User:EtherealT/The Pogging Reptile's Fan Patch
Contents
Summary
Link to custom weapons document
Overall Changes |
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Multi-Class
Multi Class - General Changes | |
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Weapon | Changes | New statistics |
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Pistol |
Added: Can now be equipped by the Medic in the primary slot Info: Medics with this weapon have a -43% slower reload time and 36 reserve ammo |
No changes. |
Gunboats |
Added: +60% fall damage resistance on wearer Added: Can now be equipped by the Demoman in the primary slot |
-60% blast damage from blast jumps +60% fall damage resistance on wearer |
Reserve Shooter |
Added: +100% damage bonus Added: -50% bullets per shot Added: -50% max damage ramp up penalty Added: Fires a fixed shot pattern Info: Has a maximum damage ramp up of 125% Info: Fires in a tight plus shaped pattern |
Mini-crits targets launched airborne by airblasts, explosions, grapple hooks or rocket packs This weapon deploys 20% faster +100% damage bonus Fires a fixed shot pattern -50% bullets per shot -50% max damage ramp up penalty -34% clip size |
Pain Train |
Added: +15% faster move speed while active and carrying the Intelligence or capturing a point Changed: Capture rate increased from +1 to +2 Added: Self mark for death while doing objectives Changed: Capture rate bonus is now only while active instead of passive Added: Can now be equipped by the Pyro |
When weapon is active: +2 capture rate on wearer +15% faster move speed while carrying the Intelligence or capturing a point Self mark for death while doing objectives |
Ullapool Caber |
Added: (Hidden) Warhead recharge itself in 30 seconds Added: +50% self damage force Added: Taunting will result in a taunt kill that deals 500 damage in a radius if it hits anything Changed: Explosion damage increased from 75 to 129 Changed: Explosion no longer has damage fall off Removed: This weapon deploys 100% slower Changed: (Hidden) Damage decreased from -15% to -98% Removed: Explosion no longer has damage ramp up Added: Can now be equipped by the Heavy Info: In other words, damage is rescaled from 55 + 75 to 1 + 129 |
+50% self damage force -20% slower firing speed The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Scout
Weapon | Changes | New statistics |
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Shortstop |
Changed: Damage increased from +100% to +150% Added: Max damage ramp up decreased from -33% to -66% Removed: Alt-Fire to reach and shove someone! Info: Has a maximum damage ramp up of 125% |
When weapon is active: Increase in push force taken from damage and airblast Holds a 4-shot clip and reloads its entire clip at once. |
Baby Face's Blaster |
Added: Wearer never takes falling damage Changed: Move speed increased from -10% to +30% Removed: Boost reduced on air jumps Removed: Boost reduced when hit Added: -30% less jump height on wearer Changed: Clip size decreased from -34% to -50% Removed: On Hit: Builds Boost Added: Hitting someone with this weapon is announced in the kill feed Info: The kill feed announcement function is identical to the Holy Mackerel |
+30% faster move speed on wearer Wearer never takes falling damage -50% clip size -30% less jump height on wearer |
Back Scatter |
Changed: Firing at someone at their back now inflicts full crits instead of mini-crits Changed: Clip size decreased from -34% to -50% |
Crits targets when fired at their back from close range -50% clip size -20% less accurate No random critical hits |
Winger |
Added: Grants Triple Jump while deployed |
When weapon is active: +15% damage bonus +25% greater jump height on wearer Grants Triple Jump on wearer -60% clip size |
Pretty Boy's Pocket Pistol |
Added: -15% damage penalty |
When weapon is active: +15% faster firing speed On Hit: Gain up to +3 health -25% clip size -15% damage penalty |
Bat |
Added: Wearer never takes falling damage Added: Alt-Fire to reach and shove someone! Added: On Hit with Alt-Fire: +60% faster holster speed on wearer for 3 seconds Info: Shove is almost identical to the shove for Shortstop, but it has a range of 48 HU, a knockback distance of 437 HU, and a cooldown of 1 second Info: In other words, Shove gains +20% longer range, +30% push force and +33% faster firing speed |
Wearer never takes falling damage On Hit with Alt-Fire: +60% faster holster speed for several seconds Alt-Fire to reach and shove someone! |
Sandman |
Changed: Damage increased from 15-23 to 15-130 based on distance Added: -50% decrease in recharge rate Removed: Ball no longer slows the target |
Alt-Fire: Launches a ball -50% decrease in recharge rate -15 max health on wearer |
Holy Mackerel |
Added: Wearer never takes falling damage Added: Alt-Fire to reach and shove someone! Added: On Hit with Alt-Fire: +60% faster holster speed on wearer for 3 seconds Changed: Taunt is replaced with the Homerun taunt kill Info: Shove is almost identical to the shove for Shortstop, but it has a range of 48 HU, a knockback distance of 437 HU, and a cooldown of 1 second Info: In other words, Shove gains +20% longer range, +30% push force and +33% faster firing speed |
Wearer never takes falling damage On Hit with Alt-Fire: +60% faster holster speed for several seconds Alt-Fire to reach and shove someone! Getting hit by a fish has got to be humiliating. |
Candy Cane |
Added: +75% health from packs on wearer Removed: 25% explosive damage vulnerability on wearer Added: -75% health from healers on wearer |
On Kill: A small health pack is dropped +75% health from packs on wearer -75% health from healers on wearer |
Soldier
Weapon | Changes | New statistics |
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Black Box |
Added: +25% faster firing speed Changed: Health gain increased from +20 to +100 Changed: Now also reloads entire clip instantly on kill Changed: Health gain can now overheal up to 150% health Added: -40% slower reload time Added: -15% explosion radius Changed: Health gain now only triggers on kill |
On Kill: Instantly reloads entire clip +100 health restored on kill +25% faster firing speed -40% slower reload time -25% clip size -15% explosion radius |
Rocket Jumper |
Added: Wearer never takes falling damage Added: This weapon can deal random critical hits |
+200% max primary ammo on wearer No self inflicted blast damage taken Wearer never takes falling damage -100% damage penalty Wearer cannot carry the intelligence briefcase or PASS Time JACK |
Liberty Launcher |
Added: Hold Fire to charge rocket for up to 1 second Added: Projectile speed, knockback and explosion radius increases based on charge Removed: -25% damage penalty Added: -25% slower firing speed Removed: +25% clip size Removed: +40% projectile speed Removed: -25% blast damage from rocket jumps Added: Rockets travel in an arc Info: Projectile speed, knockback and explosion radius increases by +30%, +70% and +100% respectively for every 0.33 seconds charged |
