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Zombie Escape is a community created Mod for Team Fortress 2 that revolves around a group of Humans (BLU team) trying to escape the map all while being chased by a horde of undead Zombies which are apart of RED team.
The original mod was first developed for Counter-Strike:Source before being ported over and customized for Team Fortress 2. Servers that run Zombie Escape typically use the prefix ze
in the Server Browser.
Mechanics
A typical Zombie Escape round begins with a short period of setup time, which usually lasts between 8 to 10 seconds. During setup all non-spectating players are forced into the BLU team and are allowed to freely choose their own class and loadout.
Once setup time ends, a certain percentage of players are then chosen to become Zombies in a process know as automatic infection (or just auto for short), which causes them to be automatically reassigned to the RED team. The newly zombified players, which are referred to as "mother" or "alpha" Zombies, are then transported to a separate location before being set free, thus giving the Humans a small headstart.
The exact number of players selected to be automatically infected is determined by the following formula: round(n*z). Where n is the total number of players on the BLU team and z represents the map's specific infect ratio. The result is then rounded to the nearest whole number. There is always guaranteed to be at least 1 Human that becomes infected, no matter how low the map's infect ratio is. As such, for a typical z value of 0.15[1][2], the number of infected players for a given n value is as follows:
1 |
0
|
2 |
1
|
3 |
1
|
4 |
1
|
5 |
1
|
6 |
1
|
7 |
1
|
8 |
1
|
9 |
1
|
10-16 |
2
|
17-23 |
3
|
24-29 |
4
|
30-36 |
5
|
37-43 |
6
|
44-49 |
7
|
50-56 |
8
|
57-63 |
9
|
64-69 |
10
|
70-76 |
11
|
77-83 |
12
|
84-89 |
13
|
90-96 |
14
|
97-100 |
15
|
Meanwhile, who is chosen for infection is determined using a queue system, in which players that have joined the server most recently have the highest chance of becoming automatically infected[3]; in other words they are at the top of the queue. Once a player has undergone the initial infection, they are moved to the back of the queue, ensuring that a player does not get chosen for automatic infection twice in a row. Becoming infected or zombified through any other means, such as by dying over the course of the round, does not impact the player's position in the queue. Connecting to the server in the middle of the match and joining the RED team also does not reduce one's queue position.
Spectators and specifically those Humans that have been elected as Leaders are immune to being automatically infected, regardless of their queue position.
Once the round properly starts, switching teams using the team selection screen is made impossible. As such, a Zombie cannot switch to the Human team; and likewise, a Human cannot choose to join the Zombies. Additionally, both RED and BLU players are prohibited from becoming spectators; although spectators themselves are allowed to join the Zombies at any point during the round, if they so wish to[4].
Players that connect during the match have a choice between joining either the spectators or the Zombies, but they are not allowed to become apart of the Humans until the round ends.
Minor Changes
The mod introduces a number of other minor tweaks and adjustments to the base game.
- Alltalk is enabled.
- Random Crits and random bullet spread are disabled by default.
- Automatic team balance and team scramble are too disabled[5].
- Bunnyhopping is by default enabled (albeit limited to only ~450 Hammer units per second); allowing players to build up large amounts of speed if they properly time their jumps.
- It is possible to jump while simultaneously crouching.
- Players of both teams are allowed to toggle third person mode.
- The amount of fall damage received varies from map to map. With some maps either disabling it all together or heavily increasing it[6].
- Player collision between members of the opposite team is disabled, although some maps may opt for enabling it; if Humans being able to phase through Zombies is deemed too powerful[7].
- Since many of the maps played in Zombie Escape are ported over from Counter Strike, their proportions and dimensions are usually too small for TF2's player models. To compensate for this, many maps manually adjust the player's hitbox and model by shrinking them in size.
Humans
Typically referred to as "Survivors" or "Runners", the main objective of the Human team is to escape the Zombies by having at least one Human complete all goals and objectives set forth by the map.
In order to achieve this, Humans need to keep the Zombies at bay and outside the melee range by pushing them away with Knockback, often done with ranged weaponry which Zombies do not have access to. Humans can also try to outright kill the Zombies, but this however is quite difficult because of the enormous health-pools that Zombies have (often numbering in the tens of thousands), and is overall a fruitless endeavor thanks to their ability to endlessly respawn without significant delay.
As such, the Human team's main way of defending themselves against the onslaught primarily involves repeatedly launching Zombies away or stunning them in place.
Many of the TF2's weapons that Humans have access to have been significantly altered; often by having their firing intervals, reload rates, damage and knockback values massively increased in order to help bolster Human defenses against the Zombies. Some weapons were additionally given the ability to Stun Zombies for a limited amount of time[8].
All weapons can effectively be fired endlessly: thanks to Humans passively regenerating ammo and metal at a rate of 5.5% for ammo and 10% for metal[9]. However, certain fast firing weapons: such as Miniguns or Flamethrowers, can outpace the ammo regeneration and eventually run dry, requiring the user to stop firing and let ammo replenish itself for a bit. Cloak is not affected by the passive ammo regeneration, preventing Spies from staying invisible forever.
Humans also have an unique ability to "cripple" Zombies by inflicting more then 300 damage to them in less then a second; which causes Zombies to slow down to a crawl or, with enough damage, even become outright immobile for a short duration of time[10][11].
All classes can be played, but a few of them may have a restriction limiting their maximum number per team. Certain weapons are also banned from being equipped and are instead replaced with their stock equivalent.
It is impossible for a Human to kill themselves. Trying to do so: either by typing the Kill
command into console, using self-damage from explosives or by attempting to switch classes with the advanced option suicide after choosing a player class
enabled only yields the server message: "<You cannot suicide while the round is running!>" in the text chat.
The biggest threat that Humans face is getting infected by a Zombie's melee, which immediately forces a Human into joining the RED team and thus becoming apart of the Zombie horde. Furthermore, even if a Human dies in a way that is not Zombie related: such as from fall damage, drowning or by falling victim to one of the many environmental hazards present on Zombie Escape maps, they will still respawn as a Zombie.
Leader
Leader is a special role assigned to Humans that want to instruct and aid their teammates in escaping the map. To help differentiate them from other players, Leaders have an unique marker and name tag that is located above their head at all times.
Leaders are not automatically assigned by the game. If a player wants to become a Leader, they have to be elected by other players for them to be given the role. This is accomplished by typing /vl [player's name]
in the text chat, with five such votes being a requirement for one to become the Leader.
Each player can only vote once for a single person, and only one Leader is allowed per server. Players retain their Leader status once the round ends and the next one begins, but lose it when the server changes maps. Players also remain Leaders if they die; even being able to still use the Leader's abilities as a Zombie.
To help them fulfill their duty, Leaders are given a number of perks and abilities not available to the other Humans, whose purpose is to help them communicate more effectively with their team and thus organize a better defense:
- Leaders are immune to automatic infection.
- Similar to Coaches, Leaders can place down special markers on the map that instruct other players on where to go and what to do. They are placed by looking at the desired location and using a specific voice command.
- "Incoming!" (Default key: X → 1): Places a pulsating red circle with a "Danger Here!" marker. Utilized to warn others of notable threats such as map hazards or incoming Zombies.
- "Go! Go! Go!" (Default key: Z → 3): Places a pulsating blue circle with a "Fall Back!" marker. Indicates where Humans should retreat to.
- "Help!" (Default key: C → 1): Places a pulsating green circle with a "Defend Here!" marker. Used when ordering the team to stop retreating and start organizing a defense.
- "Move up!" (Default key: Z → 4): Creates a "Follow me!" marker that is suspended above the Leader's head. The marker also has a number counter that displays the distance between the observing player and their Leader.
- Leaders can transfer their role to another player with the
!transferleader [player name]
command. This is commonly done when the Leader dies and therefore cannot lead as effectively anymore.
Although a Leader is not mandatory for beating a map, having one is still a massive boon for the team, assuming they do their job properly.
A good Leader is expected to make use of either voice or text chat to inform their teammates of possible dangers or share with them useful tips.
Good map knowledge is especially important for leading: indicating to players where possible map hazards are located, as well as guiding them through sections with confusing or disorientating layouts, are all obligatory tasks for a Leader.
The nametag denoting that someone is a Leader.
Last-Man-Standing
The last Human still alive (often referred to as "solo") receives a number of both positive and negative attributes:
The sentence: "[Player's name] is the last survivor and gets more melee damage and melee resistance!" is broadcast to everyone in the server.
A unique soundtrack, only audible to the last survivor, begins playing[13].
80% damage resistance to melee attacks.
Massively increased damage bonus to their melee weapon, to the point that it becomes possible to kill Zombies in a single hit.
All forms of self-healing are completely disabled, thus preventing the player from replenishing health through any means whatsoever, whether those be:
- Medic's passive health regeneration.
- Passive health regeneration obtained from weapons (such as from the Concheror).
- Healing from Dispensers or the Payload cart.
- Healing obtained via the Heavy's Lunchbox items.
- Health returned from killing or injuring an opponent (like with the Half-Zatoichi and Mad Milk).
- Medic's Kritzkrieg healing taunt.
Player receives a blue outline (similar to the Payload cart) that can be seen through walls and even persists while cloaked.
Zombies
Zombies, or the infected, are the RED team in Zombie Escape. Their objective is to hunt down and infect as many Humans as possible and prevent their escape. Zombies are intially chosen through the process of automatic infection. Throughout the round, Humans become Zombies when they die or get infected. Zombies themselves have the ability to endlessly respawn whenever they happen to die (unless the map specifically disables respawning).
There are multiple ways for Zombies to achieve victory: such as by ensuring no Humans are left alive or more rarely; by reaching a specific area that Humans were supposed to protect. Zombies also automatically win if Humans fail to complete all their objectives before the map timer expires.
All RED players receive the Voodoo-Cursed Soul cosmetic item, giving them a rotten, decaying outlook with a sickly green skin[14]. The cosmetic itself is at Level 0. Zombies also have the Sniper's Deep Downunder Drawl applied to them[15], a tool that lowers the pitch of their voice lines and responses.
Upon respawn, Zombies are granted several seconds of ÜberCharge and total Knockback immunity.
Zombies have no access to ranged weaponry of any kind, as they are restricted to exclusively using their melee slot. In return, they do 220% more melee damage then regular Humans, with most stock weapons being able to deal 208 damage; the exception being the Scout's Bat and the Demoman's Bottle which only have a 151% damage bonus. Due to this, most Zombies can instantly infect 8 out of the 9 classes in a single hit (assuming Humans have no overheal), making them potent close range combatant. Against buildings, all Zombies have a 50% melee damage bonus, dealing 98 damage to them (or 52 and 60 by Scout and Spy) in total[16]. None of the Zombies' melees deal any knockback.
Certain melee weapons, notably those that can launch projectiles: such as the Wrap Assassin or the Sandman, are banned. Trying to equip them simply gives the Zombie their class' stock melee option.
Zombies can generally ignore many of the environmental hazards that Humans have to contend with, either because they are outright unaffected by them or because they can easily shrug of the damage they inflict.
In order to cope with the firepower advantage that Humans posses, Zombies are given massively increased healthpools, which can range between 1000 and 10000 health, if not more. The exact amount of Health that Zombies receive is calculated using the formula: ceiling(1200*n0.9). Where n represents the number of concurrently alive Humans; with the result then being rounded up to a whole number. This formula is used for nearly every Zombie class with the exception of Scout and Demoman, which instead use the: ceiling(600*n0.9) for their health calculations[17].
Since n depends on the amount of Humans presently alive, it is possible for two Zombies; one that becomes infected at the beginning of the match and the other that does the same much later (when the number of Humans is lower), to have differing maximum health values even if they are the same class. A Zombie Pyro at 20 Humans will have 17787 health, while the Heavy that gets infected by him will instead receive 16985.
1 |
600 |
1200
|
2 |
1120 |
2240
|
3 |
1613 |
3226
|
4 |
2090 |
4179
|
5 |
2555 |
5109
|
6 |
3010 |
6019
|
7 |
3458 |
6915
|
8 |
3899 |
7798
|
9 |
4335 |
8670
|
10 |
4766 |
9532
|
11 |
5193 |
10386
|
12 |
5616 |
11232
|
13 |
6036 |
12071
|
14 |
6452 |
12904
|
15 |
6865 |
13730
|
16 |
7276 |
14551
|
17 |
7684 |
15367
|
18 |
8090 |
16179
|
19 |
8493 |
16985
|
20 |
8894 |
17787
|
21 |
9293 |
18586
|
22 |
9691 |
19381
|
23 |
10086 |
20172
|
23 |
10480 |
20960
|
To help them close the distance between the Humans, Zombies have multiple measures to mitigate the effects of Knockback.
Zombies accumulate gradual Airblast resistance over time, as each instance of Airblast used against them makes them slightly more resilient; with enough continuous usages even giving the Zombies complete immunity.
Not Airblasting the Zombies for at least 10 seconds resets their resistance back to default levels.
Shortly after being stunned, Zombies receive a short grace period during which they cannot be stunned again for a couple of seconds, preventing Humans from keeping them locked in a single place forever.
Zombies are not subject to any Knockback while already in a stunned state.
By default, Zombie Heavy has a 50% resistance to Knockback.
Enzymes
Enzymes (known also as mutations) are a set of unique abilities available to the Zombies. Each class has their own enzyme, whose capabilities range from temporarily mini-crit boosting the Zombie's melee all the way to making them completely impervious to the effects of knockback.
For a Zombie to activate the enzyme ability of their class, their Enzyme percentage counter, which is located at the top of the HUD, needs to reach 100% (in a similar fashion to a Soldier filling up his rage meter in order to activate one of the Banners). Zombies increase their enzyme percentage by taking damage, with the percentage bar filling up faster the more damage is received; encouraging Zombies to throw themselves at the Humans as much as possible. In ideal conditions, it is possible for a Zombie to reach 100% in as little as 10 seconds. Mother Zombies (those that were created at the beginning of a match via automatic infection) have an even faster enzyme build rate, requiring less damage to increase their enzyme levels by the same amount.
If the percentage meter has reached 100%, Zombies can activate their enzyme by calling out for Medic: either by pressing the Medic keybind (default key: E), or by manually selecting the appropriate voice command (default key: Z→1). The effects of an enzyme are usually short-lasting, with a typical duration of only a couple of seconds before the effect wears off.
If a Zombie has not taken damage for some amount of time, their enzyme percentage will slowly begin to decay back to zero at a rate of 1.5% per second. This happens even when a full charge of 100% has been reached.
Infection
Not to be confused with the automatic infection that happens at the beginning of a match; infection is a special mechanic which gives Zombies the ability to instantly convert and assimilate Humans into the horde without necessarily killing them.
A successful infection occurs when a Zombie uses their melee weapon to land a lethal blow on a Human, causing several things to happen simultaneously:
- Both the infector and the infectee are instantly forced into a Stunned state that lasts exactly three seconds. During this time, they cannot move or interact and their camera is switched to a third person perspective, similar to that of a Taunt. The Stun also gets applied even if the two players are not in a position that permits Taunting, such as being in the air or underwater.
- The infected Human is swiftly reassigned to the RED team and has all of the standard Zombie attributes and mechanics applied to them. Their appearance also noticeably changes. Of importance is that this process is not reversible or preventable. Even if the original Zombie that started the infection is killed or disconnected from the server, the infectee is still guaranteed to transform into a Zombie.
- The infectee then emits a loud scream that is audible to anyone nearby, quickly followed by an eruption of viscera and gore out of the infectee's body that sprays upwards like a geyser.
- The newly created Zombie receives full maximum health determined by the respective health formula of their class. However, their enzyme counter begins at zero.
- Any Humans that are in the near vicinity of the infection when it initially occurs are given a short lasting speed boost (similar to that of the Disciplinary Action) to help them run away.
- The entire process concludes after three seconds, at which point the two incapacitated Zombies finally wake up; free to roam and infect more Humans[19].
Infection will not occur if the killing blow is dealt by a non-melee attack, such as with the enzyme abilities of Pyro or Medic. Additionally, if the melee attack happens to be Crit or mini-Crit boosted (like in the case of a Bushwacka-wielding Zombie Sniper hitting a Jarate coated Human), the infection will again fail to occur. In both of these cases, none of the above will happen and the Human will simply die from the attack, respawning a couple of second later in a separate location as a Zombie.
Weapon Rebalances
Scout

