User:Lolimsogreat21/Sandbox2

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This article is about a custom gamemode. For other uses, see Zombie game mode and Zombie (Disambiguation).
Move, move, move!
The Engineer running from zombies

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:

Humans players ExpandZombies
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.

Class Changes[12] Cap?
TF2 crosshair orange.png

All classes

Pictogram plus.png Can see the health of Zombies.

Pictogram plus.png Passively replanishes ammo and metal.
Pictogram plus.png All melee weapons deal increased knockback.
Pictogram minus.png No respawning.
Pictogram minus.png All forms of self-knockback are disabled.

N/A

Leaderboard class scout.png

Scout

Pictogram plus.png +75 max health (200 total).

Pictogram minus.png 27% slower movement speed.
Pictogram minus.png Double jump ability is disabled by default.
Pictogram info.png It is possible to double jump with the Atomizer equipped.
Pictogram info.png Some maps still allow regular double jump.

Pictogram cross.png No
Leaderboard class soldier.png

Soldier

Pictogram plus.png 2% faster movement speed.

Pictogram minus.png Zombies can use his explosive knockback to reach more favorable positions.

Pictogram cross.png No
Leaderboard class pyro.png

Pyro

Pictogram plus.png +25 max health (200 total).

Pictogram minus.png 10% slower movement speed.
Pictogram minus.png Flamethrowers can outpace ammo regeneration.
Pictogram minus.png Zombies can accumulate Airblast resistance.

Pictogram cross.png No
Leaderboard class demoman.png

Demoman

Pictogram plus.png  Has the ability to stun Zombies.

Pictogram minus.png  10% slower movement speed.
Pictogram minus.png  Zombies cannot be stunned repeatedly.

Pictogram cross.png No
Leaderboard class heavy.png

Heavy

Pictogram plus.png 10% faster movement speed.

Pictogram minus.png Miniguns can outpace ammo regeneration.
Pictogram minus.png Some maps may lower his health to 200.

Pictogram tick.png Yes
Leaderboard class engineer.png

Engineer

Pictogram plus.png +75 max health (200 total).

Pictogram minus.png 10% slower movement speed.
Pictogram minus.png Can only build Disposable Mini-Sentries
Pictogram minus.png Cannot build Teleporters.

Pictogram tick.png Yes
Leaderboard class medic.png

Medic

Pictogram plus.png +50 max health (200 total).

Pictogram minus.png 10% slower movement speed.

Pictogram cross.png No
Leaderboard class sniper.png

Sniper

Pictogram plus.png +75 max health (200 total).

Pictogram minus.png 10% slower movement speed.

Pictogram cross.png No
Leaderboard class spy.png

Spy

Pictogram plus.png +75 max health (200 total).

Pictogram minus.png 10% slower movement speed.
Pictogram minus.png Backstabs do not insta-kill Zombies.

Pictogram cross.png No

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: X1): 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: Z3): Places a pulsating blue circle with a "Fall Back!" marker. Indicates where Humans should retreat to.
    • "Help!" (Default key: C1): 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: Z4): 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:

  • Pictogram info.png  The sentence: "[Player's name] is the last survivor and gets more melee damage and melee resistance!" is broadcast to everyone in the server.
  • Pictogram info.png  A unique soundtrack, only audible to the last survivor, begins playing[13].
  • Pictogram plus.png 80% damage resistance to melee attacks.
  • Pictogram plus.png Massively increased damage bonus to their melee weapon, to the point that it becomes possible to kill Zombies in a single hit.
  • Pictogram minus.png 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.
  • Pictogram minus.png  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.

Human players Scout & Demoman health ExpandNormal Zombie health
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.

  • Pictogram plus.png 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.
    • Pictogram info.png Not Airblasting the Zombies for at least 10 seconds resets their resistance back to default levels.
  • Pictogram plus.png 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.
  • Pictogram plus.png Zombies are not subject to any Knockback while already in a stunned state.
  • Pictogram plus.png 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: Z1). 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.

Zombie Attributes[18]
TF2 crosshair orange.png

All classes

Pictogram plus.png Can respawn, receiving temporary ÜberCharge as well as knockback immunity doing so.

Pictogram plus.png 50% damage bonus against buildings.
Pictogram plus.png Largely unaffected by map hazards.
Pictogram minus.png Restricted to using exclusively melee.

Class Changes Enzyme Description
Backpack Voodoo-Cursed Scout Soul.png

Zombie Scout

Pictogram plus.png Between 600 and 32706 health.

Pictogram plus.png 150% melee damage bonus.
Pictogram minus.png 34% slower movement speed.

Pictogram plus.png Enzyme gives a short-lasting speed-boost to the Scout and any nearby Zombies (similar to the one provided by the Concheror).

Pictogram info.png Zombies yell out rabid screams while speed-boosted.

Releases pheremones that appear to drive other infected into a frenzy.
Backpack Voodoo-Cursed Soldier Soul.png

Zombie Soldier

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram plus.png 7% faster movement speed.

Pictogram plus.png Enzyme reduces the size of the Soldier's hitbox ten-fold.

Pictogram info.png On other servers, the enzyme typically Mini-Crit boosts the Soldier's melee.

Enhanced muscular/skeletal system.
Backpack Voodoo-Cursed Pyro Soul.png

Zombie Pyro

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram minus.png 10% slower movement speed.

Pictogram plus.png Enzyme switches Pyro to a third-person perspective and places a large bomb on their head. When the Pyro dies, the bomb explodes: dealing damage and inflicting afterburn on Humans caught in its blast.

Pictogram minus.png Pyro's health is lowered to 30.

Extensive growths of combustive tissues observed.
Backpack Voodoo-Cursed Demoman Soul.png

Zombie Demoman

Pictogram plus.png Between 600 and 32706 health.

Pictogram plus.png 150% melee damage bonus.
Pictogram plus.png Can use a Shield to charge.
Pictogram minus.png 10% slower movement speed.
Pictogram minus.png Cannot charge whilst mid-air (disabled trimping).

Pictogram plus.png Enzyme instantly refills the Demoman's charge meter to 90%.
Legs are filled with numerous adrenal glands.
Backpack Voodoo-Cursed Heavy Soul.png

Zombie Heavy

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram plus.png 12% faster movement speed.
Pictogram plus.png 50% knockback resistance.

Pictogram info.png Surrounds the Heavy with purple mist.

Pictogram plus.png Enzyme grants Heavy total resistance to Knockback for a few seconds.
Pictogram minus.png Heavy can still be stunned during this time.
Pictogram minus.png At the end of the Enzyme's ability, Heavy becomes locked in place.
Pictogram minus.png Massively increased melee vulnerability while enzyme is active.

Cell tissue can drop to sub-zero temperatures becoming immovable.
Backpack Voodoo-Cursed Engineer Soul.png

Zombie Engineer

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram minus.png 10% slower movement speed.
Pictogram minus.png Cannot build any buildings.

Pictogram plus.png Enzyme temporarily Stuns one Human in Engineer's near vicinity.

Pictogram minus.png Engineer also becomes stunned.

H1C1-E growth of electrical cells is a hallmark of this virus.
Backpack Voodoo-Cursed Medic Soul.png

Zombie Medic

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram minus.png 11% slower movement speed.

Pictogram plus.png Enzyme inflicts 30 damage to all Humans in close proximity to the Medic.
This strain penetrates uninfected subjects and absorbs blood through the air.
Backpack Voodoo-Cursed Sniper Soul.png

Zombie Sniper

Pictogram plus.png Between 1200 and 65412 health.

Pictogram plus.png 220% melee damage bonus.
Pictogram minus.png 10% slower movement speed.

Pictogram plus.png Enzyme coats nearby Humans in Jarate.
The strain appears to induce acidic urine in the host.
Backpack Voodoo-Cursed Spy Soul.png

Zombie Spy

Pictogram info.png Deals 300 damage on backstab.

Pictogram plus.png Between 1200 and 65412 health.
Pictogram plus.png 220% melee damage bonus.
Pictogram minus.png 9% slower movement speed.
Pictogram minus.png Cannot disguise.
Pictogram minus.png Cannot use any of the Cloak watches.

Pictogram plus.png Enzyme renders the Spy invisible for a short duration.

Pictogram minus.png Spy's health is lowered to one.

Infection by this strain causes the host to become translucent.

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

[collapse]Scout Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Scattergun.png

Primary
Scattergun

Pictogram info.png  Stock Weapon.
Pictogram plus.png 200% larger clip size.

Pictogram plus.png 25% damage bonus.
Pictogram plus.png 65% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Force-A-Nature.png

Primary
Force-A-Nature

Pictogram plus.png 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.