Hold Fire to charge rocket Projectile speed, knockback and explosion radius increases based on charge Rockets travel in an arc -25% slower firing speed |
Cow Mangler 5000 |
Removed: Minicrits whenever it would normally crit Removed: Does not require ammo |
Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec No random critical hits Deals only 20% damage to buildings |
Air Strike |
Added: +66% faster reload time Changed: Blast damage from rocket jumps decreased from -15% to -35% Removed: -20% explosion radius while blast jumping Added: -32% slower initial reload time Added: -25% slower firing speed while grounded Changed: Explosion radius decreased from -10% to -15% Info: Despite the reload time stat, reload speed is decreased from 0.8 to 0.9 seconds on the second rocket, and only starts increasing on the third rocket and beyond Info: Reload time gradually increases as more rockets are being reloaded, scaling at a rate of 0.9 > 0.7 > 0.5 > 0.2 > 0.2 > 0.1 > 0.1 on the 8th rocket, resulting in a total +66% faster reload time Info: In other words, total reload time is slower for the first three rockets, breaks even on the 4th rocket, and is overall faster on the 5-8th rocket |
+66% faster reload time -35% blast damage from rocket jumps +65% faster firing speed while blast jumping Clip size increased on kill -25% slower firing speed while grounded -15% damage penalty -15% explosion radius |
Buff Banner |
Added: +100% max primary ammo on wearer Added: (Hidden) 25% Rage amplification on wearer Info: Now takes 480 damage to charge up |
+100% max primary ammo on wearer Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Battalion's Backup |
Changed: Activating the buff now also grants the wearer and all teammates -75% push force from damage and airblasts |
+20 max health on wearer Provides a defensive buff that protects nearby team members from crits, incoming knockback from all sources by 75%, sentry damage by 50% and 35% from all other sources. Rage increases through damage done. |
Shovel |
Added: +50% health from packs on wearer |
+50% health from packs on wearer |
Equalizer |
Added: This weapon deploys 30% faster Added: On Hit: Gain a 3 second speed boost Removed: (Hidden) -50% base damage penalty Changed: Max damage bonus based on missing health decreased from +224% to +115% Info: Final damage is rescaled from 33-107 to 65-140 depending on health threshold |
When weapon is active: Damage increases as the user becomes injured On Hit: Gain a speed boost This weapon deploys 30% faster -90% less healing from Medic sources |
Pyro
Pyro - Class Changes | |
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Weapon | Changes | New statistics |
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Backburner |
Added: +43% damage bonus when fired from behind Changed: Critical hit angle increased from 70 to 180 degrees Changed: Airblast cost only increases if a projectile is reflected Added: -30% damage penalty Changed: Airblast cost increased from +150% to +200% Info: The damage bonus from behind cancels out the damage penalty, resulting in the same damage dealt from behind compared to vanilla |
100% critical hits from behind +43% damage bonus when fired from behind Extinguishing teammates restores 20 health +200% airblast cost when reflecting projectiles -30% damage penalty |
Degreaser |
Changed: Switch speed bonuses now affect all weapons Changed: Holster speed increased from +30% to +60% Removed: +25% airblast cost Added: -15% damage penalty |
+60% faster weapon switch Extinguishing teammates restores 20 health -66% afterburn damage penalty -15% damage penalty |
Phlogistinator |
Changed: Activating 'Mmmph' now also restores the wearer's health and ammo to full Removed: Invulnerable while 'Mmmph' taunting. Changed: Activating 'Mmmph' now plays a sound cue to all nearby enemy players |
Build 'Mmmph' by dealing damage. Alt-Fire on full 'Mmmph': Taunt to refill health and ammo, and gain crit for several seconds No random critical hits No airblast |
Dragon's Fury |
Changed: Base damage increased from 25 to 75 Changed: Base projectile range increased from 526 to 710 HU Changed: Repressurization rate on Alt-Fire increased from -50% to +6.7% Removed: Deals 300% damage to burning players |
Extinguishing teammates restores 20 health +50% repressurization rate on hit +6.7% repressurization rate on Alt-Fire Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. This powerful, single-shot flamethrower rewards consecutive hits with faster reloads. |
Detonator |
Added: +168.5% self damage force Changed: Damage increased from -25% to +33% Removed: +50% damage to self |
100% mini-crits vs burning players +168.5% self damage force +33% damage bonus Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: +33% damage bonus Changed: Alt-Fire now also removes most debuffs Removed: +50% projectile speed |
+33% damage bonus Does not require ammo Alt-Fire: Remove debuffs from teammates to gain guaranteed critical hits Extinguishing teammates restores 20 health No random critical hits This weapon will reload automatically when not active. |
Scorch Shot |
Added: +33% explosion radius Changed: Projectiles deal increased knockback regardless even if the target is not burning Removed: Flare explodes when it hits the ground Removed: Increased knockback on burning players Removed: -35% self damage force Info: In other words, since the projectile disappears upon hitting a surface without exploding, the wearer can no longer blast jump with this weapon nor destroy stickybombs |
100% mini-crits vs burning players +33% explosion radius Flare knocks back target on hit Direct hits cause the flare to explode -35% damage penalty This weapon will reload automatically when not active. |
Gas Passer |
Added: Damaging an ignited enemy while they are covered in gas will trigger a 60 damage explosion Changed: Targets coated in gas are considered to be wet Info: Each victim can only explode once per projectile |
Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!). Further damage on an ignited enemy while they are covered in gas will cause an explosion. |
Thermal Thruster |
Changed: Cooldown decreased from 15 to 12 seconds Changed: Self push force upon use is increased from 898 to xxx HU Removed: (Hidden) This weapon holsters 60% slower Removed: (Hidden) +50% increase in push force taken from damage and airblast |
Push enemies back when you land (force and radius based on velocity) Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. Deal 3x falling damage to anyone you land on! |
Fire Axe |
Added: -20% damage from ranged sources while active Added: +150% health from extinguishing teammates Added: Health gained from extinguishing teammates can overheal the wearer for up to 150% health Info: Health gain bonus from extinguishing teammates affects all weapons |
-20% damage from ranged sources while active +150% health from extinguishing teammates |
Back Scratcher |
Changed: Health gained from packs can overheal the wearer up to 150% health Changed: Health from packs increased from +50% to +75% |