Primary
Scattergun
|
Stock Weapon.
|
200% larger clip size.
25% damage bonus.
65% shorter reload time.
60% faster firing speed.
|

Primary
Force-A-Nature
|
On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.
20% more pellets per shot.
50% faster firing speed.
This weapon reloads its entire clip at once.
66% smaller clip size.
10% damage penalty per pellet.
If one shot is unused before reloading, it is lost.
|
100% larger clip size.
20% more pellets per shot.
75% faster firing speed.
This weapon reloads its entire clip at once.
12% damage penalty.
25% damage penalty (against players).
25% longer reload time.
100% wider pellet spread.
Successive shots become less accurate.
If one shot is unused before reloading, it is lost.
While weapon is active: 8% slower movement speed on wearer.
Disabled knockback on user.
|

Primary
Shortstop
|
100% damage bonus per pellet.
42.4% faster firing speed.
40% tighter pellet spread.
This weapon reloads its entire clip at once.
Alt-Fire: does a shove that pushes enemies.
33% smaller clip size.
60% pellets per shot.
50% longer reload time.
25% less ramp-up.
20% more knockback from all damage sources.
If one shot is unused before reloading, it is lost.
|
200% larger clip size.
25% more pellets per shot.
50% faster firing speed.
40% tighter pellet spread.
This weapon reloads its entire clip at once.
Alt-Fire: does a shove that pushes enemies.
18% damage penalty.
25% damage penalty (against players).
20% more knockback from all damage sources.
If one shot is unused before reloading, it is lost.
|

Primary
Soda Popper
|
On hit: Build Hype.
Activate Hype to sextuple jump.
25% shorter reload time.
50% faster firing speed.
This weapon reloads its entire clip at once.
66% smaller clip size.
|
100% larger clip size.
75% faster firing speed.
50% faster deploy and holster speed.
Crits whenever it would normally Mini-Crit.
On kill: 100% chance to inflict Critical hits for 5 seconds.
This weapon reloads its entire clip at once.
19% damage penalty.
50% longer reload time.
Critical damage is affected by range.
If one shot is unused before reloading, it is lost.
Hype is disabled.
|

Primary
Baby Face's Blaster
|
On hit: builds Boost.
Run speed increased with Boost.
34% clip size.
10% slower movement speed on wearer.
Boost reduced on air jumps.
Boost reduced when hit.
|
On hit: builds Boost.
Run speed increased with Boost.
5% damage bonus.
65% shorter reload time.
60% faster firing speed.
25% tighter pellet spread
Disabled fall damage on wearer.
20% slower movement speed on wearer.
Boost reduced from 173% to 116%.
Boost reduced on air jumps.
Boost reduced when hit.
|

Primary
Back Scatter
|
Mini-Crits targets when fired at their back from close range.
34% smaller clip size.
20% wider pellet spread.
No random Critical hits.
|
Mini-Crits targets when fired at their back from close range.
100% larger clip size.
50% more pellets per shot.
60% shorter reload time.
55% faster firing speed.
15% damage penalty.
25% damage penalty (against players).
50% wider pellet spread.
|

Secondary
Pistol
|
Stock weapon.
|
300% larger clip size.
30% damage bonus.
33% faster firing speed.
50% tighter bullet spread.
50% longer reload time.
|

Secondary
Bonk! Atomic Punch
|
When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
The invulnerability effect lasts for 8 seconds and has a 22 seconds cooldown before it can be used again.
|
When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
The invulnerability effect lasts for 8 seconds and has a 30 seconds cooldown before it can be used again.
On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds..
|

Secondary
Winger
|
15% damage bonus.
When weapon is active: 25% higher jump height.
60% smaller clip size.
|
100% larger clip size.
58% damage bonus.
33% faster firing speed.
38% tighter bullet spread.
25% faster deploy and holster speed.
25% longer reload time.
Disabled extra jump height.
|

Secondary
Pretty Boy's Pocket Pistol
|
On Hit: Gain up to +3 health.
15% faster firing speed.
25% smaller clip size.
|
On Hit: Gain up to +3 health.
200% larger clip size.
15% damage bonus.
45% faster firing speed.
17% tighter pellet spread.
50% longer reload time.
|

Secondary
Mad Milk
|
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes fire on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20-second recharge time.
|
+25 max health on wearer.
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20 second recharge time.
|

Secondary
Crit-a-Cola
|
When consumed, user receives the following effects:
Guaranteed Mini-Crits.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.
|
When consumed, user receives the following effects:
Guaranteed Mini-Crits.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again.
100% faster holster and deploy speed.
|

Secondary
Flying Guillotine
|
Can be thrown to damage enemies. Recharges after 6 seconds.
On hit: inflicts bleed for 8 seconds and deals 50 damage.
Long-distance hit reduces recharge time by 1.5 seconds.
No random Critical Hits.
Cannot be picked up after being thrown.
|
Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.
On hit: one target at a time is marked for death, causing all damage taken to be Mini-Crits for 15 seconds.
On hit: inflicts bleed for 8 seconds.
Long-distance hit reduces recharge time by 1.5 second.
100% damage penalty.
Cannot be picked up after being thrown.
|

Melee
Bat
|
Stock weapon.
|
No changes.
|

Melee
Sandman
|
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
-15 max health on wearer.
|
Alt Fire: Launches a baseball that slows the enemy between 1–3 seconds for 40%, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
+2 max balls on wearer (3 total balls).
100% damage bonus.
100% faster swing speed.
-15 max health on wearer.
Each ball recharges one after the other (not all at the same time).
|

Melee
Atomizer
|
When weapon is active: +1 extra air jump on wearer.
Guaranteed Mini-Crits while the user is airborne.
15% damage penalty.
50% slower deploy speed.
|
When weapon is active:
3% faster movement speed on wearer.
Up to -3 health drained per second.
100% faster swing speed.
Guaranteed Mini-Crits while the user is airborne.
15% damage penalty against players.
50% slower deploy speed.
Does not grant an extra jump while deployed.
|