Pictogram plus.png 20% more pellets per shot.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png 10% damage penalty per pellet.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Pictogram plus.png 100% larger clip size.

Pictogram plus.png 20% more pellets per shot.
Pictogram plus.png 75% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 12% damage penalty.
Pictogram minus.png 25% damage penalty (against players).
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 100% wider pellet spread.
Pictogram minus.png Successive shots become less accurate.
Pictogram minus.png If one shot is unused before reloading, it is lost.
Pictogram minus.png While weapon is active: 8% slower movement speed on wearer.
Pictogram minus.png Disabled knockback on user.

Backpack Shortstop.png

Primary
Shortstop

Pictogram plus.png 100% damage bonus per pellet.

Pictogram plus.png 42.4% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram plus.png Alt-Fire: does a shove that pushes enemies.
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 60% pellets per shot.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 25% less ramp-up.
Pictogram minus.png 20% more knockback from all damage sources.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Pictogram plus.png 200% larger clip size.

Pictogram plus.png 25% more pellets per shot.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram plus.png Alt-Fire: does a shove that pushes enemies.
Pictogram minus.png 18% damage penalty.
Pictogram minus.png 25% damage penalty (against players).
Pictogram minus.png 20% more knockback from all damage sources.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Backpack Soda Popper.png

Primary
Soda Popper

Pictogram plus.png On hit: Build Hype.

Pictogram plus.png Activate Hype to sextuple jump.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 66% smaller clip size.

Pictogram plus.png 100% larger clip size.

Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 50% faster deploy and holster speed.
Pictogram plus.png Crits whenever it would normally Mini-Crit.
Pictogram plus.png On kill: 100% chance to inflict Critical hits for 5 seconds.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 19% damage penalty.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png Critical damage is affected by range.
Pictogram minus.png If one shot is unused before reloading, it is lost.
Pictogram minus.png Hype is disabled.

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

Pictogram plus.png On hit: builds Boost.

Pictogram plus.png Run speed increased with Boost.
Pictogram minus.png 34% clip size.
Pictogram minus.png 10% slower movement speed on wearer.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Pictogram plus.png On hit: builds Boost.

Pictogram plus.png Run speed increased with Boost.
Pictogram plus.png 5% damage bonus.
Pictogram plus.png 65% shorter reload time.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 25% tighter pellet spread
Pictogram plus.png Disabled fall damage on wearer.
Pictogram minus.png 20% slower movement speed on wearer.
Pictogram minus.png Boost reduced from 173% to 116%.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Backpack Back Scatter.png

Primary
Back Scatter

Pictogram plus.png Mini-Crits targets when fired at their back from close range.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 20% wider pellet spread.
Pictogram minus.png No random Critical hits.

Pictogram plus.png Mini-Crits targets when fired at their back from close range.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 55% faster firing speed.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 25% damage penalty (against players).
Pictogram minus.png 50% wider pellet spread.

Scout Secondaries
Backpack Pistol.png

Secondary
Pistol

Pictogram info.png  Stock weapon.
Pictogram plus.png 300% larger clip size.

Pictogram plus.png 30% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 50% longer reload time.

Backpack Bonk! Atomic Punch.png

Secondary
Bonk! Atomic Punch

Pictogram info.png When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.

Pictogram info.png 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.
Pictogram info.png The invulnerability effect lasts for 8 seconds and has a 22 seconds cooldown before it can be used again.

Pictogram info.png When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.

Pictogram info.png 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.
Pictogram info.png The invulnerability effect lasts for 8 seconds and has a 30 seconds cooldown before it can be used again.
Pictogram plus.png On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds..

Backpack Winger.png

Secondary
Winger

Pictogram plus.png 15% damage bonus.

Pictogram plus.png When weapon is active: 25% higher jump height.
Pictogram minus.png 60% smaller clip size.

Pictogram plus.png 100% larger clip size.

Pictogram plus.png 58% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 38% tighter bullet spread.
Pictogram plus.png 25% faster deploy and holster speed.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png Disabled extra jump height.

Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

Pictogram plus.png On Hit: Gain up to +3 health.

Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 25% smaller clip size.

Pictogram plus.png On Hit: Gain up to +3 health.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 15% damage bonus.
Pictogram plus.png 45% faster firing speed.
Pictogram plus.png 17% tighter pellet spread.
Pictogram minus.png 50% longer reload time.

Backpack Mad Milk.png

Secondary
Mad Milk

Pictogram plus.png Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.

Pictogram plus.png Partially nullifies Cloak on enemy Spies.
Pictogram plus.png Extinguishes fire on wielder and allied players.
Pictogram plus.png 20% decrease in recharge time when you extinguish an allied player.
Pictogram info.png Has a 20-second recharge time.

Pictogram plus.png +25 max health on wearer.

Pictogram plus.png Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Pictogram plus.png Partially nullifies Cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% decrease in recharge time when you extinguish an allied player.
Pictogram info.png Has a 20 second recharge time.

Backpack Crit-a-Cola.png

Secondary
Crit-a-Cola

Pictogram info.png When consumed, user receives the following effects:
Pictogram plus.png Guaranteed Mini-Crits.
Pictogram minus.png Making any attack while under the effect causes a 5-second Marked-For-Death debuff.

Pictogram info.png The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.

Pictogram info.png When consumed, user receives the following effects:
Pictogram plus.png Guaranteed Mini-Crits.
Pictogram minus.png Making any attack while under the effect causes a 5-second Marked-For-Death debuff.

Pictogram info.png The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again.
Pictogram plus.png 100% faster holster and deploy speed.

Backpack Flying Guillotine.png

Secondary
Flying Guillotine

Pictogram info.png Can be thrown to damage enemies. Recharges after 6 seconds.

Pictogram plus.png On hit: inflicts bleed for 8 seconds and deals 50 damage.
Pictogram plus.png Long-distance hit reduces recharge time by 1.5 seconds.
Pictogram minus.png No random Critical Hits.
Pictogram minus.png Cannot be picked up after being thrown.

Pictogram info.png Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.

Pictogram plus.png On hit: one target at a time is marked for death, causing all damage taken to be Mini-Crits for 15 seconds.
Pictogram plus.png On hit: inflicts bleed for 8 seconds.
Pictogram plus.png Long-distance hit reduces recharge time by 1.5 second.
Pictogram minus.png 100% damage penalty.
Pictogram minus.png Cannot be picked up after being thrown.

Scout Melees
Backpack Bat.png

Melee
Bat

Pictogram info.png  Stock weapon.
Pictogram info.png  No changes.
Backpack Sandman.png

Melee
Sandman

Pictogram plus.png 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.

Pictogram minus.png -15 max health on wearer.

Pictogram plus.png 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.

Pictogram plus.png +2 max balls on wearer (3 total balls).
Pictogram plus.png 100% damage bonus.
Pictogram plus.png 100% faster swing speed.
Pictogram minus.png -15 max health on wearer.
Pictogram minus.png Each ball recharges one after the other (not all at the same time).

Backpack Atomizer.png

Melee
Atomizer

Pictogram plus.png When weapon is active: +1 extra air jump on wearer.

Pictogram plus.png Guaranteed Mini-Crits while the user is airborne.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 50% slower deploy speed.

Pictogram info.png When weapon is active:
Pictogram plus.png 3% faster movement speed on wearer.
Pictogram minus.png Up to -3 health drained per second.

Pictogram plus.png 100% faster swing speed.
Pictogram plus.png Guaranteed Mini-Crits while the user is airborne.
Pictogram minus.png 15% damage penalty against players.
Pictogram minus.png 50% slower deploy speed.
Pictogram minus.png Does not grant an extra jump while deployed.

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

Pictogram plus.png Guaranteed Crits on burning players.

Pictogram plus.png When weapon is active: lowers fire damage vulnerability by 25% on wearer.
Pictogram minus.png 25% damage penalty.

Pictogram plus.png Guaranteed Crits on burning players.

Pictogram plus.png When weapon is active: lowers fire damage vulnerability by 25% on wearer.
Pictogram plus.png 20% faster universal deploy and holster speed on wearer.
Pictogram minus.png 100% damage penalty.

Backpack Wrap Assassin.png

Melee
Wrap Assassin

Pictogram plus.png 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.

Pictogram plus.png Guaranteed Crits on long range hits.
Pictogram plus.png 25% increase in ball recharge rate.
Pictogram minus.png 65% damage penalty.

Pictogram plus.png 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.