+25% damage bonus +75% health from packs on wearer -75% health from healers on wearer |
Third Degree |
Added: Build Molecular Cleave by dealing fire damage Added: -35% damage penalty Added: This weapon deploys 25% slower Info: Crit boost only affects this weapon Info: 300 fire damage is required to charge Molecular Cleave Info: The damage bonus from Molecular Cleave cancels out the damage penalty |
All players connected via Medigun beams are hit Build Molecular Cleave by dealing damage Alt-Fire On Full Molecular Cleave: Gain +50% longer melee range, +54% damage bonus and 100% critical hits for 2 seconds -35% damage penalty This weapon deploys 25% slower |
Hot Hand |
Removed: -20% damage penalty |
Gain a speed boost when you hit an enemy player |
Demoman
Demoman - Class Changes | |
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Weapon | Changes | New statistics |
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Loch-n-Load |
Changed: Projectile speed increased from +25% to +65% Removed: -25% explosion radius Changed: Clip size decreased from -25% to -50% |
+20% damage vs buildings +65% projectile speed -50% clip size Launched bombs shatter on surfaces |
Loose Cannon |
Added: -34% damage to self |
+20% projectile speed -34% damage to self Cannonballs push players back on impact Cannonballs do not explode on impact Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
Iron Bomber |
Changed: Fixed a bug where projectiles fired are larger from this weapon | Grenades have very little bounce and roll -30% fuse time on grenades -15% explosion radius |
Sticky Jumper |
Added: Wearer never takes falling damage Added: This weapon can deal random critical hits |
+200% max primary ammo on wearer No self inflicted blast damage taken Wearer never takes falling damage -100% damage penalty -6 max stickybombs out Wearer cannot carry the intelligence briefcase or PASS Time JACK |
Tide Turner |
Added: 100% critical hits on melee weapons while the wielder is trimping |
+15% fire damage resistance on wearer +15% explosive damage resistance on wearer Full turning control while charging Melee kills refill 75% of your charge meter 100% critical hits on melee weapons while the wielder is trimping Taking damage while shield charging reduces remaining charging time Alt-Fire: Charge toward your enemies and remove debuffs. Gain a mini-crit melee strike after impacting an enemy at distance. |
Bottle |
Added: Deals crits while the wielder is blast jumping |
Deals crits while the wielder is blast jumping |
Claidheamh Mòr |
Removed: 15% damage vulnerability while active Added: -15 max health on wearer |
0.5 sec increase in charge duration while active Melee kills refill 25% of your charge meter +50% longer melee range No random critical hits -15 max health on wearer |
Heavy
Heavy - Minigun Changes | |
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Weapon | Changes | New statistics |
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Natascha |
Removed: -20% damage resistance when below 50% health and spun up |
On Hit: 100% chance to slow target -25% damage penalty -30% slower spin up time |
Brass Beast |
Added: -75% reduction in push force taken from damage while deployed Added: -75% reduction in airblast vulnerability while deployed Added: +50% max primary ammo on wearer Added: +30 max health on wearer Added: +15% faster firing speed Changed: Spin up time decreased from -50% to -75% Removed: -20% damage resistance when below 50% health and spun up |
-75% reduction in push force taken from damage while deployed -75% reduction in airblast vulnerability while deployed +50% max primary ammo on wearer +30 max health on wearer +20% damage bonus +15% faster firing speed -75% slower spin up time -60% slower move speed while deployed |
Tomislav |
Added: No damage and accuracy ramp up upon spinning up Removed: +20% more accurate Info: In other words, this weapon has no damage penalty and no accuracy ramp up for 1 second after firing |
+20% faster spin up time No damage and accuracy ramp up upon spinning up Silent Killer: No barrel spin sound -20% slower firing speed |
Huo-Long Heater |
Changed: Damage vs burning players increased from +25% to mini-crits Changed: Flame ring height increased from 32 to 91 HU Removed: -10% damage penalty |
Creates a ring of flames while spun up 100% mini-crits vs burning players Consumes an additional 4 ammo per second while spun up |
Dalokohs Bar |
Changed: Bonus max health upon consumption does not decay unless the wearer's health is at 300 or less for over 5 seconds |
Adds +50 max health indefinitely Bonus max health starts to decay if the wearer's health is <301 Eat to gain up to 100 health. Alt-fire: Share chocolate with a friend (Small Health Kit) |
Buffalo Steak Sandvich |
Changed: Move speed increased from +30% to +40% while under the buff Removed: (Hidden) 20% damage vulnerability while effect is active Added: On Kill While Under The Buff: Buff duration is extended by +5 seconds |
After consuming, move speed is increased, attacks mini-crit, and the player may only use melee weapons. Melee kills while under the effects will extend the current buff duration by +5 seconds. Lasts 16 seconds. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Fists |
Added: +40% increase in recharge rate on lunchboxes |
+40% increase in recharge rate on lunchboxes |
Warrior's Spirit |
Changed: Damage increased from +30% to +55% Removed: 30% damage vulnerability while active |
+55% damage bonus +50 health restored on kill |
Fists of Steel |
Removed: -40% maximum overheal on wearer |
-40% damage from ranged sources while active +100% damage from melee sources while active This weapon holsters 100% slower -40% health from healers on wearer |
Eviction Notice |
Added: On Hit: Gain +40% faster firing speed for 5 seconds Added: On Hit: 100% chance to slow target for 5 seconds Changed: Damage increased from -60% to -20% Changed: Speed boost duration increased from 3 to 5 seconds Removed: Maximum health is drained while item is active Removed: +15% faster move speed on wearer Info: Slowdown mechanic is the exact same as the Sandman |
+40% faster firing speed On Hit: Gain a speed boost On Hit: Gain +40% faster firing speed On Hit: 100% chance to slow target -20% damage penalty |
Engineer
Weapon | Changes | New statistics |
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Pomson 6000 |
Added: On Hit: Knocks the target back Added: Fired projectiles inflict knockback on surface Changed: Projectile speed increased from 1200 to 2040 HU Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Info: The wearer can essentially blast jump if the projectile is fired at a surface Info: Knockback on hit is identical to the Force-a-Nature |
Does not require ammo Projectile cannot be deflected On Hit: Knocks the target back Fired projectiles inflict knockback on surface Deals only 20% damage to buildings |
Wrangler |
