Scout weapons (competitive)

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This article is for Competitive play, based on the Standard competitive format.
Competitive articles are currently in development. If you have any questions, just ask.
Some Scout weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Scout uses mostly hitscan weaponry which deal immense damage at close range. He has increased speed and doubled capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.

Primary weapons

The Scout's primary weapons are all hitscan, and have ramp-up at close range.

Scattergun

The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls off quickly, but is still powerful enough to finish off a weak enemy at medium range. Each shot delivers 10 pellets, making it extremely strong at close range. The base damage per pellet, number of pellets fired per shot and ammunition per magazine are equal to the Shotgun's. The main differences are the increased positive damage ramp-up; 175% compared to 150%, and different reload times.

Weapon Damage Critical Damage Function Times Special
Scattergun
Scattergun
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14.2/pellet
  • Over 512 units Mini-Crit: 8.1/pellet
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s


Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scattergun
Scattergun
Allowed



Force-A-Nature

The Force-A-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to force jump, allowing the Scout to jump higher or reach places other classes can not. This weapon reloads its entire clip at once, if one shell is loaded when the Force-A-Nature is reloaded, it will be discarded in place of two new ones. Each shot with the Force-A-Nature delivers 20% more pellets, but deals 10% less damage.

Weapon Damage Critical Damage Function Times Special
Force-A-Nature
Force-A-Nature
  • Point-Blank: 9.45/pellet
  • 512 units: 5.4/pellet
  • Over 1024 units: 2.7/pellet
  • Critical: 16.2/pellet
  • Point-Blank Mini-Crit: 12.76/pellet
  • Over 512 unit Mini-Crit: 7.29/pellet
  • Attack Interval: 0.315s
  • Reload: 1.652s
  • Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
  • Hits dealing at least 40 damage cause knockback based on damage and positioning.
  • -66% clip size, storing 2 shots instead of 6.
    • Reloading always consumes entire clip, even if one shot is still loaded.
  • Allows for force jumps.
  • +20% pellets per shot.
  • -10% damage penalty.

Below is a table displaying the availability of the Force-A-Nature in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Force-A-Nature
Force-A-Nature
Allowed


Shortstop

The Shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range than the stock Scattergun, but it can deal consistent medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. The Shortstop grants the wielder the ability to push an enemy backwards (similarly to a airblast) in melee distance while active, but adds a 20% increase in knockback from all damaging weapons and airblast. It fires approximately 40% faster than the Scattergun, whereas each shot fires 60% fewer pellets than the Scattergun (resulting in only four pellets), but each pellet deals twice the damage, which results in an overall 20% lower base damage per shot.

Weapon Damage Critical Damage Function Times Special
Shortstop
Shortstop
  • Point-Blank: 18/pellet
  • 512 units: 12/pellet
  • Over 1024 units: 6/pellet
  • Critical: 36/pellet
  • Point-Blank Mini-Crit: 24.3/pellet
  • Over 512 unit Mini-Crit: 16.2/pellet
  • Attack Interval: 0.36s
  • Reload: 1.52s
  • Affected by fixed weapon spread (4 close pellets: center, left, right, down).
  • Approximately +40% firing speed
  • -60% pellets per shot.
    • Each pellet deals twice the regular damage.
    • Overall 20% lower damage compared to the Scattergun.

Below is a table displaying the availability of the Shortstop in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shortstop
Shortstop
Allowed


Soda Popper

The Soda Popper's reload function is identical to the Force-A-Nature's, in that it only has two shells per clip, and reloads its entire clip at once, discarding any shells left in the chamber. Compared to the Force-A-Nature, it has a 25% faster reload speed, and compared to the default Scattergun, it has a 50% faster firing speed. Equipping the Soda Popper places a "HYPE" meter on the user's HUD, which fills with damage dealt by any of the Scout's weapons. It takes about 350 damage to fill up the HYPE meter, which is approximately 4 point blank shots from the Soda Popper. When the HYPE meter is full, pressing Alt-Fire while the weapon is active activates HYPE mode for 10 seconds, giving the Scout the ability to jump up to five times in mid-air (for a total of six jumps).