Pictogram plus.png On direct hit: decreases enemy movement speed by 40% for 2 seconds.
Pictogram plus.png +1 max ball on wearer (2 total balls).
Pictogram plus.png Guaranteed Crits on long range hits.
Pictogram plus.png 100% damage penalty.
Pictogram plus.png 100% faster swing speed.
Pictogram plus.png 50% increase in ball recharge rate.
Pictogram minus.png 65% damage penalty.
Pictogram minus.png When weapon is active: 3% slower movement speed on wearer.
Pictogram minus.png  Each ball recharges one after the other (not all at the same time).

Backpack Fan O'War.png

Melee
Fan O'War

Pictogram plus.png On hit: one target at a time is marked for death, causing all damage taken to be Mini-Mrits for 15 seconds.

Pictogram plus.png Crits whenever it would normally Mini-Crit.
Pictogram minus.png 75% damage penalty.

Pictogram info.png  No changes.
Backpack Candy Cane.png

Melee
Candy Cane

Pictogram plus.png 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.

Pictogram minus.png Raises explosive damage vulnerability by 25% on wearer.

Pictogram plus.png When weapon is active: Up to +3 health regenerated per second.

Pictogram plus.png On hit: restores up to +50 health.
Pictogram plus.png A small health pack is dropped when the player kills a zombie with the Candy Cane.
Pictogram minus.png Raises explosive damage vulnerability by 25% on wearer.
Pictogram minus.png User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.

Backpack Boston Basher.png

Melee
Boston Basher

Pictogram plus.png On hit: inflicts bleed to enemy for 5 seconds.

Pictogram minus.png On miss: inflicts self-damage and bleed to the wearer for 5 seconds.

Pictogram plus.png On hit: inflicts bleed to enemy for 5 seconds.

Pictogram minus.png 25% damage penalty.

Soldier

[collapse]Soldier Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Rocket Launcher.png

Primary
Rocket Launcher

Pictogram info.png  Stock weapon. Pictogram plus.png 171% damage bonus.

Pictogram plus.png 25% shorter reload time.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png Disabled self-knockback

Backpack Direct Hit.png

Primary
Direct Hit

Pictogram plus.png 25% damage penalty.

Pictogram plus.png 80% faster projectile speed.
Pictogram plus.png Guarantees Mini-Crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Pictogram minus.png 70% smaller splash damage radius.

Pictogram plus.png 204% damage bonus.

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

Backpack Black Box.png

Primary
Black Box

Pictogram plus.png On hit: restores up to +20 health.

Pictogram minus.png 25% smaller clip size.

Pictogram plus.png 144% damage bonus.

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

Backpack Rocket Jumper.png

Primary
Rocket Jumper

Pictogram plus.png +200% max primary ammo on wearer.

Pictogram plus.png  No self inflicted blast damage taken.
Pictogram minus.png  100% damage penalty.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  Unable to carry the intelligence and the PASS Time JACK.

Pictogram plus.png 1011% damage bonus.

Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png On direct hit: decreases enemy movement speed by 40% for 3 seconds.
Pictogram minus.png 75% smaller clip size.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% slower projectile speed.
Pictogram minus.png 63% longer reload time.
Pictogram minus.png 337% slower firing speed.
Pictogram minus.png 150% slower deploy and holster speed.
Pictogram minus.png When weapon is active: 20% slower movement speed on wearer.
Pictogram minus.png 200% more self damage from blast jumping.
Pictogram minus.png Disabled self-knockback.

Backpack Liberty Launcher.png

Primary
Liberty Launcher

Pictogram plus.png 25% larger clip size.

Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png 25% less self damage from blast jumping.
Pictogram minus.png 25% damage penalty.

Pictogram plus.png 25% larger clip size.

Pictogram plus.png 204% damage bonus.
Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png 25% less self damage from blast jumping.
Pictogram plus.png 1 point of Rocket Specialist.

Pictogram plus.png 15% faster projectile speed.
Pictogram plus.png On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.

Pictogram minus.png 25% damage penalty.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 15% slower firing speed.

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

Pictogram plus.png Does not use ammo (replaced with an ammo meter).

Pictogram minus.png 80% damage penalty against buildings.
Pictogram minus.png Mini-Crits whenever it would normally Crit.
Pictogram minus.png No random Critical hits.
Pictogram info.png Secondary fire is a charged shot that:

Pictogram plus.png  Guarantees Mini-Crits on players
Pictogram plus.png  Causes enemies to suffer afterburn for 6 seconds.
Pictogram plus.png  Disables buildings for 4 seconds.
Pictogram minus.png  Empties entire ammo meter.
Pictogram minus.png  Cannot be used unless ammo meter is full.
Pictogram plus.png 155% damage bonus.

Pictogram plus.png Up to 40% damage bonus as rage increases.
Pictogram plus.png Does not use ammo (replaced with an ammo meter).
Pictogram plus.png 67% longer banner duration.
Pictogram info.png Secondary fire is a charged shot that:

Pictogram plus.png  Guarantees Mini-Crits on players
Pictogram plus.png  Causes enemies to suffer afterburn for 6 seconds.
Pictogram plus.png  Disables buildings for 4 seconds.
Pictogram minus.png  Empties entire ammo meter.
Pictogram minus.png  Cannot be used unless ammo meter is full.

Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 80% damage penalty against buildings.
Pictogram minus.png 15% slower firing speed.
Pictogram minus.png Mini-Crits whenever it would normally Crit.
Pictogram minus.png Disabled self-knockback.

Backpack Beggar's Bazooka.png

Primary
Beggar's Bazooka

Pictogram info.png Hold Fire to load up to three rockets.
Pictogram plus.png  Release Fire to unleash the barrage at 223% faster firing speed.
Pictogram minus.png  +3 degrees random projectile deviation.
Pictogram minus.png  Overloading the chamber will cause a misfire.

Pictogram minus.png 20% smaller splash damage radius.
Pictogram minus.png 30% longer reload time.
Pictogram minus.png  Cannot collect ammo from dispensers while active.

Pictogram plus.png 100% damage bonus.

Pictogram info.png Hold Fire to load up to three rockets.

Pictogram plus.png  Release Fire to unleash the barrage at 180.7% faster firing speed.
Pictogram minus.png  +2 degrees random projectile deviation.
Pictogram minus.png  Overloading the chamber will cause a misfire.

Pictogram minus.png 50% damage penalty against players
Pictogram minus.png 20% smaller splash damage radius.
Pictogram minus.png 30% longer reload time.
Pictogram minus.png 15% slower firing speed,
Pictogram minus.png Cannot collect ammo from dispensers while active.
Pictogram minus.png Disabled self-knockback.

Backpack Air Strike.png

Primary
Air Strike

Pictogram plus.png 185% faster firing speed while blast jumping.

Pictogram plus.png On kill: +1 larger clip size ( Up to 4).
Pictogram plus.png 15% less self-damage from blast jumping.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 10% smaller splash damage radius radius.
Pictogram minus.png 20% smaller splash damage radius while blast jumping.

Pictogram plus.png 134% damage bonus.

Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png On kill: +1 larger clip size ( Up to 4).
Pictogram plus.png 15% less self-damage from blast jumping.
Pictogram plus.png 1 point of Rocket Specialist.

Pictogram plus.png 15% faster projectile speed.
Pictogram plus.png On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.

Pictogram info.png Hold Fire to load up to four rockets.

Pictogram plus.png  Release Fire to unleash the barrage at 180% increased fire rate.
Pictogram minus.png  +1 degrees random projectile deviation.

Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 10% smaller splash damage radius.
Pictogram minus.png Cannot collect ammo from dispensers while active.
Pictogram minus.png Disabled self-knockback.

Soldier Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon.
Pictogram plus.png 200% larger clip size.

Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Buff Banner.png

Secondary
Buff Banner

Pictogram info.png Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.

Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates receive: guaranteed Mini-Crits.

Pictogram info.png Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.

Pictogram plus.png While the buff is active, for 15 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
Pictogram plus.png When weapon is active: 10% faster movement speed on wearer.
Pictogram plus.png 50% longer banner duration.
Pictogram minus.png 15% longer banner activation time.

Backpack Battalion's Backup.png

Secondary
Battalion's Backup

Pictogram info.png  Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.

Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates receive:

Pictogram plus.png Immunity to Critical damage.
Pictogram plus.png Lowers damage vulnerability by 35%.
Pictogram plus.png Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).

Pictogram plus.png +20 max health on wearer.

Pictogram info.png  Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.

Pictogram plus.png While the buff is active, for 15 seconds the user and nearby teammates receive:

Pictogram plus.png Immunity to Critical damage.
Pictogram plus.png Lowers damage vulnerability by 35%.
Pictogram plus.png Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).