Melee
Sun-on-a-Stick
|
Guaranteed Crits on burning players.
When weapon is active: lowers fire damage vulnerability by 25% on wearer.
25% damage penalty.
|
Guaranteed Crits on burning players.
When weapon is active: lowers fire damage vulnerability by 25% on wearer.
20% faster universal deploy and holster speed on wearer.
100% damage penalty.
|

Melee
Wrap Assassin
|
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds.
Guaranteed Crits on long range hits.
25% increase in ball recharge rate.
65% damage penalty.
|
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 5 seconds.
On direct hit: decreases enemy movement speed by 40% for 2 seconds.
+1 max ball on wearer (2 total balls).
Guaranteed Crits on long range hits.
100% damage penalty.
100% faster swing speed.
50% increase in ball recharge rate.
65% damage penalty.
When weapon is active: 3% slower movement speed on wearer.
Each ball recharges one after the other (not all at the same time).
|

Melee
Fan O'War
|
On hit: one target at a time is marked for death, causing all damage taken to be Mini-Mrits for 15 seconds.
Crits whenever it would normally Mini-Crit.
75% damage penalty.
|
No changes.
|

Melee
Candy Cane
|
A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.
Raises explosive damage vulnerability by 25% on wearer.
|
When weapon is active: Up to +3 health regenerated per second.
On hit: restores up to +50 health.
A small health pack is dropped when the player kills a zombie with the Candy Cane.
Raises explosive damage vulnerability by 25% on wearer.
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
|

Melee
Boston Basher
|
On hit: inflicts bleed to enemy for 5 seconds.
On miss: inflicts self-damage and bleed to the wearer for 5 seconds.
|
On hit: inflicts bleed to enemy for 5 seconds.
25% damage penalty.
|
Soldier

Primary
Rocket Launcher
|
Stock weapon.
|
171% damage bonus.
25% shorter reload time.
50% damage penalty against players.
Disabled self-knockback
|

Primary
Direct Hit
|
25% damage penalty.
80% faster projectile speed.
Guarantees Mini-Crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
70% smaller splash damage radius.
|
204% damage bonus.
100% faster projectile speed.
25% shorter reload time.
Guarantees Mini-Crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Applies a strong downwards force on hit.
-25 max health on wearer.
25% damage penalty against players.
70% smaller splash damage radius.
100% more self-damage from blast jumping.
Disabled self-knockback.
|

Primary
Black Box
|
On hit: restores up to +20 health.
25% smaller clip size.
|
144% damage bonus.
Up to 20% damage bonus as rage increases.
25% shorter reload time.
On hit: restores up to +20 health.
34% longer banner duration.
25% smaller clip size.
50% damage penalty against players.
15% slower firing speed.
Disabled self-knockback.
|

Primary
Rocket Jumper
|
+200% max primary ammo on wearer.
No self inflicted blast damage taken.
100% damage penalty.
No random Critical hits.
Unable to carry the intelligence and the PASS Time JACK.
|
1011% damage bonus.
25% larger splash damage radius.
On direct hit: decreases enemy movement speed by 40% for 3 seconds.
75% smaller clip size.
50% damage penalty against players.
50% slower projectile speed.
63% longer reload time.
337% slower firing speed.
150% slower deploy and holster speed.
When weapon is active: 20% slower movement speed on wearer.
200% more self damage from blast jumping.
Disabled self-knockback.
|

Primary
Liberty Launcher
|
25% larger clip size.
40% faster projectile speed.
25% less self damage from blast jumping.
25% damage penalty.
|
25% larger clip size.
204% damage bonus.
40% faster projectile speed.
25% less self damage from blast jumping.
1 point of Rocket Specialist.
15% faster projectile speed.
On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.
25% damage penalty.
50% damage penalty against players.
25% longer reload time.
15% slower firing speed.
|

Primary
Cow Mangler 5000
|
Does not use ammo (replaced with an ammo meter).
80% damage penalty against buildings.
Mini-Crits whenever it would normally Crit.
No random Critical hits.
Secondary fire is a charged shot that:
Guarantees Mini-Crits on players
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
|
155% damage bonus.
Up to 40% damage bonus as rage increases.
Does not use ammo (replaced with an ammo meter).
67% longer banner duration.
Secondary fire is a charged shot that:
Guarantees Mini-Crits on players
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
50% damage penalty against players.
80% damage penalty against buildings.
15% slower firing speed.
Mini-Crits whenever it would normally Crit.
Disabled self-knockback.
|

Primary
Beggar's Bazooka
|
Hold Fire to load up to three rockets.
Release Fire to unleash the barrage at 223% faster firing speed.
+3 degrees random projectile deviation.
Overloading the chamber will cause a misfire.
20% smaller splash damage radius.
30% longer reload time.
Cannot collect ammo from dispensers while active.
|
100% damage bonus.
Hold Fire to load up to three rockets.
Release Fire to unleash the barrage at 180.7% faster firing speed.
+2 degrees random projectile deviation.
Overloading the chamber will cause a misfire.
50% damage penalty against players
20% smaller splash damage radius.
30% longer reload time.
15% slower firing speed,
Cannot collect ammo from dispensers while active.
Disabled self-knockback.
|

Primary
Air Strike
|
185% faster firing speed while blast jumping.
On kill: +1 larger clip size ( Up to 4).
15% less self-damage from blast jumping.
15% damage penalty.
10% smaller splash damage radius radius.
20% smaller splash damage radius while blast jumping.
|
134% damage bonus.
40% faster projectile speed.
On kill: +1 larger clip size ( Up to 4).
15% less self-damage from blast jumping.
1 point of Rocket Specialist.
15% faster projectile speed.
On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.
Hold Fire to load up to four rockets.
Release Fire to unleash the barrage at 180% increased fire rate.
+1 degrees random projectile deviation.
50% damage penalty against players.
50% longer reload time.
10% smaller splash damage radius.
Cannot collect ammo from dispensers while active.
Disabled self-knockback.
|

Secondary
Shotgun
|
Stock weapon.
|
200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
|

Secondary
Buff Banner
|
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
|
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
15% longer banner activation time.
|

Secondary
Battalion's Backup
|
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive:
Immunity to Critical damage.
Lowers damage vulnerability by 35%.
Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).
+20 max health on wearer.
|
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive:
Immunity to Critical damage.
Lowers damage vulnerability by 35%.
Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).
+20 max health on wearer.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
|

Secondary
Concheror
|
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive:
Between 25% and 40% faster movement speed.
On hit: restores 35% of the damage dealt as health.
Up to +4 health regenerated per second passively.
|
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive:
Between 25% and 40% faster movement speed.
On hit: restores 35% of the damage dealt as health.
Up to +4 health regenerated per second passively.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
15% longer banner activation time.
|

Secondary
Mantreads
|
75% reduction in push force taken from enemy damage.
Deals 3x falling damage to the player you land on.
Lowers airblast vulnerability by 75%
200% increased air control when blast jumping.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
|
Weapon is banned.
|

Secondary
Righteous Bison
|
Shoots an electric projectile instead of shotgun pellets.
Projectiles penetrate players and damage enemies behind them.
Does not use ammo (replaced with an ammo meter).
Projectiles cannot be deflected.
33% smaller clip size.
28% slower firing speed.
20% damage penalty against buildings.
|
Shoots an electric projectile instead of shotgun pellets.
100% larger clip size.
50% faster firing speed.
25% shorter reload time.
Projectiles penetrate players and damage enemies behind them.
Does not use ammo (replaced with an ammo meter).
Projectiles cannot be deflected.
130% damage penalty against players.
80% damage penalty against buildings.
Deals no damage against NPCs.
|

Secondary
Reserve Shooter
|
20% faster deploy speed.
15% faster holster speed.
Guaranteed Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
34% smaller clip size
|
100% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
40% tighter pellet spread.
20% faster deploy speed.
Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
|

Secondary
Panic Attack
|
50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
|
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.
|

Secondary
Gunboats
|
Lowers explosive self-damage vulnerability by 60%
This doesn't affect fall damage.
Grants its abilities passively, does not need to be selected first in order to apply the ability .
|
Lowers explosive self-damage vulnerability by 60%
This doesn't affect fall damage.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
Wearer receives an unmodified stock shotgun.
|

Secondary
Base Jumper
|
Allows player to activate a parachute whilst midair, slowing down their descent.
Parachute can be deactivated at any time.
Once deactivated, parachute cannot be activated again until the user has touched the ground.
|
Weapon is banned.
|

Melee
Shovel
|
Stock weapon.
|
No changes.
|

Melee
Equalizer
|
When weapon is active:
Damage increase as user's remaining health decreases.
90% less healing from Medic sources.
|
No changes.
|

Melee
Market Gardener
|
Guaranteed Critical hits while wielder is rocket jumping.
20% slower swing speed.
No random Critical hits.
|
No changes.
|

Melee
Pain Train
|
Increases user's capture rate by 1 for points and carts.
Raises bullet damage vulnerability by 10%.
|
Increases user's capture rate by 1 for points and carts.
When weapon is active.
10% faster movement speed.
Raised damage vulnerability by 20%.
Raises bullet damage vulnerability by 10%.
|

Melee
Half-Zatoichi
|
50% longer melee range.
On kill: heals 50% of user's base health.
Returned health can overheal.
75% slower deploy and holster speed.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
No random Critical hits.
A single successful hit will kill an enemy wielding the same weapon.
|
50% longer melee range.
No random Critical hits.
75% slower deploy and holster time.
A single successful hit will kill an enemy wielding the same weapon.
|

Melee
Disciplinary Action
|
70% longer melee range.
On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.
25% damage penalty.
|
70% longer melee range.
25% slower swing speed.
|

Melee
Escape Plan
|
When weapon is active:
Movement speed increase as user's remaining health decreases. (Up to 128%).
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
90% less healing from Medic sources.
|
When weapon is active:
Movement speed increase as user's remaining health decreases (Up to 115%).
28% slower movement speed on wearer.
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
90% less healing from Medic sources.
|
Pyro

Primary
Flame Thrower
|
Stock weapon
|
On hit:100% chance to slow down target.
Airblast costs 50% more ammo to fire (30 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
|

Primary
Backburner
|
Guaranteed Critical hits when attacking from behind.
Airblasts cost 150% more ammo to fire (50 instead of 20).
No random Critical hits.
|
Guaranteed Critical hits when attacking from behind.
On hit:100% chance to slow down target.
100% greater Airblast push force.
When weapon is active: No metal from Dispensers.
Airblast costs 350% more ammo to fire (80 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
|

Primary
Degreaser
|
60% faster deploy speed.
30% faster holster speed.
Airblasts cost 25% more ammo to fire (25 instead of 20).
66% afterburn damage penalty.
|
60% faster deploy speed.
30% faster holster speed.
On hit:100% chance to slow down target.
66% afterburn damage penalty.
Airblast costs 100% more ammo to fire (40 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
|

