
Primary
Minigun
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Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
Stock weapon.
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Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
6% damage penalty.
25% damage penalty against players.
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Primary
Natascha
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Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
On hit: 100% chance to slow down enemy players.
Slowdown-on-hit effect is reduced over distance.
Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
25% damage penalty.
30% longer spin-up time.
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Secondary fire spins-up the barrel without firing.
Fires 6 bullets per unit of ammo used.
50% more bullets per shot.
25% faster firing speed.
Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
60% damage penalty.
25% damage penalty against players.
30% slower spin up time.
25% wider bullet spread.
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Primary
Brass Beast
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Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
20% damage bonus.
Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
50% slower spin up time.
60% slower movement speed when spun-up.
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Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
10% faster firing speed.
Lowers damage vulnerability by 33% when spun up and health is less than 50% of max.
5% damage penalty.
25% damage penalty against players.
50% slower spin up time.
60% slower move speed when spun-up.
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Primary
Tomislav
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Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
20% faster spin up time.
20% tighter bullet spread.
Silent Killer: No spin-up sound.
20% slower firing speed.
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Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
Silent Killer: No spin-up sound.
60% faster spin up time.
50% tighter bullet spread.
7% damage penalty.
25% damage penalty against players.
20% slower firing speed.
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Primary
Huo-Long Heater
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Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
Create a ring of flames while spun up.
25% damage bonus against burning players.
10% damage penalty.
Consumes an additional 4 ammo per second while spun up.
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Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
Create a ring of flames while spun up.
25% damage bonus against burning players.
55% faster firing speed.
60% faster spin up time.
66% damage penalty.
25% damage penalty against players.
50% wider bullet spread.
Cannot collect ammo from dispensers while active.
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Secondary
Shotgun
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Stock weapon.
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200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
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Secondary
Sandvich
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With primary fire or taunt key, restores 300 health over about 4 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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100% faster weapon deploy and holster speed.
With primary fire or taunt key, restores 300 health over about 2 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
When weapon is active
15% ammo regenerated per 5 seconds.
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Secondary
Panic Attack
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50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
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200% larger clip size.
50% more pellets per shot.
45% shorter reload time
80% faster firing speed
50% faster deploy speed.
Fires a fixed shot pattern.
37% damage penalty
25% damage penalty against players.
50% wider pellet spread.
Successive shots become less accurate.
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Secondary
Dalokohs Bar
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With primary fire or taunt key, restores 100 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
Raises maximum health by 50 points (350 total) for 30 seconds.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
If used when player is at full health, grants 50 points of overheal.
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Passively increases max health by 50 points (350 total) on wearer.
100% faster weapon holster speed.
With primary fire or taunt key, restores 100 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
Raises maximum health by 50 points (400 total) for 30 seconds.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
If used when player is at full health, grants 50 points of overheal.
60% less health from healers on wearer.
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Secondary
Family Business
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33% larger clip size.
15% faster firing speed.
15% damage penalty.
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300% larger clip size.
8% damage bonus.
55% shorter reload time.
65% faster firing speed.
50% tighter pellet spread.
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Secondary
Buffalo Steak Sandvich
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With primary fire or taunt key, activate the effect after about 4 seconds.
While under effect:
All damage dealt is Mini-Crits.
Grants 30% faster movement.
Player can only use melee weapons.
Damage taken is increased by 20%.
Effects last for 16 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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100% faster weapon deploy and holster speed.
With primary fire or taunt key, activate the effect after about 1 seconds.
While under effect:
All damage dealt is Mini-Crits.
Grants 30% faster movement.
Player can only use melee weapons.
Damage taken is increased by 20%.
Max health is lowered to 200.
Effects last for 16 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
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Secondary
Second Banana
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With primary fire or taunt key, restores 200 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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With primary fire or taunt key, restores 200 health over about 2 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
When weapon is active
5% faster movement speed on wearer.
100% slower weapon switch to and switch from speed.
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Melee
Fists
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Stock weapon.
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No changes.
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Melee
Killing Gloves of Boxing
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On kill: guaranteed Critical hits on all weapons for 5 seconds.
20% slower swing speed.
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2% faster movement speed on wearer.
On kill: guaranteed Critical hits on all weapons for 5 seconds.
20% slower swing speed.
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Melee
Gloves of Running Urgently
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When weapon is active: 30% faster speed movement on wearer.
50% slower holster speed.
Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.
Maximum health is gradually recovered while this weapon is not active.
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When weapon is active: 20% faster speed movement on wearer.
50% slower holster speed.
10% slower movement speed on wearer.
Raised damage vulnerability by 50%.
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Melee
Warrior's Spirit
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30% damage bonus.
+50 health on kill.
While weapon is active: raises damage vulnerability by 30%.
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30% damage bonus.
+50 health on kill.
When weapon is active:
Up to +7 health regenerated per second passively.
Raises damage vulnerability by 30%.
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Melee
Fists of Steel
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While weapon is active: lowers ranged damage vulnerability by 40%
100% slower holster speed.
While weapon is active: raises melee damage vulnerability by 100%
40% smaller maximum overheal on wearer.
40% less healing from medic sources.
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No changes.
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Melee
Eviction Notice
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40% faster firing speed.
While weapon is active:15% faster movement speed.
On hit: gain a 3 second speed boost.
60% damage penalty.
Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.
Maximum health is gradually recovered while this weapon is not active.
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8% faster movement speed on wearer.
40% faster firing speed.
-100 max health.
60% damage penalty.
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Melee
Holiday Punch
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Critical hit forces victim to laugh.
Always Critical hit from behind.
On Hit: Force enemies to laugh who are also wearing this item.
Critical hits do no damage.
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No changes.
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