Pictogram plus.png +20 max health on wearer.
Pictogram plus.png When weapon is active: 10% faster movement speed on wearer.
Pictogram plus.png 50% longer banner duration.

Backpack Concheror.png

Secondary
Concheror

Pictogram info.png Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.

Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates receive:

Pictogram plus.png Between 25% and 40% faster movement speed.
Pictogram plus.png On hit: restores 35% of the damage dealt as health.

Pictogram plus.png Up to +4 health regenerated per second passively.

Pictogram info.png Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.

Pictogram plus.png  While the buff is active, for 15 seconds the user and nearby teammates receive:

Pictogram plus.png Between 25% and 40% faster movement speed.
Pictogram plus.png On hit: restores 35% of the damage dealt as health.

Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram plus.png When weapon is active: 10% faster movement speed on wearer.
Pictogram plus.png 50% longer banner duration.
Pictogram minus.png 15% longer banner activation time.

Backpack Mantreads.png

Secondary
Mantreads

Pictogram plus.png  75% reduction in push force taken from enemy damage.

Pictogram plus.png  Deals 3x falling damage to the player you land on.
Pictogram plus.png  Lowers airblast vulnerability by 75%
Pictogram plus.png  200% increased air control when blast jumping.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability.

Pictogram cross.png Weapon is banned.
Backpack Righteous Bison.png

Secondary
Righteous Bison

Pictogram info.png  Shoots an electric projectile instead of shotgun pellets.

Pictogram plus.png  Projectiles penetrate players and damage enemies behind them.
Pictogram plus.png  Does not use ammo (replaced with an ammo meter).
Pictogram plus.png  Projectiles cannot be deflected.
Pictogram minus.png  33% smaller clip size.
Pictogram minus.png  28% slower firing speed.
Pictogram minus.png  20% damage penalty against buildings.

Pictogram info.png Shoots an electric projectile instead of shotgun pellets.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png Projectiles penetrate players and damage enemies behind them.
Pictogram plus.png Does not use ammo (replaced with an ammo meter).
Pictogram plus.png Projectiles cannot be deflected.
Pictogram minus.png 130% damage penalty against players.
Pictogram minus.png 80% damage penalty against buildings.
Pictogram minus.png Deals no damage against NPCs.

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

Pictogram plus.png 20% faster deploy speed.

Pictogram plus.png 15% faster holster speed.
Pictogram plus.png Guaranteed Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.

Pictogram info.png  Mini-Crits only take affect within 5 seconds of deploying this weapon.

Pictogram minus.png 34% smaller clip size

Pictogram plus.png 100% larger clip size.

Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png 20% faster deploy speed.
Pictogram plus.png  Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.

Pictogram info.png  Mini-Crits only take affect within 5 seconds of deploying this weapon.
Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.

Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Backpack Gunboats.png

Secondary
Gunboats

Pictogram plus.png Lowers explosive self-damage vulnerability by 60%
Pictogram info.png  This doesn't affect fall damage.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability
.
Pictogram plus.png Lowers explosive self-damage vulnerability by 60%
Pictogram info.png  This doesn't affect fall damage.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability.

Pictogram plus.png  Wearer receives an unmodified stock shotgun.

Backpack B.A.S.E. Jumper.png

Secondary
Base Jumper

Pictogram info.png  Allows player to activate a parachute whilst midair, slowing down their descent.

Pictogram plus.png Parachute can be deactivated at any time.
Pictogram minus.png Once deactivated, parachute cannot be activated again until the user has touched the ground.

Pictogram cross.png Weapon is banned.
Soldier Melees
Backpack Shovel.png

Melee
Shovel

Pictogram info.png  Stock weapon.
Pictogram info.png  No changes.
Backpack Equalizer.png

Melee
Equalizer

Pictogram info.png  When weapon is active:

Pictogram plus.png  Damage increase as user's remaining health decreases.
Pictogram minus.png  90% less healing from Medic sources.

Pictogram info.png  No changes.
Backpack Market Gardener.png

Melee
Market Gardener

Pictogram plus.png  Guaranteed Critical hits while wielder is rocket jumping.

Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  No random Critical hits.

Pictogram info.png  No changes.
Backpack Pain Train.png

Melee
Pain Train

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.

When weapon is active.

Pictogram plus.png 10% faster movement speed.
Pictogram minus.png Raised damage vulnerability by 20%.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  On kill: heals 50% of user's base health.
Pictogram plus.png  Returned health can overheal.
Pictogram minus.png  75% slower deploy and holster speed.
Pictogram minus.png  This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram minus.png  No random Critical hits.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Pictogram plus.png  50% longer melee range.

Pictogram minus.png  No random Critical hits.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Backpack Disciplinary Action.png

Melee
Disciplinary Action

Pictogram plus.png  70% longer melee range.

Pictogram plus.png  On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.
Pictogram minus.png  25% damage penalty.

Pictogram plus.png  70% longer melee range.

Pictogram minus.png  25% slower swing speed.

Backpack Escape Plan.png

Melee
Escape Plan

Pictogram info.png  When weapon is active:

Pictogram plus.png  Movement speed increase as user's remaining health decreases. (Up to 128%).
Pictogram minus.png  User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
Pictogram minus.png  90% less healing from Medic sources.

Pictogram info.png  When weapon is active:

Pictogram plus.png  Movement speed increase as user's remaining health decreases (Up to 115%).
Pictogram minus.png  28% slower movement speed on wearer.
Pictogram minus.png  User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
Pictogram minus.png  90% less healing from Medic sources.

Pyro

[collapse]Pyro Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Flame Thrower.png

Primary
Flame Thrower

Pictogram info.png  Stock weapon
Pictogram plus.png On hit:100% chance to slow down target.

Pictogram minus.png Airblast costs 50% more ammo to fire (30 instead of 20).
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Backburner.png

Primary
Backburner

Pictogram plus.png Guaranteed Critical hits when attacking from behind.

Pictogram minus.png Airblasts cost 150% more ammo to fire (50 instead of 20).
Pictogram minus.png No random Critical hits.

Pictogram plus.png Guaranteed Critical hits when attacking from behind.

Pictogram plus.png On hit:100% chance to slow down target.
Pictogram plus.png 100% greater Airblast push force.
Pictogram minus.png When weapon is active: No metal from Dispensers.
Pictogram minus.png Airblast costs 350% more ammo to fire (80 instead of 20).
Pictogram minus.png  Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Degreaser.png

Primary
Degreaser

Pictogram plus.png 60% faster deploy speed.

Pictogram plus.png 30% faster holster speed.
Pictogram minus.png Airblasts cost 25% more ammo to fire (25 instead of 20).
Pictogram minus.png 66% afterburn damage penalty.

Pictogram plus.png 60% faster deploy speed.

Pictogram plus.png 30% faster holster speed.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png 66% afterburn damage penalty.
Pictogram minus.png Airblast costs 100% more ammo to fire (40 instead of 20).
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Phlogistinator.png

Primary
Phlogistinator

Pictogram plus.png 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.

Pictogram minus.png Cannot fire blasts of compressed air.
Pictogram minus.png No random Critical hits.

Pictogram plus.png 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.

Pictogram plus.png 10% damage bonus.
Pictogram plus.png 10% longer flamethrower range.
Pictogram plus.png 300% larger flame hitbox.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png Cannot fire blasts of compressed air.
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Dragon's Fury.png

Primary
Dragon's Fury

Pictogram info.png A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.

Pictogram info.png Uses a shared pressure tank for Primary Fire and Alt-Fire.
Pictogram plus.png 300% damage bonus to burning players.

Pictogram info.png Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.

Pictogram plus.png 50% faster repressurization rate on hit.
Pictogram plus.png 40% longer flamethrower range.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png No random Critical hits.

Pictogram info.png A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.

Pictogram info.png Uses a shared pressure tank for Primary Fire and Alt-Fire.
Pictogram plus.png 300% damage bonus to burning players.
Pictogram plus.png 50% faster repressurization rate on hit.
Pictogram plus.png 40% longer flamethrower range.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Pyro Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon. Pictogram plus.png 200% larger clip size.

Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Flare Gun.png

Secondary
Flare Gun

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram plus.png  Guaranteed Critical damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram plus.png 700% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png Guaranteed Critical hits on burning targets.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram plus.png Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png 58% damage penalty against players.

Backpack Detonator.png

Secondary
Detonator

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram info.png  Flares detonate on impact, with a greatly reduced explosion radius.
Pictogram plus.png  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.
Pictogram plus.png  On detonation flare destroys enemy sticky bombs.
Pictogram plus.png  Guaranteed Mini-Crit damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png  25% damage penalty.
Pictogram minus.png  50% more self-damage from blast jumping.