Added: No self inflicted damage taken from Sentry Gun on wearer Added: Sentry rocket projectile speed is increased by +80% while sentry is wrangled Added: Melee weapons crit while the wielder is blast jumping Added: +30% fall damage resistance on wearer Removed: Wrangled sentries gain a shield that reduces repairs by 66% Removed: Wrangled sentries gain a shield that reduces damage by 66% |
No self inflicted damage taken from Sentry Gun on wearer Melee weapons crit while the wielder is blast jumping +30% fall damage resistance on wearer Take manual control of your Sentry Gun. Wrangled sentries gain increased rocket projectile speed. Sentries are disabled for 3 seconds after becoming unwrangled. |
Short Circuit |
Changed: Alt-Fire no longer costs metal Changed: Alt-Fire firing speed decreased from 0.5 to 10 seconds Changed: Projectile speed decreased from 1000 to 750 HU |
Alt-Fire: Launches a projectile-consuming energy ball No reload necessary No random critical hits Per Shot: -5 ammo Uses metal for ammo |
Eureka Effect |
Changed: Teleporting back to spawn would now always resupply the wearer Removed: -50% metal cost when constructing or upgrading teleporters |
Press your reload key to choose to teleport to spawn or your exit teleporter Construction hit speed boost decreased by 50% -20% less metal from pickups and dispensers |
Dispenser |
Changed: Dispenser heal beam range increased by +100% |
Dispenser heal beam range increased from 64 to 128 HU |
Teleporter |
Changed: Base construction cost decreased from 50 to 25 metal Changed: Upgrade costs per level decreased from 200 to 100 metal |
No changes. |
Medic
Medic - Primary Changes | |
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Weapon | Changes | New statistics |
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Overdose |
Added: +50% greater jump height while active Added: +11% faster move speed while backpedaling while active Added: On Hit: Gain a speed boost for 3 seconds Added: -50% clip size Changed: Damage decreased from -15% to -40% Changed: Move speed rescaled from 0-20% based on ÜberCharge percentage to a fixed +10% faster move speed Info: In other words, the -10% slower move speed penalty while backpedaling is removed Info: Move speed bonuses fully stack with each other |
When weapon is active: +50% greater jump height on wearer +11% faster move speed while backpedaling +10% faster move speed on wearer On Hit: Gain a speed boost -50% clip size -40% damage penalty |
Quick-Fix |
Added: Melee weapons crit while the wielder is mirroring blast jumps |
+40% heal rate +10% ÜberCharge rate Melee weapons crit while the wielder is mirroring blast jumps -50% max overheal ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects Mirror blast jumps and shield charges of patients. |
Vaccinator |
Changed: Base ÜberCharge duration increased from 2.5 to 4 seconds Removed: -33% ÜberCharge rate on Overhealed patients Changed: Max Charges decreased from 4 to 3 Changed: ÜberCharge rate decreased from +67% to +20% |
+20% Übercharge rate Press your reload key to cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type. -66% Overheal build rate Übercharge provides a 4 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. |
Bonesaw |
Added: On Hit: Bleed for 5 seconds |
On Hit: Bleed for 5 seconds |
Vita-Saw |
Changed: ÜberCharge retained per organ increased from 15% to 30% Removed: -10 max health on wearer Added: -20% damage penalty Changed: Max organs decreased from 4 to 3 |
Collect the organs of people you hit -20% damage penalty A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (30% per). Total ÜberCharge retained on spawn caps at 90%. |
Amputator |
Added: Alt-Fire can be prematurely cancelled by taunting again Changed: Taunt duration is now permanent until cancelled Changed: Bonus health regeneration from this weapon is no longer decreased when damaged Changed: Heal rate while taunting is rescaled from 25 to 24-33.6 per second based on the secondary equipped Info: Heal rate is set at 24 health per second for all other Medi guns, and 33.6 if the Quick-Fix is equipped |
When weapon is active: +3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Solemn Vow |
Added: Highlights all teammates while active Removed: -10% slower firing speed Added: This weapon holsters 50% slower Removed: Allows you to see enemy health Info: Teammate highlight has infinite range |
When weapon is active: Highlights all teammates This weapon holsters 50% slower |
Sniper
Sniper - Class Changes | |
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Weapon | Changes | New statistics |
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Huntsman |
Changed: Reload time decreased from 1.94 to 1 second Added: Cannot headshot |
Cannot headshot |
Sydney Sleeper |
Added: Scoped hits on teammates now apply Jarate and Mad Milk around the target for 8 seconds Changed: Scoped hits now also apply Mad Milk in addition to Jarate Changed: Debuff duration increased from 2-5 to 2-8 seconds depending on charge Changed: Scoped headshots now apply Jarate and Mad Milk around the target for 8 seconds Info: Teammates are not affected by the Jarate and Mad Milk debuff Info: Explosion radius is identical to the Sydney Sleeper during Meet Your Match |
+25% charge rate On Scoped Hit: Apply Jarate and Mad Milk for 2 to 8 seconds based on charge level Nature's Call: Scoped headshots always mini-crit, reduce the remaining cooldown of Jarate by 1 second and apply Jarate and Mad Milk to all nearby targets for 8 seconds On Scoped Hit Teammate: Apply Jarate and Mad Milk around the teammate for 8 seconds No random critical hits No headshots |
Machina |
Added: Attacks pierce damage resistance effects and bonuses Added: +200% charge damage bonus Changed: Damage bonus on fully charged shots increased from +15% to +20% Added: -50% damage penalty Info: In other words, the damage multiplier at full charge is 6x instead of 3x |
On Full Charge: +20% damage per shot On Full Charge: Projectiles penetrate players Attacks pierce damage resistance effects and bonuses +200% charge damage bonus -50% damage penalty Cannot fire unless zoomed Fires tracer rounds |
Hitman's Heatmaker |
Added: +50% faster reload time during Focus Changed: Charge rate during Focus increased from +25% to +107% Added: -15% charge rate |
Gain Focus on kills and assists Press 'Reload' to activate focus In Focus: +107% faster charge, +50% faster reload time and no unscoping -20% damage on body shot -15% charge rate |
Classic |
Added: +100% faster move speed while scoped in Changed: Headshots mini-crit instead of dealing no bonus damage when not fully charged Info: Move speed while scoped in increased from 27% to 53% |
Charge and fire shots independent of zoom +100% faster move speed while scoped in Headshots mini-crit when not fully charged -10% damage on body shot |
Razorback |
Added: +25 max health on wearer Removed: -100% maximum overheal on wearer Removed: Blocks a single backstab attempt |
+25 max health on wearer |
Darwin's Danger Shield |