Weapon Damage Critical Damage Function Times Special
Soda Popper
Soda Popper
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14.2/pellet
  • Over 512 units Mini-Crit: 8.1/pellet
  • Attack Interval: 0.315s
  • Reload 1.23s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • -66% clip size, storing 2 shots instead of 6.
    • Reloading always consumes entire clip, even if one shot is still loaded.
  • Puts a "HYPE" meter on the user's HUD.
    • Dealing a total of 350 damage fills the HYPE meter.
    • Pressing Alt-Fire while the HYPE meter is full activates HYPE mode for 10 seconds, giving the Scout the ability to jump 5 times mid-air, for a total of 6 jumps.


Below is a table displaying the availability of the Soda Popper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Soda Popper
Soda Popper
Banned


Baby Face's Blaster

The Baby Face's Blaster only has a clip of four, instead of six compared with the Scattergun, and will slow the Scout down from 400 units/second (133% standard movement speed), to 360 units/second (120% standard movement speed). However, for every point of damage dealt with any weapon, the Scout builds up a "Boost" meter (though the minimum Boost gained from any damage dealt is 5%). As the Boost meter charges, the Scout's speed will increase linearly from 360 units/second to 520 units/second (173% standard movement speed). The Boost meter fills completely when the Scout deals 100 points of damage using any weapon. If the Scout takes damage or jumps mid air while using the Baby Face's Blaster, the Boost meter is reduced by 4% for each damage point (25 damage to bring a full meter down to 0) and 75% for each air jump, causing the Scout to lose momentum. Ground jumps will not lower the Boost meter.

Weapon Damage Critical Damage Function Times Special
Baby Face's Blaster
Baby Face's Blaster
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 14/pellet
  • Over 512 units Mini-Crit: 8/pellet
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Initially slows the user by 10%, to 360 HU.
    • For each 1 damage dealt, increases boost by 1%, from 0 to 99.
    • Each % of boost increases the users speed by 2.6 HU, up to 517.4 HU.
    • Upon double jumping, boost meter reduces by 75%.
    • Taking damage decreases the boost meter.
  • -34% clip size


Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Baby Face's Blaster
Baby Face's Blaster
Allowed


Back Scatter

The Back Scatter allows the player to deal guaranteed mini-crits to enemies, if attacked from behind at close range. However, this comes at the cost of a 34% smaller clip size, a 20% larger bullet spread, and the inability to deal random critical hits.

Weapon Damage Critical Damage Function Times Special
Back Scatter
Back Scatter
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 6/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14/pellet
  • Over 512 units Mini-Crit: 8/hit
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • -34% clip size.
  • +20% bullet spread.
  • Guaranteed mini-crits when fired from behind at close range.
  • Cannot deal random Critical Hits.


Below is a table displaying the availability of the Back Scatter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Back Scatter
Back Scatter
Allowed


Primary Weapon Usage

The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up allowing the Scout to provide the best support to the rest of his team and offer sustained attack. The Force-A-Nature's knockback can be very effective on maps where critical locations are located on a spire-like region, or near environmental hazards. The Shortstop deals stronger medium range damage but at the cost of closer range damage, while the Soda Popper allows the Scout to attack with an occasional damage boost for a smaller clip size. However, the stock Scattergun deals the most consistent damage, making it a favorite.

Secondary Weapons

The Scout can either use another hitscan weapon to increase his damage output, or can use a lunchbox item to provide situational help.

Pistol

The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it a viable choice for finishing off fleeing enemies who are very low on health. It is often used to take out unsupervised enemy stickybombs and Sentry Guns.

The Lugermorph and the C.A.P.P.E.R have the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack Interval: 0.17s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pistol
Pistol
Allowed


Bonk! Atomic Punch

Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout invulnerability for eight seconds. During this time, the Scout is forced into a third-person view, and can not use any weapons. They can still move, jump, and reload their weapons, with a blurry trail following them during movement. This provides a good method of running past deployed sticky traps, distracting Sentry Guns, or pushing through a team to make a back-cap. While under the effects of Bonk! Atomic Punch, the Scout is still vulnerable to knockback, environmental damage, and telefragging. After the effect ends, the Scout receives a 5-second slowdown based on the amount of damage he absorbed while invulnerable. The slow effect scales from 25% at low damage up to 50% after absorbing 200+ damage. While under the effects of Bonk!, the Scout can still taunt, and thus gain kills using the Home Run kill taunt, provided by the Sandman and the Atomizer.