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram info.png  Flares detonate on impact, with a greatly reduced explosion radius.
Pictogram plus.png  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.
Pictogram plus.png  600% damage bonus.
Pictogram plus.png  25% shorter reload time.
Pictogram plus.png  On detonation flare destroys enemy sticky bombs.
Pictogram plus.png  Guaranteed Mini-Crit damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png  25% damage penalty.
Pictogram minus.png  58% damage penalty against players.
Pictogram minus.png  50% more self-damage from blast jumping.
Pictogram minus.png  Deals normal damage whenever it would normally Crit.
Pictogram minus.png  Disabled self-knockback.

Backpack Manmelter.png

Secondary
Manmelter

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram plus.png  Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
Pictogram plus.png  50% faster projectile speed.
Pictogram plus.png  Does not use ammo.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram plus.png  Extinguishing teammates heals you +20 HP.
Pictogram minus.png  Does not get random Critical hits.

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram plus.png Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
Pictogram plus.png 160% damage bonus.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png 70% faster firing speed.
Pictogram plus.png Does not use ammo.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram plus.png Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram plus.png Extinguishing teammates heals you +20 HP.
Pictogram minus.png 49% damage penalty against players.
Pictogram minus.png Mini-Crits whenever it would normally Crit.

Backpack Scorch Shot.png

Secondary
Scorch Shot

Pictogram info.png  Fires an accurate flare projectile that sets targets on fire instead of bullets.

Pictogram plus.png  Flare falls to the ground after directly hitting an enemy where it explodes, igniting more targets.
Pictogram plus.png  On detonation flare destroys enemy stickybombs.
. Pictogram plus.png  Guaranteed Mini-Crit damage and increased knockback on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram minus.png  35% damage penalty.
Pictogram minus.png  35% less knockback from blast jumping.

Pictogram info.png Fires an accurate rocket projectile that sets targets on fire instead of bullets.

Pictogram plus.png Rocket ignites enemies in a small radius.
Pictogram plus.png 740% damage bonus.
Pictogram plus.png 100% damage bonus against burning players.
Pictogram plus.png 700% afterburn damage bonus.
Pictogram plus.png 82% faster projectile speed.
Pictogram plus.png 10% faster firing time.
Pictogram plus.png Guaranteed Mini-Crit damage and increased knockback on burning targets.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram minus.png 35% damage penalty.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% smaller splash damage radius.
Pictogram minus.png 67% shorter afterburn duration.
Pictogram minus.png 100% more explosion self-damage.
Pictogram minus.png Disabled self-knockback.

Backpack Thermal Thruster.png

Secondary
Thermal Thruster

Pictogram info.png Contains two charges that allows the player to launch themselves into the air.

Pictogram plus.png  Pushes nearby enemies away upon landing.
Pictogram plus.png  Deals 3x the fall damage to an enemy you land on.
Pictogram plus.png  Extinguish teammates at the beginning of your launch.
Pictogram plus.png  Lowers fall damage vulnerability by 75% when a charge is used.
Pictogram minus.png  Has a 15 second recharge for each charge.
Pictogram minus.png  0.8 second locked holster penalty.
Pictogram minus.png  30% more knockback from all damage sources when a charge is used.

Pictogram cross.png Weapon is banned.
Backpack Gas Passer.png

Secondary
Gas Passer

Pictogram plus.png  Creates a horrific visible gas that coats enemies with a flammable material.

Pictogram plus.png  Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).
Pictogram plus.png  Gas meter builds with damage done and/or time.
Pictogram minus.png  Spawning and resupply do not affect the Gas meter.
Pictogram minus.png  Gas meter starts empty.
Pictogram info.png  Has a 60 second recharge if no damage is dealt.

Pictogram info.png Throws an incendiary grenade instead of a gas canister.

Pictogram plus.png  Creates a horrific visible gas that coats enemies with a flammable material.
Pictogram plus.png 19900% damage bonus.
Pictogram plus.png 900% afterburn damage bonus.
Pictogram plus.png 50% faster holster and deploy speed.
Pictogram plus.png Grenades have very little bounce and roll.
Pictogram plus.png Gas meter builds with damage done and/or time.
Pictogram plus.png 19900% larger misc. ammo size.
Pictogram minus.png 90% damage penalty against players.
Pictogram minus.png 900% slower firing speed.
Pictogram minus.png Gas meter starts empty.

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

Pictogram plus.png  Guaranteed Mini-Crits on target that are blast jumping, knocked back, launched by the Thermal Thruster stomp, or using the grapple hook.
Pictogram minus.png  Mini-Crits only take affect within 5 seconds of deploying this weapon.

Pictogram plus.png  20% faster weapon deploy speed.
Pictogram plus.png  15% faster weapon holster speed.
Pictogram minus.png  33% smaller clip size.

Pictogram plus.png Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Pictogram minus.png  Mini-Crits only take affect within 5 seconds of deploying this weapon.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload speed.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png 20% faster weapon deploy speed.

Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.

Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.

Pictogram plus.png 25% damage bonus against players.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Pyro Melees
Backpack Homewrecker.png

Melee
Homewrecker

Pictogram plus.png 100% damage bonus against buildings.

Pictogram plus.png Able to remove Electro Sappers (in one hit).
Pictogram minus.png 25% damage penalty against players.

Pictogram info.png  No changes.
Backpack Sharpened Volcano Fragment.png

Melee
Sharpened Volcano Fragment

Pictogram plus.png On Hit: target is engulfed in flames.

Pictogram minus.png 20% damage penalty.

Pictogram info.png  No changes.
Backpack Hot Hand.png

Melee
Hot Hand

Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area.

Pictogram info.png Kills are labelled as "SLAP-KILL" in the death-notice area.
Pictogram plus.png On attack: dishes out two consecutive slaps.
Pictogram plus.png Gain a speed boost when you hit an enemy player.
Pictogram minus.png 20% damage penalty.

Pictogram info.png  No changes.
Backpack Back Scratcher.png

Melee
Backscratcher

Pictogram plus.png 25% damage bonus.

Pictogram plus.png 50% more healing from map health sources (healthpacks).
Pictogram minus.png 75% less healing from medic sources.

Pictogram info.png No changes.
Backpack Neon Annihilator.png

Melee
Neon Annihilator

Pictogram plus.png Guaranteed Critical hits against wet players.

Pictogram plus.png Able to remove Electro Sappers (in two hits).
Pictogram minus.png 20% damage penalty against players.
Pictogram minus.png No random Critical hits.

Pictogram info.png No changes.
Backpack Third Degree.png

Melee
Third Degree

Pictogram plus.png Damage transfers to all players connected via Medic beams. Pictogram info.png No changes.
Backpack Fire Axe.png

Melee
Axe

Pictogram info.png Stock weapon.
Pictogram info.png No changes.
Backpack Axtinguisher.png

Melee
Axtinguisher

Pictogram plus.png Guaranteed Mini-Crits on burning targets.

Pictogram plus.png Damage increases based on remaining duration of afterburn.
Pictogram plus.png Killing blows on burning players guarantee a speed boost.
Pictogram minus.png 33% damage penalty.
Pictogram minus.png 35% slower deploy speed.
Pictogram minus.png No random Critical hits.
Pictogram minus.png Hitting burning targets extinguishes them.

Pictogram plus.png Guaranteed Mini-Crits on burning targets.

Pictogram plus.png Damage increases based on remaining duration of afterburn.
Pictogram plus.png Killing blows on burning players guarantee a speed boost.
Pictogram minus.png 35% slower deploy speed.
Pictogram minus.png No random Critical hits.
Pictogram minus.png Hitting burning targets extinguishes them.

Backpack Powerjack.png

Melee
Powerjack

Pictogram plus.png On kill: restores up to +25 health points.

Pictogram plus.png When weapon is active: 15% faster movement speed on wearer.
Pictogram minus.png When weapon is active: raises damage vulnerability by 20%.

Pictogram plus.png On kill: restores up to +25 health points.

Pictogram plus.png When weapon is active: 5% faster movement speed on wearer.
Pictogram minus.png When weapon is active: raises damage vulnerability by 40%.

Demoman

[collapse]Demoman Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Grenade Launcher.png

Primary
Grenade Launcher

Pictogram info.png Stock weapon.
Pictogram plus.png 210% damage bonus.

Pictogram plus.png 25% shorter reload time.
Pictogram minus.png 55% damage penalty against players.