Primary
Phlogistinator
|
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
Cannot fire blasts of compressed air.
No random Critical hits.
|
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
10% damage bonus.
10% longer flamethrower range.
300% larger flame hitbox.
On hit:100% chance to slow down target.
Cannot fire blasts of compressed air.
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
|

Primary
Dragon's Fury
|
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
300% damage bonus to burning players.
Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.
50% faster repressurization rate on hit.
40% longer flamethrower range.
50% slower repressurization rate on Alt-Fire.
No random Critical hits.
|
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
300% damage bonus to burning players.
50% faster repressurization rate on hit.
40% longer flamethrower range.
On hit:100% chance to slow down target.
50% slower repressurization rate on Alt-Fire.
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
|

Secondary
Shotgun
|
Stock weapon.
|
200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
|

Secondary
Flare Gun
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Guaranteed Critical damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
700% damage bonus.
25% shorter reload time.
Guaranteed Critical hits on burning targets.
This weapon reloads automatically when not holstered.
Applies a strong downwards force on hit.
Can be fired into water to damage enemies (no afterburn will be applied).
58% damage penalty against players.
|

Secondary
Detonator
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flares detonate on impact, with a greatly reduced explosion radius.
Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
On detonation flare destroys enemy sticky bombs.
Guaranteed Mini-Crit damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
25% damage penalty.
50% more self-damage from blast jumping.
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flares detonate on impact, with a greatly reduced explosion radius.
Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
600% damage bonus.
25% shorter reload time.
On detonation flare destroys enemy sticky bombs.
Guaranteed Mini-Crit damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
25% damage penalty.
58% damage penalty against players.
50% more self-damage from blast jumping.
Deals normal damage whenever it would normally Crit.
Disabled self-knockback.
|

Secondary
Manmelter
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
50% faster projectile speed.
Does not use ammo.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
Extinguishing teammates heals you +20 HP.
Does not get random Critical hits.
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
160% damage bonus.
50% faster projectile speed.
70% faster firing speed.
Does not use ammo.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
Applies a strong downwards force on hit.
Extinguishing teammates heals you +20 HP.
49% damage penalty against players.
Mini-Crits whenever it would normally Crit.
|

Secondary
Scorch Shot
|
Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flare falls to the ground after directly hitting an enemy where it explodes, igniting more targets.
On detonation flare destroys enemy stickybombs. .
Guaranteed Mini-Crit damage and increased knockback on burning targets.
This weapon reloads automatically when not holstered.
35% damage penalty.
35% less knockback from blast jumping.
|
Fires an accurate rocket projectile that sets targets on fire instead of bullets.
Rocket ignites enemies in a small radius.
740% damage bonus.
100% damage bonus against burning players.
700% afterburn damage bonus.
82% faster projectile speed.
10% faster firing time.
Guaranteed Mini-Crit damage and increased knockback on burning targets.
This weapon reloads automatically when not holstered.
35% damage penalty.
50% damage penalty against players.
50% smaller splash damage radius.
67% shorter afterburn duration.
100% more explosion self-damage.
Disabled self-knockback.
|

Secondary
Thermal Thruster
|
Contains two charges that allows the player to launch themselves into the air.
Pushes nearby enemies away upon landing.
Deals 3x the fall damage to an enemy you land on.
Extinguish teammates at the beginning of your launch.
Lowers fall damage vulnerability by 75% when a charge is used.
Has a 15 second recharge for each charge.
0.8 second locked holster penalty.
30% more knockback from all damage sources when a charge is used.
|
Weapon is banned.
|

Secondary
Gas Passer
|
Creates a horrific visible gas that coats enemies with a flammable material.
Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).
Gas meter builds with damage done and/or time.
Spawning and resupply do not affect the Gas meter.
Gas meter starts empty.
Has a 60 second recharge if no damage is dealt.
|
Throws an incendiary grenade instead of a gas canister.
Creates a horrific visible gas that coats enemies with a flammable material.
19900% damage bonus.
900% afterburn damage bonus.
50% faster holster and deploy speed.
Grenades have very little bounce and roll.
Gas meter builds with damage done and/or time.
19900% larger misc. ammo size.
90% damage penalty against players.
900% slower firing speed.
Gas meter starts empty.
|

Secondary
Reserve Shooter
|
Guaranteed Mini-Crits on target that are blast jumping, knocked back, launched by the Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
20% faster weapon deploy speed.
15% faster weapon holster speed.
33% smaller clip size.
|
Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
100% larger clip size.
20% damage bonus.
60% shorter reload speed.
60% faster firing speed.
40% tighter pellet spread.
20% faster weapon deploy speed.
|

Secondary
Panic Attack
|
50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
|
200% larger clip size.
25% damage bonus against players.
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
50% wider pellet spread.
Successive shots become less accurate.
|

Melee
Homewrecker
|
100% damage bonus against buildings.
Able to remove Electro Sappers (in one hit).
25% damage penalty against players.
|
No changes.
|

Melee
Sharpened Volcano Fragment
|
On Hit: target is engulfed in flames.
20% damage penalty.
|
No changes.
|

Melee
Hot Hand
|
Broadcasts every successful hit on an enemy player over the death-notice area.
Kills are labelled as "SLAP-KILL" in the death-notice area.
On attack: dishes out two consecutive slaps.
Gain a speed boost when you hit an enemy player.
20% damage penalty.
|
No changes.
|

Melee
Backscratcher
|
25% damage bonus.
50% more healing from map health sources (healthpacks).
75% less healing from medic sources.
|
No changes.
|

Melee
Neon Annihilator
|
Guaranteed Critical hits against wet players.
Able to remove Electro Sappers (in two hits).
20% damage penalty against players.
No random Critical hits.
|
No changes.
|

Melee
Third Degree
|
Damage transfers to all players connected via Medic beams.
|
No changes.
|

Melee
Axe
|
Stock weapon.
|
No changes.
|

Melee
Axtinguisher
|
Guaranteed Mini-Crits on burning targets.
Damage increases based on remaining duration of afterburn.
Killing blows on burning players guarantee a speed boost.
33% damage penalty.
35% slower deploy speed.
No random Critical hits.
Hitting burning targets extinguishes them.
|
Guaranteed Mini-Crits on burning targets.
Damage increases based on remaining duration of afterburn.
Killing blows on burning players guarantee a speed boost.
35% slower deploy speed.
No random Critical hits.
Hitting burning targets extinguishes them.
|

Melee
Powerjack
|
On kill: restores up to +25 health points.
When weapon is active: 15% faster movement speed on wearer.
When weapon is active: raises damage vulnerability by 20%.
|
On kill: restores up to +25 health points.
When weapon is active: 5% faster movement speed on wearer.
When weapon is active: raises damage vulnerability by 40%.
|
Demoman

Primary
Grenade Launcher
|
Stock weapon.
|
210% damage bonus.
25% shorter reload time.
55% damage penalty against players.
|

Primary
Loch-n-Load
|
20% damage bonus against buildings.
25% faster projectile speed.
Grenades do not tumble when fired.
25% smaller clip size.
25% smaller splash damage radius.
Launched bombs shatter on surfaces.
|
150% damage bonus.
20% damage bonus against buildings.
50% faster projectile speed.
Grenades do not tumble when fired.
25% shorter reload time
75% faster firing speed.
25% faster weapon deploy and holster speed.
25% smaller clip size.
75% smaller splash damage radius.
|

Primary
Ali Baba's Wee Booties
|
+25 max health on wearer.
Increases turning speed while charging by 200%.
Melee kills refill 25% of your charge meter.
10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Grants its abilities passively, does not need to be selected.
|
Weapon is banned.
|

Primary
Loose Cannon
|
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire.
Cannonballs push players back on impact.
20% faster projectile speed.
Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a Mini-Crit.
Cannonballs do not explode on impact.
Cannonballs must be charged for at least 0.10 seconds for Double-Donks.
|
Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire.
520% damage bonus.
25% larger splash damage radius.
50% faster projectile speed.
25% shorter reload time.
Applies a strong downwards force on hit.
64% damage penalty against players.
65% slower firing speed.
100% more self-damage from blast jumping.
Disabled self-knockback.
|

Primary
Iron Bomber
|
Grenades have very little bounce and roll.
30% faster fuse time on grenades
15% smaller splash damage radius.
|
Grenades have very little bounce and roll.
210% damage bonus.
25% shorter reload time.
30% faster fuse time on grenades
55% damage penalty against players.
15% smaller splash damage radius.
|

Secondary
Base Jumper
|
Allows player to activate a parachute whilst midair, slowing their descent.
|
Weapon is banned.
|

Secondary
Stickybomb Launcher
|
Stock weapon.
|
+25 max health on wearer.
25% damage bonus.
Up to 100% damage bonus based on charge.
25% shorter reload time.
On hit: 100% chance to stun zombies for 3 seconds.
25% damage penalty against players.
No knockback.
|

Secondary
Chargin' Targe
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
Lowers fire damage vulnerability by 50%.
Lowers explosive damage vulnerability by 30%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
Lowers fire damage vulnerability by 50%.
Lowers explosive damage vulnerability by 30%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
Taking damage while shield charging reduces charge time.
|

Secondary
Splendid Screen
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
70% charge impact damage bonus.
50% increase in charge recharge rate.
Lowes fire damage vulnerability by 20%.
Lowes explosive damage vulnerability by 20%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
70% charge impact damage bonus.
50% increase in charge recharge rate.
Lowers fire damage vulnerability by 20%.
Lowers explosive damage vulnerability by 20%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
|

Secondary
Tide Turner
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
Lowes fire damage vulnerability by 15%.
Lowes explosive damage vulnerability by 15%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
|
Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
Lowes fire damage vulnerability by 15%.
Lowes explosive damage vulnerability by 15%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
|

Secondary
Sticky Jumper
|
200% larger secondary ammo size.(max is 72).
No self inflicted blast damage taken.
100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
75% less total stickybombs out.(max is 2)
No random Critical hits (purely cosmetic, as they don't inflict any damage either).
|
275% damage bonus.
Up to 220% damage bonus based on charge.
25% larger splash damage radius.
On hit: 100% chance to stun zombies for 3 seconds.
88% smaller clip size.
25% damage penalty against players.
37% longer reload time.
315% slower firing speed.
+1 sec slower bomb arm time.
150% slower weapon deploy and holster speed.
When weapon is active: 20% slower movement speed on wearer.
200% more self-damage from blast jumping.
25% less total stickybombs out.(max is 6)
No knockback.
|

Secondary
Scottish Resistance
|
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
On detonation stickies destroys enemy stickybombs.
75% more total stickybombs out at once (max is 14).
50% larger secondary ammo size (max is 36).
25% faster firing speed.
+0.8 sec slower bomb arm time.
|
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
On detonation stickies destroys enemy stickybombs.
25% more total stickybombs out at once (max is 14).
+25 max health on wearer.
25% damage bonus.
Up to 100% damage bonus based on charge.
25% shorter reload time.
On hit: 100% chance to stun zombies for 3 seconds.
25% more total stickybombs out at once (max is 10).
25% damage penalty against players.
+0.8 sec slower bomb arm time.
No knockback.
|