Weapon Damage Critical Damage Function Times Special
Bonk! Atomic Punch
Bonk! Atomic Punch
N/A N/A
  • Comsumption Time: 1.2s
  • Effect Duration: 8s
  • Recharge Time: 22s
  • Consuming makes the Scout invulnerable for 8 seconds.
    • The Scout can still take knockback, environmental damage, and get telefragged while invulnerable.
    • The Scout can not use any weapons while invulnerable.
  • When the effect ends, the Scout will be slowed down for 5 seconds, based on the amount of damage he received while invulnerable.
    • The slow effect scales from 25% at low damage up to 50% after taking 200+ damage.
  • Recharging begins upon end of the effect.


Below is a table displaying the availability of the Bonk! Atomic Punch in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bonk! Atomic Punch
Bonk! Atomic Punch
Banned


Crit-a-Cola

Crit-a-Cola is one of the lunchbox items for Scout. When drunk, it grants the Scout the ability to deal mini-crits with any weapon for 8 seconds. Making any attack while under the effect causes a 5 second Marked-For-Death debuff after the effect wears off (does not stack).

Weapon Damage Critical Damage Function Times Special
Crit-a-Cola
Crit-a-Cola
N/A N/A
  • Consumption Time: 1.2s
  • Effect Duration: 8s
  • Recharge Time: 22s
  • The Scout deals guaranteed mini-crits while under the effect of Crit-A-Cola, but each attack marks him for death for 5 seconds.
  • Recharging begins upon end of consumption.

Below is a table displaying the availability of the Crit-a-Cola in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Crit-a-Cola
Crit-a-Cola
Banned


Mad Milk

Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised Spies, giving them a visual effect akin to the Jarate. While a target is covered with Mad Milk, 60% of all damage they take is returned to the attacker as health for 10 seconds, with the only exceptions being damage done by an Engineer’s Sentry Gun and afterburn damage. The healing effect provided by the Mad Milk cannot provide overheal. The Mad Milk can also extinguish burning teammates and reveal enemy Spies. Unlike Jarate, it does not disable the Spy's Cloaking device; invisible Spies under the effects of Mad Milk remain invisible and will not reveal disguises or team colors, but the dripping white beads make them easy to locate. The only ways of prematurely removing the effects of Mad Milk are by visiting a Resupply locker, by being submerged in water, or by being healed for an extended period of time. Extinguishing a teammate reduces the recharge time by 20%.

The Mutated Milk has the same stats as the Mad Milk.

Weapon Damage Critical Damage Function Times Special
Mad Milk
Mad Milk
N/A N/A
  • Effect Duration: 10s
  • Recharge Time: 20s
  • 60% of all damage dealt to coated players is returned to the attacker as health.
  • Extinguishes burning teammates.
    • Extinguishing a teammate reduces recharge time by 20%.
  • Reveals cloaked and disguised Spies.


Below is a table displaying the availability of the Mad Milk in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Mad Milk
Mad Milk
Banned


Winger

The Winger deals 15% more damage than the default Pistol, but has a 60% smaller clip, thus it can load only 5 rounds at a time. It grants the Scout a +25% jump height bonus while active, allowing him to reach areas that he normally can not.

Weapon Damage Critical Damage Function Times Special
Winger
Winger
  • Point-Blank: 26
  • 512 units: 17
  • Over 1024 units: 10
  • Critical: 52
  • Point-Blank Mini-Crit: 35
  • Over 512 unit Mini-Crit: 23
  • Attack Interval: 0.17s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • The Scout has a 25% higher jump when the Winger is active.
  • +15% damage bonus.
  • 60% smaller clip size, holding 5 bullets instead of 12.


Below is a table displaying the availability of the Winger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Winger
Winger
Allowed


Pretty Boy's Pocket Pistol

While the Pretty Boy's Pocket Pistol is active, the Scout will be awarded up to 3 health points per every successful enemy hit, depending on damage dealt (similarly to the Black Box), and the weapon fires 15% faster than the stock Pistol. This, however, comes at the cost of a 25% smaller clip, holding only 9 shots per clip compared to the Pistol's 12 shots.