Changed: Damage resistance is now universal instead of just fire damage Changed: Damage resistance increased from +50% to +80% Added: Shield breaks for 30 seconds upon being hit Added: Critical hits bypasses the damage resistance Removed: Immune to the effects of afterburn Info: Being hit by critical hits does not break the shield |
+80% damage resistance on next source of damage while active Shield breaks upon being hit Critical hits bypasses the damage resistance |
Kukri |
Added: Allows you to see enemy health |
Allows you to see enemy health |
Tribalman's Shiv |
Changed: Damage increased from -50% to -25% Changed: Bleed duration increased from 6 to 8 seconds |
On Hit: Bleed for 8 seconds -25% damage penalty |
Bushwacka |
Added: Gives one guaranteed critical hit for each headshot kill Added: +183% damage bonus on next hit for each headshot kill Removed: No random critical hits Removed: 20% damage vulnerability while active Added: -65% damage penalty Added: -1 max health on wearer Removed: Crits whenever it would normally mini-crit Info: The damage bonus from a headshot kill cancels out the damage penalty |
Gives one guaranteed critical hit for each headshot kill +183% damage bonus on next hit for each headshot kill -65% damage penalty -1 max health on wearer |
Shahanshah |
Changed: Damage increased when health <50% of max from +25% to +55% Changed: Damage decreased when health >50% of max from -25% to -55% |
+55% increase in damage when health <50% of max -55% decrease in damage when health >50% of max |
Spy
Spy - Disguise Kit Changes | |
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Weapon | Changes | New statistics |
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Enforcer |
Added: +50% faster cloak fade time Added: +50% faster decloak fade time Added: +25 max health on wearer Changed: Damage increased from +20% to +30% Changed: Damage bonus is now universal instead of only while disguised Removed: -20% slower firing speed Removed: No random critical hits Added: Wearer cannot disguise |
+50% faster cloak fade time +50% faster decloak fade time +30% damage bonus +25 max health on wearer Attacks pierce damage resistance effects and bonuses Wearer cannot disguise |
Diamondback |
Added: Cannot crit while disguised Removed: Destroying buildings with the sapper no longer provide crits |
Gives one guaranteed critical hit for each backstab kill -15% damage penalty No random critical hits Cannot crit while disguised |
Dead Ringer |
Changed: The wearer can no longer die from the initial hit that triggered Feign Death Changed: Decloaking now plays the Spy's Schadenfreude sound lines Info: The decloaking sound is audible to both the wearer's teammates and the enemy team |
+50% cloak regen rate +40% cloak duration -50% cloak meter when Feign Death is activated Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance |
Custom Weapons
Multi-Class Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Stygian Shooter |
TF2 Workshop Link |
On Hit: Gain up to +30 health per attack -33% clip size Has a lifesteal percentage of 100%, but health gain is capped at 30 |
Elephant Slayer |
TF2 Workshop Link |
+50% damage bonus -34% clip size -32% slower reload time -25% slower firing speed Has a minimum damage fall off of 53.4% Stats are based on the Revolver |
Unstable Uzi |
TF2 Workshop Link |
+100% clip size +50% damage bonus +25% faster firing speed This weapon cannot stop firing or be holstered once it begins to fire until clip is empty -1400% slower reload time This weapon will reload automatically when not active |
Scout Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Shooting SuperStar |
TF2 Workshop Link |
No reload necessary -75% max primary ammo on wearer |
Bostonian Bubblegum |
TF2 Workshop Link |
+33% clip size +20% faster firing speed +20% more accurate +15% damage bonus Fires a fixed shot pattern 0.4 delay before the projectile moves In other words, the projectile lingers in front of where the shot is fired briefly before it starts traveling |
Glass Cannon |
TF2 Workshop Link |
On Hit: Bleed for 8 seconds On Hit: Increases current bleed duration by +60% -50% clip size -30% damage penalty Each source of bleed can only be buffed once by this weapon Bleed duration increase does not affect the bleed duration from this weapon Bleed on hit does not work if the target is over 1200 HU away |
Pilfered Pipebomb |
TF2 Workshop Link |
Grenades have very little bounce and roll -47% decrease in recharge rate Grenade does not explode on impact Throw a grenade that explodes after 3 seconds! Has a 7.5 second cooldown, and has a base damage of 90 Grenade has a explosion radius of 146 HU and a minimum splash damage fall off of 50% Grenade beeps every second before it explodes The wearer can blast jump with this weapon, and has a base 25% self damage resistance towards this weapon |
Punk's Polearm |
TF2 Workshop Link |
Hold Fire on a surface to cling onto it Alt-Fire while grounded to dash forward Wearer cannot attack or switch weapons while clinging to a wall -20% damage penalty This weapon deploys 20% slower Dash distance is affected by velocity The wearer can double jump after dashing forward |
Bronx Brawler's Boxing Gloves |
TF2 Workshop Link |
Gain Stars from hitting targets while vulnerable Alt-Fire: Expend all Stars to throw a Star Punch -83% slower firing speed -19% damage penalty Vulnerable refers to the duration where a target cannot attack again right away after attacking on their current weapon At 1 star, Star Punch does 81 damage, at 2 stars, Star Punch does 194 damage At 3 stars, Star Punch does 2009 damage to the main target and 140 damage around the target in a 200 HU, as well as healing the wearer to 150% of their max health Health gained from Star Punch can overheal the wearer All stars are lost on miss |
Soldier Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Death Or Glory |
TF2 Workshop Link |
On Hit: A percentage of all damage dealt is returned to the wearer as health Healing is affected by range +25% faster firing speed No reload necessary Per Shot: -30% of your remaining ammo Uses health for ammo Lifesteal scales from 52.8-125% depending on distance Lifesteal scales identically to damage ramp up and fall off The wearer cannot die from the recoil damage from firing this weapon |
Guided Missile |
TF2 Workshop Link |
Alt-Fire: Changes the projectile trajectory towards the crosshair 100% mini-crits if the projectile has been airborne for over 1 second +40% projectile speed -75% clip size Cannot reload if a projectile is currently airborne |
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Immolator’s Inhaler |
TF2 Workshop Link |
-50% damage to self Alt-Fire can only affect one projectile or player at a time Alt-Fire: Absorbs the closest projectile, storing it inside this weapon. Press alt-fire again to unleash the absorbed projectile. Enemies are pulled in instead. Stickybombs are dormant and do not automatically explode if fired out again, however they can still be detonated by the enemy Demoman |
Cadaver Cooler |
TF2 Workshop Link |