Secondary
Quickiebomb Launcher
|
Up to 35% damage bonus based on charge.
70% faster charge rate
-0.2 sec faster bomb arm time.
On detonation stickies destroys enemy stickybombs.
50% smaller clip size.
15% damage penalty.
|
+25 max health on wearer.
5% Damage bonus.
Up to 170% damage bonus based on charge.
25% shorter reload time.
40% faster firing speed.
70% faster charge rate
-0.2 sec faster bomb arm time.
On detonation stickies destroys enemy stickybombs.
On hit: 100% chance to stun zombies for 3 seconds.
50% smaller clip size.
25% damage penalty against players.
No knockback.
|

Melee
Bottle
|
Stock weapon.
|
No changes.
|

Melee
Scotsman's Skullcutter
|
50% longer melee range.
20% damage bonus.
75% slower deploy and holster time.
15% slower movement speed on wearer.
|
No changes.
|

Melee
Eyelander
|
50% longer melee range.
Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (+15) to a maximum of 4 times.
If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Upon death: heads, and their bonuses, reset.
75% slower deploy and holster time.
-25 max health on wearer.
No random Critical hits.
|
50% longer melee range.
75% slower deploy and holster time.
-25 max health on wearer.
|

Melee
Half-Zatoichi
|
50% longer melee range.
On kill: gain up to 50% base health.
Restored health can overheal.
No random Critical hits.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
|
50% longer melee range.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
|

Melee
Pain Train
|
Increases user's capture rate by 1 for points and carts.
Raises bullet damage vulnerability by 10%.
|
When weapon is active:
10% faster movement speed on wearer.
Raises damage vulnerability by 20%.
Raises bullet damage vulnerability by 10%.
|

Melee
Ullapool Caber
|
The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.
Deals only melee damage if the head is destroyed.
15% damage penalty.
20% slower swing speed.
No random Critical hits.
100% slower deploy speed.
|
15% damage penalty.
20% slower swing speed.
100% slower deploy speed.
|

Melee
Claidheamh Mòr
|
50% longer melee range.
Melee kills refill 25% of your charge meter.
+0.5 sec increase in charge duration.
75% slower deploy and holster time.
No random Critical hits.
Raises damage vulnerability by 15%.
|
No changes.
|

Melee
Persian Persuader
|
50% longer melee range.
Ammo can recharge charge.
Melee hits refill 20% of your charge meter.
No random Critical hits.
80% smaller secondary ammo size.
75% slower deploy and holster time.
Cannot refill ammo from ammo boxes unless charge meter is full.
|
50% longer melee range.
Ammo can recharge charge.
80% smaller secondary ammo size.
75% slower deploy and holster time.
Cannot refill ammo from ammo boxes unless charge meter is full.
|
Heavy

Primary
Minigun
|
Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
Stock weapon.
|
Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
6% damage penalty.
25% damage penalty against players.
|

Primary
Natascha
|
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.
|
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.
|

Primary
Brass Beast
|
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.
|
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.
|

Primary
Tomislav
|
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.
|
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.
|

Primary
Huo-Long Heater
|
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.
|
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.
|

Secondary
Shotgun
|
Stock weapon.
|
200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
|

Secondary
Sandvich
|
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.
|
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.
|

Secondary
Panic Attack
|
50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
|
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.
|

Secondary
Dalokohs Bar
|
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.
|
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.
|

Secondary
Family Business
|
33% larger clip size.
15% faster firing speed.
15% damage penalty.
|
300% larger clip size.
8% damage bonus.
55% shorter reload time.
65% faster firing speed.
50% tighter pellet spread.
|

Secondary
Buffalo Steak Sandvich
|
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.
|
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.
|

Secondary
Second Banana
|
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.
|
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.
|

Melee
Fists
|
Stock weapon.
|
No changes.
|

Melee
Killing Gloves of Boxing
|
On kill: guaranteed Critical hits on all weapons for 5 seconds.
20% slower swing speed.
|
2% faster movement speed on wearer.
On kill: guaranteed Critical hits on all weapons for 5 seconds.
20% slower swing speed.
|

Melee
Gloves of Running Urgently
|
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.
|
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%.
|

Melee
Warrior's Spirit
|
30% damage bonus.
+50 health on kill.
While weapon is active: raises damage vulnerability by 30%.
|
30% damage bonus.
+50 health on kill.
When weapon is active:
Up to +7 health regenerated per second passively.
Raises damage vulnerability by 30%.
|

Melee
Fists of Steel
|
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.
|
No changes.
|

Melee
Eviction Notice
|
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.
|
8% faster movement speed on wearer.
40% faster firing speed.
-100 max health.
60% damage penalty.
|

Melee
Holiday Punch
|
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.
|
No changes.
|
Engineer

Primary
Shotgun
|
Stock weapon.
|
200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
|

Primary
Frontier Justice
|
Stores 2 guaranteed Critical shots for every Sentry Gun kill.
Stores 1 guaranteed Critical shot for every Sentry Gun kill assist.
Stored Critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
50% smaller clip size.
No random Critical hits.
Revenge Crits are lost on death.
|
Stores 2 guaranteed Critical shots for every Sentry Gun kill.
Stores 1 guaranteed Critical shot for every Sentry Gun kill assist.
Stored Critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
50% larger clip size.
100% damage bonus.
45% shorter reload time.
50% faster firing speed.
Revenge Crits are lost on death.
|

Primary
Widowmaker
|
On hit: damage dealt is returned as ammo.
10% damage bonus to the same target as your sentry.
No reload necessary.
Uses metal as ammo.
Per Shot: -30 metal.
|
On hit: damage dealt is returned as ammo.
50% damage bonus to the same target as your sentry.
40% faster firing speed.
35% tighter pellet spread.
No reload necessary.
50% faster Sentry Gun firing speed.
20% damage penalty.
Uses metal as ammo.
Per Shot: -50 metal.
|

Primary
Panic Attack
|
50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
|
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.
|

Primary
Pomson 6000
|
Shoots an electric projectile instead of shotgun pellets.
Projectile cannot be deflected or destroyed.
On Hit: Victim loses up to 10% Medigun charge.
On Hit: Victim loses up to 20% cloak.
Does not require ammo (replaced with an ammo meter).
33% smaller clip size.
20% damage penalty against buildings.
2% longer reload time.
|
Shoots an electric projectile instead of shotgun pellets.
Projectile cannot be deflected or destroyed.
33% larger clip size.
25% faster firing speed.
On hit: 100% chance to slow down Zombies by 40%.
Projectile penetrates players and damage enemies behind them.
Does not require ammo (replaced with an ammo meter).
On Hit: Victim loses up to 10% Medigun charge.
On Hit: Victim loses up to 20% cloak.
50% Sentry Gun damage bonus.
Deals no damage against non-player characters.
2% longer reload time.
|

Primary
Rescue Ranger
|
Alt-Fire: Use 100 metal to pick up buildings from long range.
Fires a special bolt that can repair friendly buildings at the cost of metal.
4-to-1 health-to-metal ratio when repairing buildings.
34% smaller clip size.
50% smaller secondary ammo size.
User takes Mini-Crits on building pick up, and a few seconds after redeployment.
|
Alt-Fire: Use 70 metal to pick up buildings from long range.
Fires a special bolt that can repair friendly buildings at the cost of metal.
4-to-1 health-to-metal ratio when repairing buildings.
50% damage bonus.
40% shorter reload time.
50% faster firing speed.
Projectile penetrates players and damage enemies behind them.
50% Sentry Gun damage bonus.
User takes Mini-Crits on building pick up, and a few seconds after redeployment.
Deals no damage against non-player characters.
|

Secondary
Pistol
|
Stock weapon.
|
300% larger clip size.
30% damage bonus.
33% faster firing speed.
50% tighter bullet spread.
50% longer reload time.
|

Secondary
Wrangler
|
Enables manual control of own Sentry Gun.
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
The Sentry Gun gains a shield which blocks 66% of incoming damage.
Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Upon switching to another weapon or Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.
|
Enables manual control of own Sentry Gun.
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
The Sentry Gun gains a shield which blocks 66% of incoming damage.
20% faster Sentry Gun firing speed.
200% faster Sentry Gun construction speed.
200% larger Dispenser range.
Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Upon switching to another weapon or the Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.
|

Secondary
Short Circuit
|
Replaces the pistol with a device capable of firing rapid zaps of electricity.
No reload necessary.
Has limited range.
50% damage penalty.
93% damage penalty against buildings.
Uses metal as ammo.
Per Shot: –5 metal.
Cannot pick up buildings when active.
Cannot be Crit-boosted.
No random Critical hits.
Alt-Fire:
Launches a projectile-consuming energy ball.
-65 metal per shot
|
Replaces the pistol with a device capable of firing rapid zaps of electricity.
No reload necessary.
320% damage bonus.
30% faster firing speed (primary fire only).
Has limited range.
93% damage penalty against buildings.
Uses metal as ammo.
Per Shot: –5 metal.
Cannot pick up buildings when active.
Cannot be Crit-boosted.
Alt-Fire:
Launches a projectile-consuming energy ball.
On hit: 100% chance to slow down enemy Zombies.
-65 metal per shot
|

Melee
Wrench
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Stock weapon.
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Disposable Mini-Sentry.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
20% lower building construction cost.
12.5% Sentry Gun damage bonus.
50% faster Sentry Gun firing speed.
50% larger Sentry Gun target range.
20% faster Dispenser construction speed.
150% larger Dispenser range.
110% longer Sentry Gun construction speed.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with full ammo assuming they were not hit during construction.
|

Melee
Gunslinger
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
+25 max health on wearer.
Guarantees a Critical hit on a third consecutive punch.
No random Critical hits.
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Disposable Mini-Sentry.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
+25 max health on wearer.
42% Sentry Gun damage bonus.
60% faster Sentry Gun firing speed.
Guarantees a Critical hit on a third consecutive punch.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Gun starts with 90% less ammo.
|

Melee
Southern Hospitality
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
On hit: causes opponent to bleed for 5 seconds.
Raises fire damage vulnerability by 20%.
No random Critical hits.
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Disposable Mini-Sentry.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
On hit: causes opponent to bleed for 5 seconds.
5% faster movement speed on wearer.
25% lower building construction cost (75 metal).
85% faster Sentry Gun construction speed.
75% faster Sentry Gun firing speed.
20% slower swing speed.
Raises fire damage vulnerability by 20%.
75% lower building max health..
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with 90% less ammo.
|

Melee
Jag
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Construction hit speed boost increased by 30%.
15% faster firing speed.
25% damage penalty.
33% damage penalty against buildings.
20% slower repair rate.
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Disposable Mini-Sentry.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
20% faster swing speed.
Construction hit speed boost increased by 30%.
55% faster Sentry Gun construction speed.
50% faster Sentry Gun firing speed.
25% damage penalty.
20% slower repair rate.
40% higher building construction cost.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with 90% less ammo.
|