Weapon Damage Critical Damage Function Times Special
Pretty Boy's
Pocket Pistol

Pretty Boy's Pocket Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack Interval: 0.1445s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • Shooting an ememy awards up to 3 health per shot, depending on the amount of damage done.
  • -25% clip size.
  • +15% firing speed.

Below is a table displaying the availability of the Pretty Boy's Pocket Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
Banned


Flying Guillotine

The Flying Guillotine is a secondary that is thrown in an arc as a projectile, similarly to the Mad Milk. Pressing Primary and secondary fire throws the cleaver at enemies, dealing damage and inflicting Bleeding for up to 5 seconds, but it has no effect against buildings or after it has bounced off a surface. Under usual conditions, it takes approximately 6 seconds to recharge, but it can be sped up by 1.5 seconds if the Scout hits an enemy from a long range.

Weapon Damage Critical Damage Function Times Special
Flying Guillotine
Flying Guillotine
  • Point-Blank: 50 (Impact) + 40 (Bleeding)
  • 512 units: 68 (Mini-Crit Impact) + 40 (Bleeding)
  • Over 1024 units: 68 (Mini-Crit Impact) + 40 (Mini-Crit Bleeding)
  • Critical: 150 (Impact) + 40 (Bleeding)
  • Mini-Crit: 68 (Impact) + 54 (Bleeding)
  • Attack: 0.25s
  • Recharge: 6s
  • The Flying Guillotine will apply the Bleeding effect on its targets.
  • Recharge time is reduced by 1.5s after hitting an enemy at long distance.
  • No random critical hits.


Below is a table displaying the availability of the Flying Guillotine in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Flying Guillotine
Flying Guillotine
Banned


Secondary Weapon Usage

Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time. The Pretty Boy's Pocket Pistol and Crit-a-Cola, though very useful, are almost invariably banned. Lunchbox items are rarely used, in part because they are banned in many leagues, but do have uses. Bonk! Atomic Punch is useful in case of a tricky Sentry Gun, while Mad Milk can help the Scout and his allies gain back health without a Medic.

Melee Weapon

Generally, a Scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.

Bat

The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.

Weapon Damage Critical Damage Function Times Special
Bat
Bat
  • Melee: 35
  • Critical: 105
  • Mini-crit: 47
  • Attack: 0.5s
  • Stock melee weapon.


Below is a table displaying the availability of the Bat in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bat
Bat
Allowed


Sandman

The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a Scout take down a pocket by rendering half of it useless, or simply pick of another Scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman
  • Melee: 35
  • Ball: 15
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Mini-Crit: 20
  • Attack: 0.5s
  • Ball Recharge: 15s
  • Slow duration varies based on distance.
    • Minimum distance 256 units for a duration of 1 second.
    • Maximum distance 1792 units for a duration of 7 seconds.
    • 2 seconds additional slow time for a critical ball.
  • Ball deals impact damage with no fall-off, but with slight ramp-up.
  • Ball cannot be thrown underwater.
  • Reduces max health by 15.
  • Performs the Home Run taunt.


Below is a table displaying the availability of the Sandman in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sandman
Sandman
Allowed


Holy Mackerel

The Holy Mackerel is functionally identical to the stock Bat, except it broadcasts each hit and kill. It cannot be used to detect disguised Spies, but it will indicate the use of the Dead Ringer.

The Unarmed Combat has the same stats as the Fish, except it broadcasts Arm Hit and Arm Kill for hits and kills.

Weapon Damage Critical Damage Function Times Special
Holy Mackerel
Holy Mackerel
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Functionally identical to the Bat.
  • Broadcasts hits and kills.


Below is a table displaying the availability of the Holy Mackerel in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Holy Mackerel
Holy Mackerel
Allowed


Candy Cane

The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with any weapon while this is equipped, a small health pack is dropped from the dead player. The Candy Cane causes the wielder to suffer an additional 25% damage from explosions.

Weapon Damage Critical Damage Function Times Special
Candy Cane
Candy Cane
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to the bat.
  • +25% explosive damage vulnerability on wearer.
  • On kill or kill assist: A small health pack is dropped from dead player.