Backpack Loch-n-Load.png

Primary
Loch-n-Load

Pictogram plus.png 20% damage bonus against buildings.

Pictogram plus.png 25% faster projectile speed.
Pictogram plus.png Grenades do not tumble when fired.
Pictogram minus.png 25% smaller clip size.
Pictogram minus.png 25% smaller splash damage radius.
Pictogram minus.png Launched bombs shatter on surfaces.

Pictogram plus.png 150% damage bonus.

Pictogram plus.png 20% damage bonus against buildings.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png Grenades do not tumble when fired.
Pictogram plus.png 25% shorter reload time Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 25% faster weapon deploy and holster speed.
Pictogram minus.png 25% smaller clip size.
Pictogram minus.png 75% smaller splash damage radius.

Backpack Ali Baba's Wee Booties.png

Primary
Ali Baba's Wee Booties

Pictogram plus.png +25 max health on wearer.

Pictogram plus.png Increases turning speed while charging by 200%.
Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png 10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Pictogram info.png Grants its abilities passively, does not need to be selected.

Pictogram cross.png Weapon is banned.
Backpack Loose Cannon.png

Primary
Loose Cannon

Pictogram info.png Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.

Pictogram info.png Holding down the fire key for too long will cause a misfire.
Pictogram plus.png Cannonballs push players back on impact.
Pictogram plus.png 20% faster projectile speed.
Pictogram plus.png 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.
Pictogram minus.png Cannonballs do not explode on impact.
Pictogram minus.png Cannonballs must be charged for at least 0.10 seconds for Double-Donks.

Pictogram info.png Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.

Pictogram info.png Holding down the fire key for too long will cause a misfire.
Pictogram plus.png 520% damage bonus.
Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram minus.png 64% damage penalty against players.
Pictogram minus.png 65% slower firing speed.
Pictogram minus.png 100% more self-damage from blast jumping.
Pictogram minus.png Disabled self-knockback.

Backpack Iron Bomber.png

Primary
Iron Bomber

Pictogram plus.png Grenades have very little bounce and roll.

Pictogram plus.png 30% faster fuse time on grenades
Pictogram minus.png 15% smaller splash damage radius.

Pictogram plus.png  Grenades have very little bounce and roll.

Pictogram plus.png 210% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 30% faster fuse time on grenades
Pictogram minus.png 55% damage penalty against players.
Pictogram minus.png 15% smaller splash damage radius.

Backpack B.A.S.E. Jumper.png

Secondary
Base Jumper

Pictogram info.png  Allows player to activate a parachute whilst midair, slowing their descent.
Pictogram cross.png Weapon is banned.
Demoman Secondaries
Backpack Stickybomb Launcher.png

Secondary
Stickybomb Launcher

Pictogram info.png Stock weapon.
Pictogram plus.png +25 max health on wearer.

Pictogram plus.png 25% damage bonus.
Pictogram plus.png Up to 100% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png No knockback.

Backpack Chargin' Targe.png

Secondary
Chargin' Targe

Pictogram info.png  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.

Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowers fire damage vulnerability by 50%.
Pictogram plus.png  Lowers explosive damage vulnerability by 30%.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram info.png  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.

Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowers fire damage vulnerability by 50%.
Pictogram plus.png  Lowers explosive damage vulnerability by 30%.
Pictogram plus.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.
Pictogram info.png  Taking damage while shield charging reduces charge time.

Backpack Splendid Screen.png

Secondary
Splendid Screen

Pictogram info.png  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.

Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  70% charge impact damage bonus.
Pictogram plus.png  50% increase in charge recharge rate.
Pictogram plus.png  Lowes fire damage vulnerability by 20%.
Pictogram plus.png  Lowes explosive damage vulnerability by 20%.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram info.png  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.

Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  70% charge impact damage bonus.
Pictogram plus.png  50% increase in charge recharge rate.
Pictogram plus.png  Lowers fire damage vulnerability by 20%.
Pictogram plus.png  Lowers explosive damage vulnerability by 20%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Backpack Tide Turner.png

Secondary
Tide Turner

Pictogram info.png  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.

Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowes fire damage vulnerability by 15%.
Pictogram plus.png  Lowes explosive damage vulnerability by 15%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram minus.png  Taking damage while shield charging reduces charge time.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram plus.png  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.

Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowes fire damage vulnerability by 15%.
Pictogram plus.png  Lowes explosive damage vulnerability by 15%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram minus.png  Taking damage while shield charging reduces charge time.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Backpack Sticky Jumper.png

Secondary
Sticky Jumper

Pictogram plus.png  200% larger secondary ammo size.(max is 72).

Pictogram plus.png  No self inflicted blast damage taken.
Pictogram minus.png 100% damage penalty.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.
Pictogram minus.png 75% less total stickybombs out.(max is 2)
Pictogram info.png  No random Critical hits (purely cosmetic, as they don't inflict any damage either).

Pictogram plus.png 275% damage bonus.

Pictogram plus.png Up to 220% damage bonus based on charge.
Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 88% smaller clip size.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 37% longer reload time.
Pictogram minus.png 315% slower firing speed.
Pictogram minus.png +1 sec slower bomb arm time.
Pictogram minus.png 150% slower weapon deploy and holster speed.
Pictogram minus.png When weapon is active: 20% slower movement speed on wearer.
Pictogram minus.png 200% more self-damage from blast jumping.
Pictogram minus.png 25% less total stickybombs out.(max is 6)
Pictogram minus.png No knockback.

Backpack Scottish Resistance.png

Secondary
Scottish Resistance

Pictogram info.png  Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.

Pictogram plus.png  On detonation stickies destroys enemy stickybombs.
Pictogram plus.png  75% more total stickybombs out at once (max is 14).
Pictogram plus.png  50% larger secondary ammo size (max is 36).
Pictogram plus.png  25% faster firing speed.
Pictogram minus.png  +0.8 sec slower bomb arm time.

Pictogram info.png Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.

Pictogram plus.png On detonation stickies destroys enemy stickybombs.
Pictogram plus.png 25% more total stickybombs out at once (max is 14).
Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 25% damage bonus.
Pictogram plus.png Up to 100% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram plus.png 25% more total stickybombs out at once (max is 10).
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png +0.8 sec slower bomb arm time.
Pictogram minus.png No knockback.

Backpack Quickiebomb Launcher.png

Secondary
Quickiebomb Launcher

Pictogram plus.png  Up to 35% damage bonus based on charge.

Pictogram plus.png  70% faster charge rate
Pictogram plus.png  -0.2 sec faster bomb arm time.
Pictogram plus.png  On detonation stickies destroys enemy stickybombs.
Pictogram minus.png  50% smaller clip size.
Pictogram minus.png  15% damage penalty.

Pictogram plus.png +25 max health on wearer.

Pictogram plus.png 5% Damage bonus.
Pictogram plus.png Up to 170% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 40% faster firing speed.
Pictogram plus.png 70% faster charge rate
Pictogram plus.png  -0.2 sec faster bomb arm time.
Pictogram plus.png  On detonation stickies destroys enemy stickybombs.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 50% smaller clip size.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png No knockback.

Demoman Melees
Backpack Bottle.png

Melee
Bottle

Pictogram info.png  Stock weapon.
Pictogram info.png  No changes.
Backpack Scotsman's Skullcutter.png

Melee
Scotsman's Skullcutter

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  20% damage bonus.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  15% slower movement speed on wearer.

Pictogram info.png No changes.
Backpack Eyelander.png

Melee
Eyelander

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  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.
Pictogram plus.png  If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
Pictogram plus.png  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).
Pictogram minus.png  Upon death: heads, and their bonuses, reset.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  -25 max health on wearer.
Pictogram minus.png  No random Critical hits.

Pictogram plus.png  50% longer melee range.

Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  -25 max health on wearer.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

Pictogram plus.png  50% longer melee range.

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

Pictogram plus.png  50% longer melee range.

Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Backpack Pain Train.png

Melee
Pain Train

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Pictogram info.png When weapon is active:
Pictogram plus.png 10% faster movement speed on wearer.
Pictogram minus.png Raises damage vulnerability by 20%.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Backpack Ullapool Caber.png

Melee
Ullapool Caber

Pictogram info.png  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.

Pictogram minus.png  Deals only melee damage if the head is destroyed.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  100% slower deploy speed.

Pictogram minus.png 15% damage penalty.

Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  100% slower deploy speed.

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  Melee kills refill 25% of your charge meter.
Pictogram plus.png  +0.5 sec increase in charge duration.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  Raises damage vulnerability by 15%.