Melee
Eureka Effect
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Press reload key to either teleport to your spawn area or teleporter exit.
50% lower teleporter construction and upgrade cost.
Construction hit speed boost decreased by 50%.
20% less metal from Dispensers and Pickups.
|
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Disposable Mini-Sentry.
- Compared to a level one Sentry:
150% faster Sentry Gun construction speed.
23% lower Sentry Gun construction cost (total cost of 100 metal).
50% faster Sentry Gun firing speed.
35% faster Sentry Gun rotation.
Sentry Gun starts construction at 50% health.
33% less Sentry Gun health.
50% Sentry Gun damage penalty.
Sentry Gun cannot be upgraded.
42% Sentry Gun damage bonus.
50% slower swing speed.
Construction hit speed boost decreased by 20%.
20% less metal from Dispensers and Pickups.
60% slower Sentry Gun construction speed.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with full ammo assuming they were not hit during construction.
|
Wrench
|
80
|
52.74 / 99.99 / 122.21
|
100
|
8.02s
|
80
|
10/15/20
|
150/180/216
|
17s
|
Jag
|
140
|
46.88 / 88.88 / 108.21
|
100
|
5.11s
|
140
|
10/15/20
|
150/180/216
|
21s
|
Eureka Effect
|
100
|
33.69 / 63.88 / 77.77
|
100
|
20.98s
|
100
|
10/15/20
|
150/180/216
|
21s
|
Southern Hospitality
|
25
|
93.76 / 177.76 / 216.42
|
25
|
1.2s
|
25
|
10/15/20
|
38/45/54
|
21s
|
Gunslinger
|
100
|
67.39 / 127.76 / 155.55
|
100
|
4.07s
|
100
|
10/15/20
|
150/180/216
|
21s
|
Medic
Sniper

Primary
Sniper Rifle
|
Stock weapon.
Charges while zoomed.
Critical hits are guaranteed for headshots.
Can only headshot 0.2 seconds after scoping in.
No random critical hits.
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases as number of BLU members decreases.
380% damage bonus.
Can only headshot 0.2 seconds after scoping in.
66% damage penalty on body shots.
|

Primary
Sydney Sleeper
|
Charges while zoomed.
On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
25% increase in charge rate.
Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Scoped shots extinguish flames on wielder and allied players.
Headshots do not crit.
Can only headshot 0.15 seconds after scoping in.
No random critical hits.
|
Charges while zoomed.
On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Scoped shots extinguish flames on wielder and allied players.
125% damage bonus.
98% additional damage bonus on headshots.
50% shorter reload time.
55% decrease in charge time.
Headshots do not crit.
66.6% damage penalty on body shots (75 uncharged, 226 full charge)
|

Primary
Machina
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
15% damage bonus on fully charged shots.
Fully charged shots penetrate players and damage enemies behind them.
Only fires when zoomed.
Shots leave a bright, easily traceable team-colored line behind them.
No random critical hits.
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases as number of BLU members decreases.
580% damage bonus.
76% damage bonus on fully charged shots.
5% additional damage bonus on headshots (On uncharged shots with all other pros applied).
33% faster reload time.
Fully charged shots penetrate players and damage enemies behind them.
50% damage penalty on bodyshots.
100% damage penalty against Non-Player Characters.
70% damage penalty against players.
50% increase in charge time.
300% slower weapon deploy speed.
100% slower weapon holster speed.
When weapon is active:6.7% slower movement speed on wearer.
Only fires when zoomed.
Shots leave a bright, easily traceable team-colored line behind them.
|

Primary
Bazaar Bargain
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
No random critical hits.
50% increase in charge time.
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases the more of user's teammates die.
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
29900% additional damage bonus on headshots (1200).
2400% maximum charge damage.
92% damage penalty (5 base).
100% damage penalty on bodyshots (0).
50% increase in charge time.
|

Primary
Hitman's Heatmaker
|
Charges while zoomed.
Shots are more quiet.
Critical hits are guaranteed for headshots.
Gain Focus on kills and assists.
Press 'Reload' to activate focus.
When Focus is active:
Doesn't unscope between shots.
25% decrease in charge time.
Shots leave a bright, easily traceable team-colored line behind them.
20% damage penalty on body shot.
No random critical hits.
Headshot kills cause decapitation.
|
Charges while zoomed.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases as number of BLU members decreases.
Shots are more quiet.
195% damage bonus
30% shorter reload time.
Gain Focus on kills and assists.
Press 'Reload' to activate focus.
When Focus is active:
Doesn't unscope between shots.
25% decrease in charge time.
Shots leave a bright, easily traceable team-colored line behind them.
33.3% damage penalty against players.
40% damage penalty on body shots.
|

Primary
Classic
|
Charged shots will gib victims.
Does not automatically start charging when zoomed.
Hold down fire button to charge, release to fire.
Doesn't unscope between shots.
Critical hits are guaranteed for headshots.
Can charge without zooming.
Cannot headshot unless fully charged.
10% damage penalty on body shot.
Shots leave a dim, clear line behind them.
No random critical hits.
Charged shots will gib victims.
|
Charged shots will gib victims.
Does not automatically start charging when zoomed.
Hold down fire button to charge, release to fire.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases as number of BLU members decreases.
Can charge without zooming.
300% damage bonus.
33.5% damage bonus against players.
100% decrease in charge time.
No movement speed penalty while charging.
Can charge while mid-air.
Can jump while charging.
73% damage penalty on body shots.
Cannot headshot unless fully charged.
Shots leave a dim, clear line behind them.
|

Primary
Huntsman
|
Bullets replaced with an arrow projectile.
Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Critical hits are guaranteed for headshots.
No laser pointer indicator.
Arrows can be fired mid-air.
Friendly Pyros can light arrows to add fire damage.
70% decrease in charge time.
96% faster charging movement speed (total of 53% movement speed while charging)
20% less maximum charge damage.
Base damage unchanged.
48% smaller secondary ammo size.
No random critical hits.
Arrows can be reflected, shot down, and vaporized.
Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).
|
Bullets replaced with an arrow projectile.
Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Critical hits are guaranteed for headshots.
Upon a successful headshot, enemy is knocked back.
Headshot damage increases as number of BLU members decreases.
100% damage bonus.
20% shorter reload time.
No laser pointer indicator.
Arrows can be fired mid-air.
Friendly Pyros can light arrows to add fire damage.
On hit: Inflicts bleed for 5 seconds.
70% decrease in charge time.
96% faster charging movement speed (total of 53% movement speed while charging)
50% damage penalty on bodyshots.
20% less maximum charge damage.
Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Deals no damage against Non-Player Characters.
Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).
|

Secondary
Submachine Gun
|
Stock weapon.
|
100% larger clip size.
160% damage bonus.
40% longer reload time.
|

Secondary
Jarate
|
Doused enemies take mini-crits on hit.
Partially nullifies cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
20% increase in recharge rate when you extinguish an ally.
Enemy Pyros can reflect Jarate.
Has a 20 second recharge.
|
Doused enemies take mini-crits on hit.
Doused enemies experience a strong slow-down effect.
Partially nullifies cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
20% increase in recharge rate when you extinguish an ally.
Enemy Pyros can reflect Jarate.
Has a 60 second recharge.
|

Secondary
Razorback
|
Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak).
100% less overheal.
Regenerates after 30 seconds.
Grants its ability passively; does not need to be activated.
|
No changes.
|

Secondary
Darwin's Danger Shield
|
Lowers fire damage vulnerability by 50%.
The wearer is immune to the effects of afterburn.
Grants its ability passively; does not need to be activated.
|
No changes.
|

Secondary
Cozy Camper
|
No flinching when aiming and primary weapon is fully charged.
Knockback reduced by 20% when aiming.
Up to +4 health regenerated per second passively.
Grants its ability passively; does not need to be activated.
|
No changes.
|

Secondary
Cleaner's Carbine
|
Dealing damage charges a "Crikey" meter.
Alt Fire When Charged: Mini-crits for 8 seconds.
Mini-crits apply to all weapons.
20% smaller clip size.
25% slower firing speed.
No random critical hits.
|
Dealing damage charges a "Crikey" meter.
Alt Fire When Charged: Mini-crits for 9 seconds.
Mini-crits apply to all weapons.
230% damage bonus.
40% longer reload time.
15% slower firing speed.
25% wider bullet spread.
|

Melee
Kukri
|
Stock weapon.
|
No changes.
|

Melee
Bushwhacka
|
Crits whenever it would normally mini-crit.
Raises damage vulnerability by 20% when active.
No random crits.
|
No changes.
|

Melee
Tribalman's Shiv
|
On hit: causes bleed for 6 seconds.
50% damage penalty.
|
No changes.
|

Melee
Shahanshah
|
25% damage bonus when health is less than 50% of max.
25% damage penalty when health is more than or equal to 50% of max.
|
No changes
|
Sniper Rifle
|
75
|
225
|
720
|
2160
|
Hitman's Hitmaker
|
60
|
180
|
295
|
885
|
Huntsman
|
46
|
240
|
339
|
720
|
Machina
|
283
|
1500
|
1700
|
9003
|
Sydney Sleeper
|
75
|
226
|
300
|
900
|
Classic
|
70
|
210
|
267
|
2399
|
Bazaar Bargain
|
0
|
0
|
200
|
600
|
Spy

Primary
Revolver
|
Stock weapon.
|
200% larger clip size.
75% faster firing speed.
20% tighter bullet spread.
15% damage penalty.
|

Primary
Ambassador
|
Critical hits are guaranteed for headshots.
Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
15% damage penalty.
20% slower firing speed.
No random critical hits.
Critical damage is affected by range.
|
Critical hits are guaranteed for headshots.
235% damage bonus.
On headshot: 100% to slows down zombies.
Shots penetrate players and damage enemies behind them.
25% longer reload time.
20% slower firing speed.
Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
Critical damage is affected by range.
|

Primary
L'Etranger
|
40% longer cloak duration
On hit: adds 15% charge to cloak.
20% damage penalty.
|
25% shorter reload time.
85% faster firing speed.
40% longer cloak duration.
On hit: adds 15% charge to cloak.
7% damage penalty.
|

Primary
Enforcer
|
20% damage bonus while disguised.
Attacks pierce damage resistance effects and bonuses.
20% slower firing speed.
No random critical hits.
|
100% larger clip size.
67% damage bonus.
750% damage bonus while disguised.
50% faster firing speed.
Attacks pierce damage resistance effects and bonuses.
|

Primary
Diamondback
|
Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35).
–15% damage penalty.
No random critical hits.
|
Earns 1 crit shot for each backstab kill (can hold up to 35).
200% larger clip size.
300% more bullets per shot.
65% faster firing speed.
On kill: grants 13 seconds of guaranteed critical hits for all weapons.
74% damage penalty.
60% wider bullet spread.
6% slower movement speed of wearer.
Wearer cannot disguise.
|

Secondary
Red-Tape Recorder
|
Disables enemy Engineer buildings.
Reverses enemy building construction.
Removes metal inside Dispensers during deconstruction.
Does not damage buildings.
Takes longer than the stock Sapper to nullify an Engineer building.
|
Disables enemy Engineer buildings.
Reverses enemy building construction.
Removes metal inside Dispensers during deconstruction.
Does not damage buildings.
When weapon is active:
Up to +4 health regenerated per second passively.
Raises damage vulnerability by 20% on wearer.
|