On Kill: Turns victims into ice statues Ice statues explode and deal damage on enemy contact -10% damage penalty Inflicts frostbite instead of afterburn, which does not deal damage over time or reduce healing or shield effects Frostbite lasts for a fixed 6 seconds on hit Frostbite is considered as afterburn on weapons that have bonuses from triggering afterburn Statues do not interact with teammates or other statues, and are destroyed without exploding if they take 100 damage from enemies Statues take +100% more knockback from airblasts and melee hits, and have an explosion radius of 146 HU Only a maximum of 3 statues can be created at once; creating a 4th statue will automatically destroy the oldest one without exploding |
Surge Of Armadyl |
TF2 Workshop Link |
Extinguishing teammates restores 20 health Hold Fire to charge up the electric orb On Full Charge: Projectiles cause an explosion on hit +33% afterburn damage bonus +20% damage bonus -50% repressurization rate on Alt-Fire Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. Stats are based on the Dragon's Fury Unlike the Dragon's Fury however, the pressure tank is not shared between primary and alt-fire Max charge time is 1.2 seconds, and damage caps at 90 Explosions have a base damage of 20 Initial projectile and explosion is not affected by ramp up or fall off Each target hit creates its own explosion, resulting in chain explosions if multiple targets are hit at once |
Entourage Enkindler |
TF2 Workshop Link |
100% critical hit vs burning players Launched projectiles explode on players +33% explosion radius -33% damage penalty Projectiles do not explode on non direct hits |
Demoman Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Bombardier’s Bankshotter |
TF2 Workshop Link |
+67% damage bonus on roller grenades Grenades have a lot of bounce and roll Launched projectiles explode on the second instance of contact with any surface -25% clip size -10% damage penalty In other words, roller grenades do not suffer from its base -40% damage penalty |
Cannon Jumper |
TF2 Workshop Link |
+200% max primary ammo on wearer +20% projectile speed No self inflicted blast damage taken Cannonballs push players back on impact Cannonballs do not explode on impact -100% damage penalty Wearer cannot carry the intelligence briefcase or PASS Time JACK Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
Drinks All Around |
TF2 Workshop Link |
On Hit Teammate: A small health pack is dropped -50% damage penalty Health pack drop has a 16 second cooldown |
Tzekhaar Glory |
TF2 Workshop Link |
On Kill: Gain Fuming Rage for 5 seconds Gain invulnerability, 100% mini-crits and a speed boost whilst under Fuming Rage On Kill: Wearer cannot switch weapons for 5 seconds The wearer is forced to taunt for 5 seconds when Fuming Rage ends This weapon has a large melee range and deploys and holsters slower. |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Final Eruption |
TF2 Workshop Link |
+122% damage bonus +75% bullets per shot Fires a fixed shot pattern Projectiles penetrate two players -662% slower firing speed -80% max primary ammo on wearer Has a minimum damage fall off of 55% instead of the standard 52.8% Bullets are fired in a hexagonal pattern In other words, this weapon has a base damage of 20 x 7, with a firing speed of 0.8 seconds per shot |
Glacial Cannon Of Leng |
TF2 Workshop Link |
Does not require ammo Does not require revving up to fire Projectile penetrates enemy targets Hold Fire to charge up the laser Up to +900% larger projectile size based on charge +456% damage bonus -1328% slower firing speed -75% bullets per shot -60% max ramp up damage penalty -48% slower move speed while firing Deals only 10% damage to buildings Fires lasers that can damage targets multiple times instead of bullets Has a maximum damage ramp up of 120% and a minimum damage fall off of 52% Has a 2400 HU projectile speed and deals one instance of damage for every 0.25 seconds this projectile stays in contact with an enemy In other words, this weapon has a base damage of 50, with a firing speed of 1.5 seconds per shot Has a max charge time of 3 seconds The move speed penalty means that the wearer is still slowed down to 37% while firing |
Hauling Harpoon |
TF2 Workshop Link |
On Hit: +200% faster travel time On Hit: Bleed indefinitely until collision On Collision: Explodes and deals damage around the wearer Fires harpoons that pull the wearer towards surfaces and targets instead of bullets Has a 3000 HU base projectile speed and an explosion radius of 146 HU In other words, hitting a target causes the wearer to fly towards the target at 3x speed Base explosion damage is 70, and does not damage the wearer Explosion has a minimum damage fall off of 50% Harpoons have 2 charges with a 15 second cooldown each Upon collision, the harpoon is automatically unlatched Stats and mechanics are based on the Grappling Hook in Mannpower |
Astral Autocannon |
TF2 Workshop Link |
Fired projectiles explode on surface +344% damage bonus +70% more accurate -90% slower firing speed -75% bullets per shot -50% max primary ammo on wearer Has an explosion radius of 110 HU In other words, this weapon has a base damage of 40, with a firing speed of 0.2 seconds per shot |
Mysteryland Murder Machine |
TF2 Workshop Link |
An additional explosive projectile is fired alongside bullets -20% less accurate -15% damage penalty Projectile has a 500 HU projectile speed and functions identically to a rocket from the Soldier's Rocket Launcher Projectile has an internal cooldown of 2 seconds and a base damage of 90 Projectile has an explosion radius of 146 HU and a minimum splash damage fall off of 50% Projectile has a maximum damage ramp up of 125% and a minimum damage fall off of 52.8% The wearer does not take self damage nor knockback from the projectile |
Bald Bear’s Beatdown Mitts |
TF2 Workshop Link |
Alt-Fire: Charge towards your enemies after a delay Invulnerable and immune to knockback while charging up and while charging On Hit with Alt-Fire: Instantly kill the target with an uppercut Any melee hit will instantly kill the wearer between after impacting the target and before the uppercut Has a charging time of 2.5 seconds before the wearer rams towards enemies Has a maximum charge time of 2.92 seconds where the wearer moves at 128% move speed Invulnerability is lost when the wearer successfully impacts the target Targets have a 0.5 second window between the charge impact and before the uppercut is delivered |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Hotshot's Hammer |
TF2 Workshop Link |
Construction hit speed boost decreased by 50% Replaces the Sentry with a Rocket Sentry |
Rocket Turret |
N/A | +60% projectile speed Fires homing rockets instead of bullets Projectile speed, explosion radius and mechanics are based off the level 3 sentry's rockets Projectile has a base damage of 80 and a base firing speed of once every 3.5 seconds Each level increases damage by +20% and reduces attack interval by -1 second Wrangled Rocket Turrets have their attack interval decreased by -0.5 seconds Level 1 Rocket Turrets have a minimum damage fall off of 52.5%, level 2 Rocket Turrets have a minimum damage fall off of 52.7%, and level 3 Rocket Turrets have a minimum damage fall off of 48.5% Rocket Turret damage ramp up is consistent at 120% regardless of level Upgrading the Rocket Turret does not affect self push force or self damage |