Pictogram info.png No changes.
Backpack Persian Persuader.png

Melee
Persian Persuader

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  Ammo can recharge charge.
Pictogram plus.png  Melee hits refill 20% of your charge meter.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  80% smaller secondary ammo size.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  Cannot refill ammo from ammo boxes unless charge meter is full.

Pictogram plus.png  50% longer melee range.

Pictogram plus.png  Ammo can recharge charge.
Pictogram minus.png  80% smaller secondary ammo size.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  Cannot refill ammo from ammo boxes unless charge meter is full.

Heavy

[collapse]Heavy Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Minigun.png

Primary
Minigun

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram info.png  Stock weapon.

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram minus.png 6% damage penalty.
Pictogram minus.png 25% damage penalty against players.

Backpack Natascha.png

Primary
Natascha

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png On hit: 100% chance to slow down enemy players.

Pictogram info.png Slowdown-on-hit effect is reduced over distance.

Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 30% longer spin-up time.

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 6 bullets per unit of ammo used.
Pictogram plus.png 50% more bullets per shot.
Pictogram plus.png 25% faster firing speed.
Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 60% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 30% slower spin up time.
Pictogram minus.png 25% wider bullet spread.

Backpack Brass Beast.png

Primary
Brass Beast

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 50% slower spin up time.
Pictogram minus.png 60% slower movement speed when spun-up.

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 10% faster firing speed.
Pictogram plus.png Lowers damage vulnerability by 33% when spun up and health is less than 50% of max.
Pictogram minus.png 5% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% slower spin up time.
Pictogram minus.png 60% slower move speed when spun-up.

Backpack Tomislav.png

Primary
Tomislav

Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 20% faster spin up time.
Pictogram plus.png 20% tighter bullet spread.
Pictogram plus.png Silent Killer: No spin-up sound.
Pictogram minus.png 20% slower firing speed.

Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Silent Killer: No spin-up sound.
Pictogram plus.png 60% faster spin up time.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 7% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 20% slower firing speed.

Backpack Huo-Long Heater.png

Primary
Huo-Long Heater

Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Create a ring of flames while spun up.
Pictogram plus.png 25% damage bonus against burning players.
Pictogram minus.png 10% damage penalty.
Pictogram minus.png Consumes an additional 4 ammo per second while spun up.

Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Create a ring of flames while spun up.
Pictogram plus.png 25% damage bonus against burning players.
Pictogram plus.png 55% faster firing speed.
Pictogram plus.png 60% faster spin up time.
Pictogram minus.png 66% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider bullet spread.
Pictogram minus.png Cannot collect ammo from dispensers while active.

Heavy Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon. Pictogram plus.png  200% larger clip size.

Pictogram plus.png  20% damage bonus.
Pictogram plus.png  60% shorter reload time.
Pictogram plus.png  60% faster firing speed.

Backpack Sandvich.png

Secondary
Sandvich

Pictogram info.png With primary fire or taunt key, restores 300 health over about 4 seconds.

Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png 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.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram plus.png 100% faster weapon deploy and holster speed.

Pictogram info.png With primary fire or taunt key, restores 300 health over about 2 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png 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.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram info.png When weapon is active

Pictogram plus.png 15% ammo regenerated per 5 seconds.
Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.

Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Backpack Dalokohs Bar.png

Secondary
Dalokohs Bar

Pictogram info.png With primary fire or taunt key, restores 100 health over about 4 seconds

Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png Raises maximum health by 50 points (350 total) for 30 seconds.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram plus.png If used when player is at full health, grants 50 points of overheal.

Pictogram plus.png Passively increases max health by 50 points (350 total) on wearer.

Pictogram plus.png 100% faster weapon holster speed.
Pictogram info.png With primary fire or taunt key, restores 100 health over about 4 seconds
Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png Raises maximum health by 50 points (400 total) for 30 seconds.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram plus.png If used when player is at full health, grants 50 points of overheal.
Pictogram minus.png 60% less health from healers on wearer.

Backpack Family Business.png

Secondary
Family Business

Pictogram plus.png 33% larger clip size.

Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 15% damage penalty.

Pictogram plus.png 300% larger clip size.

Pictogram plus.png 8% damage bonus.
Pictogram plus.png 55% shorter reload time.
Pictogram plus.png 65% faster firing speed.
Pictogram plus.png 50% tighter pellet spread.

Backpack Buffalo Steak Sandvich.png

Secondary
Buffalo Steak Sandvich

Pictogram info.png With primary fire or taunt key, activate the effect after about 4 seconds.

Pictogram info.png While under effect:

Pictogram plus.png All damage dealt is Mini-Crits.
Pictogram plus.png  Grants 30% faster movement.
Pictogram minus.png  Player can only use melee weapons.
Pictogram minus.png  Damage taken is increased by 20%.

Pictogram info.png Effects last for 16 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram plus.png 100% faster weapon deploy and holster speed.

Pictogram info.png With primary fire or taunt key, activate the effect after about 1 seconds.
Pictogram info.png While under effect:

Pictogram plus.png All damage dealt is Mini-Crits.
Pictogram plus.png  Grants 30% faster movement.
Pictogram minus.png  Player can only use melee weapons.
Pictogram minus.png  Damage taken is increased by 20%.
Pictogram minus.png Max health is lowered to 200.

Pictogram info.png Effects last for 16 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.

Backpack Second Banana.png

Secondary
Second Banana

Pictogram info.png With primary fire or taunt key, restores 200 health over about 4 seconds

Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram info.png With primary fire or taunt key, restores 200 health over about 2 seconds

Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram info.png When weapon is active

Pictogram plus.png 5% faster movement speed on wearer.

Pictogram minus.png 100% slower weapon switch to and switch from speed.

Heavy Melees
Backpack Fists.png

Melee
Fists

Pictogram info.png Stock weapon.
Pictogram info.png No changes.
Backpack Killing Gloves of Boxing.png

Melee
Killing Gloves of Boxing

Pictogram plus.png On kill: guaranteed Critical hits on all weapons for 5 seconds.

Pictogram minus.png 20% slower swing speed.

Pictogram plus.png 2% faster movement speed on wearer.

Pictogram plus.png On kill: guaranteed Critical hits on all weapons for 5 seconds.
Pictogram minus.png 20% slower swing speed.

Backpack Gloves of Running Urgently.png

Melee
Gloves of Running Urgently

Pictogram plus.png When weapon is active: 30% faster speed movement on wearer.

Pictogram minus.png 50% slower holster speed.
Pictogram minus.png Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.
Pictogram info.png Maximum health is gradually recovered while this weapon is not active.

Pictogram plus.png When weapon is active: 20% faster speed movement on wearer.

Pictogram minus.png 50% slower holster speed.
Pictogram minus.png 10% slower movement speed on wearer.
Pictogram minus.png Raised damage vulnerability by 50%.

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

Pictogram plus.png 30% damage bonus.

Pictogram plus.png +50 health on kill.
Pictogram minus.png While weapon is active: raises damage vulnerability by 30%.

Pictogram plus.png 30% damage bonus.

Pictogram plus.png +50 health on kill.
Pictogram info.png When weapon is active:

Pictogram plus.png Up to +7 health regenerated per second passively.

Pictogram minus.png Raises damage vulnerability by 30%.

Backpack Fists of Steel.png

Melee
Fists of Steel

Pictogram plus.png While weapon is active: lowers ranged damage vulnerability by 40%

Pictogram minus.png 100% slower holster speed.
Pictogram minus.png While weapon is active: raises melee damage vulnerability by 100%
Pictogram minus.png 40% smaller maximum overheal on wearer.
Pictogram minus.png 40% less healing from medic sources.

Pictogram info.png  No changes.
Backpack Eviction Notice.png

Melee
Eviction Notice

Pictogram plus.png 40% faster firing speed.

Pictogram plus.png While weapon is active:15% faster movement speed.
Pictogram plus.png On hit: gain a 3 second speed boost.
Pictogram minus.png 60% damage penalty.
Pictogram minus.png Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.
Pictogram info.png Maximum health is gradually recovered while this weapon is not active.

Pictogram plus.png 8% faster movement speed on wearer.

Pictogram plus.png 40% faster firing speed.
Pictogram minus.png -100 max health.
Pictogram minus.png 60% damage penalty.

Backpack Holiday Punch.png

Melee
Holiday Punch

Pictogram plus.png  Critical hit forces victim to laugh.

Pictogram plus.png  Always Critical hit from behind.
Pictogram plus.png  On Hit: Force enemies to laugh who are also wearing this item.
Pictogram minus.png  Critical hits do no damage.

Pictogram info.png No changes.

