25% damage taken from behind
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
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-50% damage taken from behind
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
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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
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+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
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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
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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
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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
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Initial damage impact does 60 damage and enemies bleed for 10 seconds
+50% increase in recharge rate
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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
While this weapon is out, +20% damage taken from the front
-25% damage
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This weapon deploys 100% faster
This weapon stores 10 guaranteed critical hits for every headshot kill you get with your primary, up to 350
While this weapon is out, +200% damage taken from the front
-100% non-critical damage
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100px
Melee
Camper's Climber
|
Gamebanana Link
|
Wearer never take fall damage
Can climb walls by hitting them
-80% fire rate
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Wearer never take fall damage
Can climb walls by hitting them
-8% fire rate
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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
On primary attack: Removes 25% of stored bonus charge rate
While your primary weapon is out, +10% damage taken from the front
-25% firing speed
Gain up to +100% charge for rifles and up to +90% charge for bows
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On hit: Gain +50% charge rate for your primary weapon
On kill: Gain +100% charge rate for your primary weapon
On primary attack: Removes 12.5% of stored bonus charge rate
While your primary weapon is out, +20% damage taken from the front
-250% firing speed
Gain up to +100% charge for rifles and up to +90% charge for bows
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100px
Melee
Hewer's Hatchet
|
TF2 Workshop Link
|
While active:
Any overheal does not decay
On draw: +50 health
On holster: -60 health
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While active:
Any overheal does not decay
On draw: +100 health
On holster: -120 health
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Spy
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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
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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
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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 7.5 seconds
Fires tracer rounds
-83% clip size
Minimal damage
You can have multiple targets
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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
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100px
Secondary
Victor-Ion
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TF2 Workshop Link
|
On backstab: Recovers 2 shots
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Only holds 10 shots
-25% fire rate
-25% damage
Can only refill ammo at a resupply or with successful hits
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On backstab: Recovers 10 shots
No ammo spent on successful hits
Last shot is a guaranteed critical hit
Only holds 20 shots
-50% fire rate
-50% damage
Can only refill ammo at a resupply or with successful hits
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100px
Melee
Infection
|
TF2 Workshop Link
|
On backstab: Enemies in a radius is marked for death for 3 seconds
Instantly cloak after a backstab and infect the victim with a plague
Infected victims are marked for death and take damage for 12 seconds
Plague can be spread by touching a teammate
Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Backstabs don't instantly kill
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On backstab: Enemies in a radius is marked for death for 15 seconds
Instantly cloak after a backstab and infect the victim with a plague
Infected victims are marked for death and take damage for 60 seconds
Plague can be spread by touching a teammate
Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Backstabs don't instantly kill
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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
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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)
-250% fire rate
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100px
Building
Intermission
|
TF2 Workshop Link
|
+2 health regenerated per second for each active sapper
Restores a small amount of health when a sapped building is destroyed
-40% Sapper damage
User gains more health depending on the building type and what current level it was when destroyed
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+10 health regenerated per second for each active sapper
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
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Building
Shredder
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TF2 Workshop Link
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+60% damage against buildings
The Engineer who built the building mini-crits 100% of the time on YOU for 4 seconds after sapping a building
-50% Sapper health
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+120% damage against buildings
The Engineer who built the building mini-crits 100% of the time on YOU for 8 seconds after sapping a building
-99% Sapper health
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PDA 2
Eternal Youth Maiden
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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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
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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
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PDA 2
Leap
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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On use: Removes any negative debuff
On use if moving: User will leap in the air
On use if not moving: User will perform an extra jump
On use: Removes current disguise
No cloak meter from ammo sources
On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
8 second cooldown
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On use: Removes any negative debuff
On use if moving: User will leap in the air
On use if not moving: User will perform an extra jump
On use: Removes current disguise
No cloak meter from ammo sources
On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
4 second cooldown
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Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper
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100px
Melee
Action Hale
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TF2 Workshop Link
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+37% melee range
+25% damage against the same class type
-25% damage against other class types
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+37% melee range
+100% damage against the same class type
-100% damage against other class types
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Melee
Merasmus’ Staff
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Gamebanana Link
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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: -25% critical damage (Demoman ONLY)
-10% fire rate
Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough
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On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 20 seconds
While in a bumper car, user can only deal damage by bumping into enemies
While active: -25% critical damage (Demoman ONLY)
-100% fire rate
Bumber car hits will always critical hit
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Soldier, Pyro, Heavy and Engineer
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Primary and Secondary
Defender
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TF2 Workshop Link
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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
25% less accurate
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On hit: A percentage of victim's primary ammo (up to 37.5%), secondary ammo (up to 75%), metal (up to 15%), rage bar (up to 15%), cloak (up to 37.5%), and/or Medi Gun charge (up to 15%) are drained based on damage and current amounts
-66% damage
-66% clip size
125% less accurate
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Primary and Secondary
Raiding Aid
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TF2 Workshop Link
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Every X damage that you deal with other weapons reloads a shot for this weapon
On kill: Increase clip size by 1 shot, up to 8 shots
100% slower reload
-50% base clip size
Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)
Pyro requires 180 damage to reload a shot (Including afterburn damage)
Heavy requires 150 damage to reload a shot
Soldier requires 150 damage to reload a shot
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Every X damage that you deal with other weapons reloads a shot for this weapon
On kill: Increase clip size by 1 shot, up to 80 shots
100% slower reload
-66% base clip size
Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)
Pyro requires 90 damage to reload a shot (Including afterburn damage)
Heavy requires 75 damage to reload a shot
Soldier requires 75 damage to reload a shot
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