Secondary
Sapper
|
Stock weapon.
Disables and slowly destroys enemy Engineer buildings.
|
Stock weapon.
Disables and slowly destroys enemy Engineer buildings.
When weapon is active:
2% faster movement speed on wearer.
Raises damage vulnerability by 20% on wearer.
|

Melee
Knife
|
Stock weapon
|
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Victims do not make any noise when dying.
|

Melee
Big Earner
|
Upon a kill, the Spy gains 30% of his cloak meter.
Gain a 3 second speed boost on kill.
–25 max health on wearer.
|
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Upon a kill, the Spy gains 30% of his cloak meter.
Gain a 3 second speed boost on kill.
On hit: adds 10% charge to cloak.
–25 max health on wearer.
User takes mini-crits when weapon is active, and for 3 seconds after switching away.
|

Melee
Spy-cicle
|
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
Backstab turns victim to ice.
Melts in fire, regenerates in 15 seconds and by picking up ammo.
|
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
This weapon features a 50% increased melee range.
On hit: slows down enemies by 35%.
Backstab turns victim to ice.
Melts in fire, regenerates in 15 seconds and by picking up ammo.
100% slower swing speed.
|

Melee
Conniver's Kunai
|
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points.
–55 max health on wearer.
|
On Backstab: Gain a speedboost
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 105% of Spy's (reduced) health, i.e. up to 300 health points.
–55 max health on wearer (145 health).
|

Melee
Your Eternal Reward
|
Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Victims do not make any noise when dying.
Victims' bodies disappear after being stabbed.
If backstabbed, victims' death will not be shown in the killfeed for other enemies.
33% quicker cloak drain rate.
Normal disguises require (and consume) a full cloak meter.
|
Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Victims do not make any noise when dying.
Victims' bodies disappear after being stabbed.
66% damage bonus against players.
33% quicker cloak drain rate.
Normal disguises require (and consume) a full cloak meter.
|

PDA
Cloak and Dagger
|
Cloak type: Motion sensitive
Raises damage resistance by 20%.
While standing still, cloaks Spy indefinitely and slowly refills cloak meter .
100% increase in cloak recharge rate.
Cloak meter can not be refilled by ammo boxes while invisible.
35% less cloak meter from ammo boxes.
Cloak consumption rate varies depending on the type of movement you use.
User can still stay partially cloaked once the cloak meter runs out.
|
Cloak type: Motion sensitive
Increases max health by 25 on wearer.
Cloak meter can not be refilled by ammo boxes while invisible.
Cannot attack while invisible.
100% quicker cloak drain rate.
Bumping into enemies partially reveals the Spy's outline.
Cloak consumption rate varies depending on the type of movement you use.
User can still stay partially cloaked once the cloak meter runs out.
|

PDA
Invis Watch
|
Cloak type: Timed
Cloaks Spy for 10 seconds.
Cloak meter can be refilled from ammo sources.
Raises damage resistance by 20%.
Cannot attack while invisible.
Bumping into enemies partially reveals the Spy's outline.
|
Cloak type: Timed
Cloaks Spy for 10 seconds.
Cloak meter can be refilled from ammo sources.
Cannot attack while invisible.
Cloak meter can not be refilled by ammo boxes while invisible.
|