Below is a table displaying the availability of the Candy Cane in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Candy Cane
Candy Cane
Allowed


Boston Basher

The Boston Basher deals the same damage as the stock Bat but will deal bleeding damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the Scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.

The Three-Rune Blade has the same stats as the Boston Basher.

Weapon Damage Critical Damage Function Times Special
Boston Basher
Boston Basher
  • Melee: 35
  • Bleed Damage: 40
  • Self damage on miss: 18 (Melee) + 40 (Bleed damage)
  • Critical: 105
  • Critical damage to self upon miss: 21 (Melee) + 40 (Bleed damage)
  • Minicrit: 47
  • Minicrit Bleed Damage: 54 (10.8 damage per second for 5 seconds)
  • Attack: 0.5s
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.


Below is a table displaying the availability of the Boston Basher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Boston Basher
Boston Basher
Allowed


Sun-on-a-Stick

The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sun-on-a-Stick
  • Melee: 26
  • Critical: 79
  • Minicrit: 35
  • Attack: 0.5s
  • 100% crits vs burning players.
  • -25% damage done.


Below is a table displaying the availability of the Sun-on-a-Stick in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sun-on-a-Stick
Sun-on-a-Stick
Allowed


Fan O'War

The Fan'O'War attacks identically to the stock Bat, except it deals 75% less damage. However, it deals critical damage where it would normally deal mini-crit damage. On hit, it marks the target for death, causing them to take Mini-Crits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.

Weapon Damage Critical Damage Function Times Special
Fan O'War
Fan O'War
  • Melee: 9
  • Critical: 27
  • Attack: 0.5s
  • On Hit: Target is marked for death
    • Target takes Mini-Crits from all damage sources
    • Effect lasts 15 seconds
  • -75% damage done
  • Crits where it would normally mini-crit
    • Cannot deal mini-crit damage.


Below is a table displaying the availability of the Fan O'War in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Fan O'War
Fan O'War
Allowed


Atomizer

The Atomizer grants the Scout a triple jump and can mini-crit while airborne. The Atomizer has a slower firing and deploy rate and deals less damage.

Weapon Damage Critical Damage Function Times Special
Atomizer
Atomizer
  • Melee: 28
  • Critical: 84
  • Minicrit: 37
  • Attack: 0.65s
  • Grants a triple jump.
  • Mini-crits when the user is airborne.
  • Performs the Home Run taunt.
  • -20% damage done to enemy players.


Below is a table displaying the availability of the Atomizer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Atomizer
Atomizer
Allowed


Wrap Assassin

The Wrap Assassin functions similarly to the Sandman, but has a ball which deals bleeding damage rather than stun damage. It has identical recharge times, but damage does not scale with distance. It deals 70% less damage than the stock Bat on melee.

Weapon Damage Critical Damage Function Times Special
Wrap Assassin
Wrap Assassin
  • Melee: 11
  • Bauble impact: 15
  • Bauble bleeding: 8 per second (40 total)
  • Critical: 32
  • Bauble Critical: 45
  • Mini-crit: 14
  • Bauble Mini-crit: 20
  • Attack: 0.5s
  • Ball Recharge Interval: 15s
  • Deals 70% less damage.


Below is a table displaying the availability of the Wrap Assassin in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrap Assassin
Wrap Assassin
Allowed


Melee Weapon Usage

The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. However, as the Scout has very effective hitscan short-range weaponry, melee weapons are not frequently used. The Holy Mackerel is functionally identical, but has a method of detecting Dead Ringer Spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Wrap Assassin allows for bleeding damage in place of the stunning capability of the Sandman, but it deals little to no melee damage, although with the upside of no health reduction. The Candy Cane can help Scouts survive without a Medic longer, but makes the Scout highly vulnerable to Soldiers and Demomen. The Sun-on-a-Stick is only useful in the presence of Pyros and even then only those who employ hit-and-run tactics to ignite large quantities of enemies, so it is almost never seen in competitive play. The Fan'O'War can easily cause a target to die, but renders the Scout's melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. In high-level play, at least one Scout may use a Boston Basher or Three-Rune Blade to help Medics build Übercharge. Otherwise, standard lineups tend to use the Bat, with the Fan'O'War or Sandman serving as alternatives.