Medic Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Cross-Country Compound |
TF2 Workshop Link |
+18% damage bonus Build TeleDart by healing allies with your secondary weapon Alt-Fire on Full TeleDart: Fires a projectile that allows the wearer to teleport to a teammate after a 1.5 second delay No damage ramp up No headshots -75% max primary ammo on wearer This weapon deploys 75% slower Fires bolts that deal damage instead of syringes This weapon will reload automatically when not active Stats are based on the Crusader's Crossbow Alt-Fire is hitscan and does no damage to enemies Requires 20 seconds of healing with the wearer's secondary weapon to charge TeleDart TeleDart is only drained if the wearer hits a teammate, and does not drain upon hitting surfaces or enemies TeleDart meter starts empty and cannot be refilled with resupply In other words, this weapon has a base damage of 45 and has no ramp up or fall off |
Clinician’s Combustibles |
TF2 Workshop Link |
On Hit Teammate: +50% explosion radius +7% heal rate +5% damage bonus On Hit: -100% explosion radius Launched bombs shatter on surfaces No damage ramp up No headshots -75% max primary ammo on wearer Fires special grenades that deals damage and heal teammates based on distance traveled This weapon will reload automatically when not active Projectiles fired do not have splash fall off on healing, but the projectiles cannot heal the wearer Projectiles automatically explode if they hit a teammate, but do not explode if they hit an enemy or surface In other words, this weapon has a base damage of 40 and a base heal of 80 Unlike most crossbow based projectiles, the grenades fired from this weapon function identically to the Demoman's grenade launcher Has a projectile speed of 1216.6 HU and an explosion radius of 146 HU If the projectile hits a teammate, the explosion radius will not damage any nearby enemies |
Preemptive Painkiller |
TF2 Workshop Link |
Cleansing debuffs from teammates reduces cooldown by -13% Spawning and resupply do not affect the Pain meter Pain meter starts empty Teammates gain +2 health regeneration per second for 10 seconds when covered in Painkillers. When a teammate receives fatal damage, they are left at 1 health and Painkillers are prematurely removed. Can be used to remove debuffs. Has a base cooldown of 30 seconds and an explosion radius of 250 HU |
Aperture Aerosol |
TF2 Workshop Link |
Does not require ammo Build Gel by healing teammates with your secondary weapon -100% damage penalty Projectiles fired disappears after 6 seconds Primary Fire: Sprays the surface with Speed Spray, increasing teammates' move speed by +50% while stepping on it. Costs 12.5% Gel every second. Alt-Fire: Shoots a cloud that coats a large surface with Jump Gel, causing teammates that jump on it or landing while crouching to launch into the sky, gaining +200% increased air control while airborne and be immune to fall damage upon landing. Costs 30% Gel per cloud. Stats are based on the Pyro's flamethrower Unlike the flamethrower however, projectiles do not have a life span and thus has infinite range Requires 10 seconds of healing with the wearer's secondary weapon to fully restore ammo Speed Spray has a speed cap of 173% 1% ammo is drained for every 0.08 seconds on Speed Spray Alt-Fire has an attack interval of 0.8 seconds per use Alt-Fire has a +100% effect radius bonus compared to primary fire Fall damage immunity only lasts for 1 jump Unlike most meters, Gel starts full and can be replenished through the resupply cabinet |
Croesus Cure-All |
TF2 Workshop Link |
+50% increase in damage when target's health <50% of max +50% increase in heal rate when teammate's health <50% of max Creates a puddle of chemicals that damages enemies and heals allies if they stay in it. Can be used to extinguish fires. Has a base damage and heal rate of 20 every second Multiple instances of puddles do not stack with each other Puddle has a duration of 8 seconds, and this weapon has a base cooldown of 5 seconds |
Double Bypass |
TF2 Workshop Link |
+25% ÜberCharge rate ÜberCharge grants invisibility, grants 20% damage resistance while invisible, increases move speed to 150%, grants immunity to all debuffs, and mutes all sound effects from the patient and Medic. Damaging an enemy temporarily disables ÜberCharge for 2.5 seconds. Sound effects include, but are not limited to voice commands and noises made from firing weapons Invisibility granted functions identically to the invisibility from the Spy's invis watch In other words, bumping into enemies will cause the patient or wearer to be slightly visible to enemies If the patient's move speed is faster than 150%, the patient would keep their current higher move speed |
Kritzschlag |
TF2 Workshop Link |
+67% ÜberCharge rate -50% ÜberCharge duration -33% ÜberCharge rate on Overhealed patients ÜberCharge grants 100% mini-crit chance Unlike most medi guns, this weapon has 3 small charges, costing 33% ÜberCharge each |
Cardiac Attack |
TF2 Workshop Link |
Damage causes airblast Knockback has a 5 second cooldown -20% damage penalty |
Instakill Impaler |
TF2 Workshop Link |
Gives one guaranteed critical hit for each building destruction assist or player assist kill during ÜberCharge +96% damage bonus on next hit for each building destruction assist or player assist kill during ÜberCharge -50% damage penalty The damage bonus from kill assists towards players and buildings during ÜberCharge cancels out the damage penalty |
Sniper Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Dakkas Of Total Annihilation |
TF2 Workshop Link |
+100% max primary ammo on wearer +60% faster reload time +40% damage bonus No charge No headshots |
Devilishly Overpowered Torso Attacker |
TF2 Workshop Link |
Build Satanism by dealing damage Press your reload key on full Satanism to gain a +80% damage bonus, +50% faster firing speed, and 100% of all damage is returned to the wearer as health +100% max primary ammo on wearer +40% faster reload time No charge No headshots Buff lasts for 8 seconds, and also causes this weapon to have tracer shots while Satanism is active Health gained on hit can overheal the wearer up to 200% The firing speed bonus from Satanism fully stacks with the base firing speed |
Ollie’s Ocular Incinerator |
TF2 Workshop Link |
+1400% faster reload time +700% max primary ammo on wearer Projectile penetrates enemy targets Fire shots independent of zoom -70% damage penalty -63% slower move speed while firing No headshots Fires a straight laser instead of bullets In other words, the projectile deals 15 damage every 0.1 seconds Ammo is consumed at a rate of 10 ammo every second |
Roamer's Rucksack |
TF2 Workshop Link |