PDA
Dead Ringer
|
Cloak type: Feign death
Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse.
Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
50% faster cloak recharge rate.
40% longer cloak duration.
Grants a 3 second speed boost upon receiving damage.
Feign Death stealth has no bump shimmer for 3 seconds.
Ammo kits and dispensers do not refill the Spy's cloak meter.
Has a loud, distinctive decloak sound.
Triggering feign death will lower the cloak meter to 50%.
Cloak meter must be fully charged to use.
|
Cloak type: Feign death
Cloaks Spy for 4 seconds upon receiving damage, dropping a fake corpse.
Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
40% longer cloak duration.
Grants a 3 second speed boost upon receiving damage.
Feign Death stealth has no bump shimmer for 3 seconds.
200% quicker cloak drain rate.
Ammo kits and dispensers do not refill the Spy's cloak meter.
Has a loud, distinctive decloak sound.
Triggering feign death will lower the cloak meter to 50%.
Cloak meter must be fully charged to use.
|
Map design
Zombie Escape has a wide variety of maps, each with their own unique story, asthetics and layout. Despite this, most if not all maps follow one ubiquitous pattern.
Typical TF2 map elements: such as game objectives (control points, flags etc.), team restricted areas (respawn rooms), ressuply lockers and even health and ammo pickups are not present in Zombie Escape maps.
Zombie Escape maps typically conform to a linear design principle. Humans have to progress down a set path or hallway until they reach a specific destination, all while being chased by the Zombies. To prevent Humans from just rushing to the end and instantly completing the game, various barriers, such as doors or gates, are used to divide the map into smaller sections. This way, in order to advance to the next section of the map, Humans first need to clear the barrier that is blocking their way from progressing further.
Typical layout of a Zombie Escape map.
To unlock the door or gate blocking their way, Humans first need to find and activate a specific "trigger" related to that obstacle. Triggers come in many forms, but in most cases activating them is as simple as approaching the obstacle in question and physically touching it. In rarer instances, triggers can also be buttons which are pushed by hitting them with a melee. Triggers are often located in the same spot as the door they unlock, but certain times they may be in an entirely separate location. The rarest of triggers require a special item brought to them, such as a key, to be activated. Any class or player can activate triggers and unlock further sections, including the Zombies.
When the required trigger is activated, a timer (commonly displayed at the top of the HUD)[22] starts counting down. The length of the countdown heavily depends on the map, ranging anywhere from 5 seconds to half a minute. Once the countdown ends, the specific barrier finally opens up and clears the way; allowing Humans to "fallback" (or fb for short) to the next section where the whole process starts again.
After multiple sessions of waiting for obstacles to clear followed by rushed retreats; Humans eventually reach the final escape. The this area differs between maps, but it usually comes in three configurations. In the first one, Humans have to wait for an escape vehicle (helicopter, boat etc.) to arrive to pick them up, while in the second case they enter an enclosed, bunker-like room where they win once the doors to the outside close with no Zombies present inside. In both examples, Humans need to defend against the Zombies while waiting for their escape to arrive or for the bunker to seal off. The third possibility consists of Humans needing to fight and win against a Boss to successfully escape.
Only a single Human is required to escape with one of the three aforementioned methods for the Human team to win end finish the match, causing all Zombies and left-behind Humans to be automatically killed.
Maps often contain lore and a basic story line that is explained through the in-game text chat. Many maps also feature prominent musical soundtracks for aesthetic purposes.
Environmental Hazards
To make it more challenging for the Human team, many Zombie Escape maps incorporate a variety of map hazards and traps, such as pitfalls, lasers, crushing objects and many others within their design. There also exist a large amount of difficult-to-traverse environments, such as parkour or surf sections, whose purpose is to slow down the Humans or even cause their deaths.
All environmental hazards can be divided into three types: those which cause instant death, those which cause a gradual health drain and finally, the type exclusive to Zombie Escape, those which set the player back.
The first two types already exist within standard TF2. These types of hazards either kill the player in an instant, including those who are under the effects of invincibility (such as Bonk! Atomic Punch or an ÜberCharge) or they simply cause the player to gradually lose health until they eventually die. The third type differs from the previous two, in that when the player comes in contact with it, it merely teleports them back to a previous position.
The so-called "set-back" hazard, while not directly lethal, is still dangerous, since by teleporting the player backwards not only does it put them closer to the chasing Zombies, it also prevents them from reaching the final escape. It is essentially an invisible barrier, requiring the Human to successfully avoid the hazard lest they have their escape progress constantly nullified due to the repeated resetting of their position.
A few set-back hazards also damage the player when teleporting them, in a similar fashion to a health-drain hazard.
The specific type of hazard used and its application is highly varied from map to map. A pit of lava on one map is instantly lethal, while on another it may only drain the player's health or set-them-back when they fall into it.
"Trimming" is a Zombie escape jargon referring to the act of dying to the environment. An event in which a large amount of Humans succumb to the same map hazard at the same time is comically referred to a as a "minor trim".
Teleportation
- Zombie teleport (commonly abbreviated to just tp), also know as Afk teleport, is a special type of environmental hazard that is universal among nearly all Zombie Escape maps. It refers to an event in which the Zombies' spawn point is moved forwards (usually initiated by Humans unlocking a new section of the map), which causes all players, both Zombies and Humans, who happen to be located in an older, earlier part of the map to get automatically teleported to the new Zombie spawn, leading to often disastrous consequences for the affected Humans[23]. This achieves two effects:
- For one, it prevents newly spawned Zombies from needing to travel more and more egregious distances the further Humans advance into the map; just to reach the front-lines. It is also meant to help those Zombies who have gotten stuck or lost by bringing them directly to the action.
- Secondly, it punishes Humans who are attempting to hide in an earlier section of the map, thus stalling out the game. This way, if a Human does not keep up with his team, he will be brought directly to the Zombies. This is particularly fatal if the map does not disable collision between opposite teams, as that ensure that Humans and Zombies who get teleported to same spot become stuck inside each other; unable to move until one of them dies.
- After both the Zombie spawn and the left-behind players are shifted forwards, an invisible wall is put in place that cordones off the earlier map segments, thus preventing anyone from reentering them again.
Pitfalls
- While not as universal as the Zombie teleport, Pitfalls are still often found in Zombie Escape maps.
- They either instantly kill the players which fall into them or reset them back to a previous position (the more forgiving type).
- Like most things in this mod, the type of a Pitfall present fluctuates between various different maps.
- Zombies have a special treatment when it comes to the instantly-lethal Pitfalls. Unlike the Humans, which get immediately killed by them, Zombies are instead reset back to their spawn.
Crushing
- Crushing is most commonly caused by movable surfaces, such as doors or gates, opening/closing when activated by a trigger. It is meant to dissuade Humans from sticking too close to the door, something that is know as "door-hugging".
- Crushing is always fully lethal for both Zombies and Humans alike.
Lasers
Not to be confused with the
Lasers found on the official map
Asteroid.
- Zombie Escape Lasers are an extremely wide, but thin, blade-like objects made out of a semi-transparent and translucent material, usually out a of a faded blue colour. They are launched towards Humans at extremely fast speeds, requiring the targeted Human to quickly react to them and dodge out of the way.
- Lasers deal damage when they come in contact with the player. They can be all three types of environmental hazards, since depending on the map they either; kill, harm or set the affected player back.
- A single Laser blade can hit multiple people, since they pass unimpeded through both objects and players.
- Lasers do not just attack players at random intervals. Instead, they are typically found in very specific parts of the map, only being activated once the Humans step into their area.
- To avoid a Laser's attack, the player must jump or crouch and let the Laser pass behind them. Avoiding Lasers by standing off to the side is usually made impossible due to the specific design of the sections in which Lasers appear; with the so called "Laser segments" mostly being extremely tight hallways/corridors or elevated platforms surrounded by Pitfalls on all sides. In either case, the Laser blade stretches from one end of the section to the other, leaving no available space which can be used to avoid them without needing to jump or crouch.
- Maps rarely launch just one Laser at the Humans. Generally, multiple Lasers are launched in a rapid succession, demanding near-perfect timing on the part of the Humans to evade them all.
- When it comes to their effect on the Zombies; Lasers simply pass through them without harm. In return, Zombies are usually not allowed access to the Humans while they are currently in a Laser segment.
Bosses
Non-player characters, or simply NPCs, are a common feature of Zombie Escape maps. They come in two variants: friendly NPCs, which guide Humans through the map and give them helpful directions, and hostile NPCs, which attack Humans on-sight in an attempt to kill them. Hostile NPCs additionally have their own health values and can be killed, although this is not mandatory for beating the map.
Bosses are a special variant of hostile NPCs. They are generally larger, have exorbitantly large healthpools which scale with the amount of players, use special attacks and moves and lastly, killing them is almost always mandatory for Humans to win. They often serve as a map's climactic ending.
Similar to Lasers, Bosses are exclusively confined within their very own "Boss arenas", designed with the purpose of preventing Humans from simply running away once the fight begins, such as by being large, fully enclosed chambers or floating platforms located above a lethal Pitfall. To make it more fair for the Humans, Zombies are usually not allowed within the Boss arena (and if they are allowed, letting them in constitutes a game over); instead being transported to a separate location that allows them to spectate the fight while it is on-going.
A Boss fight is initiated once a sufficient number of Humans enter the Boss arena; Humans that fail to enter the arena on time are punished by being teleported to the same place as the Zombies. During the fight, a prominent health bar appears at the top of the HUD which shows the approximate health of the Boss, determined by that boss' specific health formula. A more accurate health reading can be obtained by typing the !ze_map_debug_hp
in the text chat.
The two primary types of Bosses are: stationary Bosses, which simply stand still, and "chaser" Bosses, which select a random player every couple or seconds and begin to actively pursue them; switching targets once the player dies or some time has passed.
Bosses can have a wide array of attacks and abilities, some of which instantly kill the Humans while others are non-lethal. To make non-lethal Bosses more menacing, many maps opt for disabling all forms of healing during a Boss fight, ensuring that any lost-health cannot be replenished until the fight ends[24].
Some of the special abilities include but are not limited to:
- Push/Pull: Boss causes all Humans to be pushed outwards or pulled inwards. Employed by Bosses whose arenas are suspended above dangerous Pitfalls.
- Lasers Attack: Boss launches Lasers or other hazardous objects towards the Humans.
- Heal: Boss heals back some of their lost health.
- Reflect: While the effect is active, any damage done to the Boss is instantly reflected back at the attacker. Requires the Humans to stop firing and wait out the effect.
- Spawn Zombies: Boss brings the Zombies from their spectator booths for a couple of seconds, before they are returned back.
Items
Items are special map pickups which serve to help Humans complete the map. They take the form of Bonus Ducks found in halloween maps. Once picked up, they grant the Human several various abilities that can be activated by calling for Medic.
Strategy
Push Classes
- Push classes are classes that are at the front lines, furthest away from the zombies, activating triggers and setting up camp to lock down areas. The push classes are the Soldier, Pyro, Medic, and Sniper.
- The Soldier can vary in playstyles depending on the weapon or banner used. A Battalion's Backup Soldier is often near the backline to defend retreating allies, a Concheror Soldier is often at the front leading allies using its speed boost, and a Buff Banner Soldier is often found on the midline to keep allies buffed and holding the zombies off. The Shotgun can also be equipped for overall zombie slowdown potential if a player wishes to use it. Rocket launchers are largely the same with a few exceptions, the Cow Mangler 5000's charged shot can be used in rare situations, and the Liberty Launcher knocks zombies around less, preventing zombies from accidently flying toward survivors.
- Due to the Pyro's high speed with the Powerjack and flames consistently slowing zombies, the Pyro is extremely efficient at holding down areas and keeping any stray zombies at bay until the midline. Airblast and Flare Guns are very effective at knocking zombies back, enabling Pyros to sometimes hold forward to keep zombies back in dire circumstances. Shotguns can also be used, depending on line of sight and the amount of teammates in front of the Pyro.
- As in normal TF2, the Medic's key ability is to heal, either with a Medi Gun or the Amputator. The Kritzkrieg and the stock Medi Gun are most often used, the former for pushing zombies back and sometimes killing them and the latter to defend a key area (most often corridors) if zombies are too close for comfort. The Amputator should be used in most situations, as it allows a wide range of healing in case of boss fights or certain zombie types (such as zombie Pyros on some servers). The Syringe Gun should be used as opposed to the Crusader's Crossbow, as the many more projectiles allows more slowing of zombies.
- The Sniper is one of the least used classes in the gamemode, due to his inability to deal with crowds most of the time and the focus of the gamemode to knockback instead of damage. The Sniper Rifles are relatively similar in usage and if a friendly Pyro is nearby, the Huntsman can be used to light many zombies on fire. The Jarate and the SMG are both very useful, allowing massive knockback or slowing to help allies fall back or hold an area.
Midline
- Midline classes are classes that do not have the speed to keep up with the push classes and often provide a defensive barrier to zombies until a holding point is reached.
- The midline classes are the Heavy (his speed, or lack thereof, makes it unwise to be on the backlines, but his Shotgun can force enemies backward), Demoman, and Spy on some servers (due to the fact that the zombies can see cloaked players, and as such would have little reason to be on the backline to attempt a flank).
Support
- Support classes are classes that have a consistent and powerful way to cut off the advances of zombies.
- The support classes are the Scout and Engineer.
- The Scout makes use of his Scattergun and ability to escape at high speed even in reverse. He can get ahead of his allies to activate map triggers when needed, but for the most part, he uses his Scattergun to knockback zombies and cut off key locations when other classes would not be able too. Map knowledge plays a big role in playing him well, as his playstyle revolves heavily around protecting the support and midline from harm.
- The Engineer makes use of well-placed Sentry Guns and Dispensers to block off zombie escape routes as well as use his Shotgun to keep enemies at bay. His Sentry Gun proves excellent at ground control when it comes to holdouts and chokepoints, as it can allow for that area to be less watched for entry. This is primarily used to defend flanks during a long wait.
Dispenser Blocking
- Due to the linear layout of most maps, Engineer players are able to lock down many paths by placing a Dispenser properly, thus allowing the team to quickly outdistance the zombies. Dispensers should be upgraded in areas where survivors need to wait and defend, while Dispensers should be placed and left alone to construct by themselves in tight areas where survivors are on the run.
Class Stacking
- It is wise to run several classes with high knockback to keep zombies out of holdouts while everyone else escapes; this is most often done with Heavy.
Edge of platforms
- It is highly advised for classes to not stand near the edge of a platform while defending chokepoints, except for Demomen and Spies, who can both take more than one hit. Zombies can easily infect players standing near the edge with a single hit.
List of maps
 A_E_S_T_H_E_T_I_C_p3
|
Single
|
No
|
Yes
|
The map takes the form of a bunch of floating sky islands made out of abstract and surreal geometric shapes. The objective is to climb to the top and wake up a friendly npc that then helps the players to escape.
|
 bathroom_8
|
Two
|
Yes
|
Yes
|
Players are shrunk down to an incredibly minute size and are placed inside of an oversized bathroom, requiring them to parkour across the furniture and toiletries before taking shelter inside of a closet.
|
 best_korea_4
|
Three
|
No
|
Yes
|
Location is set inside of a building complex in North Korea, which players must escape using a rocket.
|
 bowser_in_the_fire_sea_6
|
Four
|
Yes
|
Yes
|
Map resembles the infamous Super Mario 64 level called Bowser's Lava Sea. Players escape by defeating Bowser multiple times and destroying the level.
|
 djinn_2
|
Single
|
Yes
|
Yes
|
Takes place inside an ancient desert tomb filled with hostile NPCs.
|
 ffvii_cosmo_canyon_b1
|
Four plus ZM Mode
|
Yes
|
Yes
|
Map is set in a Final Fantasy VII location know as Cosmo Canyon.
|
 ffvii_mako_reactor_v6_b5
|
Five difficulties plus ZM Mode
|
Yes
|
Yes
|
Another location from the Final Fantasy series. The gameplay loop involves making your way down into the reactor core, planting a bomb and fighting a boss, before escaping inside a bomb shelter.
|
 frostdrake_tower_3
|
Single
|
No
|
Yes
|
Players have to climb up a tall frozen tower and fight a dragon on its top in order to escape.
|
 krusty_krab_4
|
Single plus two hidden stages
|
Yes
|
Yes
|
Players have to holdout for a certain amount of time inside the Krusty Krab restaurant to survive. Players can collect hidden pages that unlock two secret bonus stages.
|
 l0v0l
|
Three plus Bonus stage
|
Yes
|
Yes
|
Players need to traverse a multitude of wacky environments before defeating the evil Queen at the end.
|
 minecraft_adventure_6
|
Four
|
No
|
Yes
|
Set inside Minecraft and some of its environments. Including caves, the Nether, the Jungle Temple, and finally the End, where players ultimately fight the Ender Dragon.
|
 pirates_port_royal_12
|
Six
|
Yes
|
Yes
|
Map is centered around a port with each new stage unlocking a new section of the city.
|
 portal_story_6
|
Four
|
Yes
|
Yes
|
Map is modeled after the Aperture Science Enrichment Center and its many puzzles and traps.
|
 quicksand_v1e
|
Four plus Bumper Car stage
|
Yes
|
Yes
|
Players enter an ancient pyramid where they have to survive a number of trials before escaping on a helicopter.
|
 randomizer_b2
|
Single
|
Yes
|
Yes
|
Map contains a series of minigames that players need to beat. Each beaten minigame advances the progress bar by 5%; after reaching 25% players can vote on whether they want to continue (the true ending) or win right there and then.
|
 rush_b_6
|
Single
|
Yes
|
No
|
Takes place within the Counter Strike map know as "Dust 2". The map gets progressively more modified and altered over the course of the round.
|
 santassination_s4
|
Four plus the Truth
|
Yes
|
Yes
|
Players infiltrate Santa's workshop in order to defeat evil Santa.
|
 scp_4
|
Single
|
Yes
|
Yes
|
Gameplay takes place inside the Scp foundation's facility.
|
 shroomforest_7
|
Eight
|
Yes
|
Yes
|
A mushroom-like forest in which players are downsized to the size of ants and have to fight a number of large insects.
|
 squid_game_6
|
Single
|
No
|
Yes
|
Players need to beat and survive a variety of deadly minigames before defeating the final boss.
|
 surf_froyo_b3
|
Six
|
Yes
|
Yes
|
A colorful sky world which players need to escape via surfing.
|
Gallery
[hide]Gallery — Scout weapons
- Scout weapons
- Soldier weapons
- Pyro weapons
- Demoman weapons
- Heavy weapons
- Engineer weapons
- Medic weapons
- Sniper weapons
- Spy weapons
Pretty Boys Pocket Pistol.
Sharpened volcano fragment.
Killing Gloves of Boxing.
Gloves of running urgently.
show;hide
References
[collapse]Team Fortress 2 community modifications |
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