+20% faster move speed on wearer Move speed is disabled for 10 seconds if the wearer takes damage |
Spy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Shadowman’s Surveillance |
TF2 Workshop Link |
On Hit: The victim and all nearby targets are highlighted and visible through walls for 30 seconds On Hit Highlighted Enemy: Gain a speed boost for 4 seconds Players heal 60% of the damage done to a highlighted enemy Disguise is not lost upon firing Highlight prematurely ends if the wearer dies -90% damage penalty -83% clip size Both teams are notified through a sound cue if the wearer successfully highlights someone Debuff radius on hit is 48 HU, and all teammates can see the highlighted target Highlight stops working if the wearer or a teammate is more than 850 HU away from the highlighted target Highlight prematurely ends if the wearer highlights a new target or if the victim dies Any teammate can trigger the speed boost upon hitting a highlighted enemy |
Switchareux |
TF2 Workshop Link |
On Hit: Instantly swaps positions with the target Disguise is not lost upon firing Teleportation has a 8 second cooldown -100% damage penalty -84% clip size -50% Sapper damage penalty Teleportation does not work if the target is more than 1100 HU away from the wearer |
Suspenseful Shooter |
TF2 Workshop Link |
Hold Fire to load up to four bullets Release Fire to unleash a large caliber round -50% minimum damage fall off penalty Has a minimum damage fall off of 26.4% One bullet is loaded at a time while Fire is held down Each bullet takes 0.9 seconds to load up Only one bullet is fired regardless of the amount of bullets that are loaded in, but each additional bullet loaded in will increase the base damage by +100% Loading bullets creates a loud audio cue that can be heard by both teams |
Funky Fae Flintlock and Flappers |
TF2 Workshop Link |
Press 'JUMP' key in the air while undisguised to deploy wings, allowing the wearer to glide slowly 200% increased air control while undisguised Fired projectiles explode on surfaces +115% self damage force +150% increase in push force taken from damage while undisguised +150% increase in airblast vulnerability while undisguised -100% damage penalty -85% clip size -83% air control while gliding and undisguised -20% slower reload time Despite dealing no damage, the explosion on hit is still able to knock back the wearer and enemies, thus allowing the wearer to blast jump Has a base knockback of 100 HU Despite dealing no damage, the explosion on hit is still able to knock back the wearer and enemies, thus allowing the wearer to blast jump In other words, while gliding, air control is decreased from +200% to -50% |
The Counterintuitive Cutlass |
TF2 Workshop Link |
On Backstab: All enemies in a large radius are forced to look towards the wearer for 8 seconds On Backstab: Gain +20% faster move speed for 8 seconds On Backstab: Wearer cannot cloak for 8 seconds On Backstab: Wearer cannot disguise for 8 seconds Debuff prematurely ends if the wearer dies Debuff has a 450 HU radius |
Chameleonic Commitment Abridged |
TF2 Workshop Link |
On Backstab: Replaces this weapon with the target's primary weapon Cannot use the alt-fire function on stolen weapons The target's primary weapon is immediately reverted to this weapon once its clip is exhausted -40% slower firing speed Stolen weapons always comes with 0 reserve ammo with some exceptions Weapons with infinite reserve ammo will still have its reserve ammo removed completely Flamethrowers and miniguns come with 60 reserve ammo Sniper rifles and weapons based on the Crusader's Crossbow come with 4 reserve ammo Dragon's Fury comes with 10 reserve ammo while the Beggar's Bazooka comes with 1 reserve ammo |
Prick’s Prédiction |
TF2 Workshop Link |
-70% cloak duration Alt-Fire: Deceptively strikes a pose while gaining 100% damage resistance. If the wearer is damaged during the pose striking, the wearer is teleported instantly behind the enemy and gains invisibility. Cloak is only drained once the wearer cancels the invisibility after teleporting The wearer is left vulnerable for 0.2 seconds after staying in pose for 1.4 seconds without being damaged While vulnerable, the wearer does not have damage resistance nor is the teleportation triggered Invisibility after teleporting can be prematurely canceled by using alt-fire again The wearer can still strike a pose even if disguised Has a cooldown of 7 seconds, or 30 seconds if the wearer manually disguises while using the Your Eternal Reward Unlike most invis watches, this weapon cannot be used while airborne |
Rattlesnakes Revenge |
TF2 Workshop Link |
Throw towards enemy players to highlight them through walls for 4 seconds and disable weapon switching and attacking for 2 seconds. Does not affect buildings and has a 20 second cooldown Has an explosion radius of 200 HU |
Phantom's Phase |
TF2 Workshop Link |
Press Fire or Taunt to set up a portal that connects the wearer's spawn to where the wearer currently is Portal immediately ends if the wearer cancels the taunt The portal is identical to a level 3 teleporter, except it can be be used both ways Like most loopable taunts, the wearer cannot move while maintaining the portal Taunt lasts indefinitely until the wearer cancels it manually Cannot target buildings |
EMP Grenade |
TF2 Workshop Link |
Spawning and resupply do not affect the EMP meter EMP meter starts empty -100% Sapper damage penalty Throw to disable all buildings in a large radius for 5 seconds. Has a 20 second cooldown Enemies can still repair buildings while it is disabled Has an explosion radius of 200 HU |
Chameleonic Commitment |
TF2 Workshop Link |
Instantly refill clip upon morphing +100% max ammo restored upon morphing -35 max health on wearer Replaces the disguise kit with a morphing kit, which allows the wearer to choose a certain class and completely transform into said class, being able to use most of their abilities and copying all their stats and the wearer's current loadout of said class over except for health. The wearer can switch back to the Spy class by pressing their reload key while their melee weapon is deployed, and vice versa. Morphing takes 4 seconds to complete Morphed Spies are visually different compared to what their class should be Weapons with meters such as Banners, Phlogistinator, and medi guns retain their meters between morphing, but are lost if a different class is selected with the morphing kit Weapons with cooldowns progress normally, independent of everything Weapon effects that don’t need to be constantly applied such as Bonk! Atomic Punch and B.A.S.E Jumper linger even after morphing again Placed stickybombs stay after morphing, but cannot be detonated unless disguised as a Demoman, and are automatically destroyed after changing morph classes The construction PDA and destruction PDA are disabled, but morphing into an Engineer grants the wearer 200 base metal that can be used for everything else, such as upgrading buildings or be used as ammo for the Widowmaker |