Engineer

[collapse]Engineer Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Shotgun.png

Primary
Shotgun

Pictogram info.png  Stock weapon.
Pictogram plus.png  200% larger clip size.

Pictogram plus.png  20% damage bonus.
Pictogram plus.png  60% shorter reload time.
Pictogram plus.png  60% faster firing speed.

Backpack Frontier Justice.png

Primary
Frontier Justice

Pictogram plus.png Stores 2 guaranteed Critical shots for every Sentry Gun kill.

Pictogram plus.png Stores 1 guaranteed Critical shot for every Sentry Gun kill assist.
Pictogram info.png Stored Critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
Pictogram minus.png 50% smaller clip size.
Pictogram minus.png No random Critical hits.
Pictogram minus.png Revenge Crits are lost on death.

Pictogram plus.png Stores 2 guaranteed Critical shots for every Sentry Gun kill.

Pictogram plus.png Stores 1 guaranteed Critical shot for every Sentry Gun kill assist.
Pictogram info.png Stored Critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
Pictogram plus.png 50% larger clip size.
Pictogram plus.png 100% damage bonus.
Pictogram plus.png 45% shorter reload time.
Pictogram plus.png 50% faster firing speed.
Pictogram minus.png Revenge Crits are lost on death.

Backpack Widowmaker.png

Primary
Widowmaker

Pictogram plus.png On hit: damage dealt is returned as ammo.

Pictogram plus.png 10% damage bonus to the same target as your sentry.
Pictogram plus.png No reload necessary.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: -30 metal.

Pictogram plus.png On hit: damage dealt is returned as ammo.

Pictogram plus.png 50% damage bonus to the same target as your sentry.
Pictogram plus.png 40% faster firing speed.
Pictogram plus.png 35% tighter pellet spread.
Pictogram plus.png No reload necessary.
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: -50 metal.

Backpack Panic Attack.png

Primary
Panic Attack

Pictogram plus.png 50% more pellets per shot.

Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png Successive shots become less accurate.

Backpack Pomson 6000.png

Primary
Pomson 6000

Pictogram info.png Shoots an electric projectile instead of shotgun pellets.

Pictogram plus.png Projectile cannot be deflected or destroyed.
Pictogram plus.png On Hit: Victim loses up to 10% Medigun charge.
Pictogram plus.png On Hit: Victim loses up to 20% cloak.
Pictogram plus.png Does not require ammo (replaced with an ammo meter).
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 20% damage penalty against buildings.
Pictogram minus.png 2% longer reload time.

Pictogram info.png Shoots an electric projectile instead of shotgun pellets.

Pictogram plus.png Projectile cannot be deflected or destroyed.
Pictogram plus.png 33% larger clip size.
Pictogram plus.png 25% faster firing speed.
Pictogram plus.png On hit: 100% chance to slow down Zombies by 40%.
Pictogram plus.png Projectile penetrates players and damage enemies behind them.
Pictogram plus.png Does not require ammo (replaced with an ammo meter).
Pictogram plus.png On Hit: Victim loses up to 10% Medigun charge.
Pictogram plus.png On Hit: Victim loses up to 20% cloak.
Pictogram plus.png 50% Sentry Gun damage bonus.
Pictogram minus.png Deals no damage against non-player characters.
Pictogram minus.png 2% longer reload time.

Backpack Rescue Ranger.png

Primary
Rescue Ranger

Pictogram plus.png Alt-Fire: Use 100 metal to pick up buildings from long range.

Pictogram plus.png Fires a special bolt that can repair friendly buildings at the cost of metal.
Pictogram plus.png 4-to-1 health-to-metal ratio when repairing buildings.
Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 50% smaller secondary ammo size.
Pictogram minus.png User takes Mini-Crits on building pick up, and a few seconds after redeployment.

Pictogram plus.png Alt-Fire: Use 70 metal to pick up buildings from long range.

Pictogram plus.png Fires a special bolt that can repair friendly buildings at the cost of metal.
Pictogram plus.png 4-to-1 health-to-metal ratio when repairing buildings.
Pictogram plus.png 50% damage bonus.
Pictogram plus.png 40% shorter reload time.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png Projectile penetrates players and damage enemies behind them.
Pictogram plus.png 50% Sentry Gun damage bonus.
Pictogram minus.png User takes Mini-Crits on building pick up, and a few seconds after redeployment.
Pictogram minus.png Deals no damage against non-player characters.

Engineer Secondaries
Backpack Pistol.png

Secondary
Pistol

Pictogram info.png Stock weapon.
Pictogram plus.png 300% larger clip size.

Pictogram plus.png 30% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 50% longer reload time.

Backpack Wrangler.png

Secondary
Wrangler

Pictogram info.png Enables manual control of own Sentry Gun.

Pictogram plus.png The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
Pictogram plus.png The Sentry Gun gains a shield which blocks 66% of incoming damage.
Pictogram minus.png Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Pictogram minus.png Upon switching to another weapon or Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.

Pictogram info.png Enables manual control of own Sentry Gun.

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

Backpack Short Circuit.png

Secondary
Short Circuit

Pictogram info.png  Replaces the pistol with a device capable of firing rapid zaps of electricity.

Pictogram plus.png No reload necessary.
Pictogram minus.png Has limited range.
Pictogram minus.png 50% damage penalty.
Pictogram minus.png 93% damage penalty against buildings.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: –5 metal.
Pictogram minus.png Cannot pick up buildings when active.
Pictogram minus.png Cannot be Crit-boosted.
Pictogram minus.png No random Critical hits.
Pictogram info.png Alt-Fire:

Pictogram plus.png Launches a projectile-consuming energy ball.
Pictogram minus.png -65 metal per shot
Pictogram info.png  Replaces the pistol with a device capable of firing rapid zaps of electricity.

Pictogram plus.png No reload necessary.
Pictogram plus.png 320% damage bonus.
Pictogram plus.png 30% faster firing speed (primary fire only).
Pictogram minus.png Has limited range.
Pictogram minus.png 93% damage penalty against buildings.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: –5 metal.
Pictogram minus.png Cannot pick up buildings when active.
Pictogram minus.png Cannot be Crit-boosted.
Pictogram info.png Alt-Fire:

Pictogram plus.png Launches a projectile-consuming energy ball.
Pictogram plus.png On hit: 100% chance to slow down enemy Zombies.
Pictogram minus.png -65 metal per shot
Engineer Melees
Backpack Wrench.png

Melee
Wrench

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Stock weapon.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Disposable Mini-Sentry.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 20% lower building construction cost.
Pictogram plus.png 12.5% Sentry Gun damage bonus.
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 50% larger Sentry Gun target range.
Pictogram plus.png 20% faster Dispenser construction speed.
Pictogram plus.png 150% larger Dispenser range.
Pictogram minus.png 110% longer Sentry Gun construction speed.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram info.png Sentry Guns start with full ammo assuming they were not hit during construction.

Backpack Gunslinger.png

Melee
Gunslinger

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.
Pictogram minus.png No random Critical hits.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Disposable Mini-Sentry.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 42% Sentry Gun damage bonus.
Pictogram plus.png 60% faster Sentry Gun firing speed.
Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Gun starts with 90% less ammo.

Backpack Southern Hospitality.png

Melee
Southern Hospitality

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png On hit: causes opponent to bleed for 5 seconds.
Pictogram minus.png Raises fire damage vulnerability by 20%.
Pictogram minus.png No random Critical hits.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Disposable Mini-Sentry.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png On hit: causes opponent to bleed for 5 seconds.
Pictogram plus.png 5% faster movement speed on wearer.
Pictogram plus.png 25% lower building construction cost (75 metal).
Pictogram plus.png 85% faster Sentry Gun construction speed.
Pictogram plus.png 75% faster Sentry Gun firing speed.
Pictogram minus.png 20% slower swing speed.
Pictogram minus.png Raises fire damage vulnerability by 20%.
Pictogram minus.png 75% lower building max health..
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Guns start with 90% less ammo.

Backpack Jag.png

Melee
Jag

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png Construction hit speed boost increased by 30%.
Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 33% damage penalty against buildings.
Pictogram minus.png 20% slower repair rate.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Disposable Mini-Sentry.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 20% faster swing speed.
Pictogram plus.png Construction hit speed boost increased by 30%.
Pictogram plus.png 55% faster Sentry Gun construction speed.
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 20% slower repair rate.
Pictogram minus.png 40% higher building construction cost.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Guns start with 90% less ammo.

Backpack Eureka Effect.png

Melee
Eureka Effect

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png Press reload key to either teleport to your spawn area or teleporter exit.
Pictogram plus.png 50% lower teleporter construction and upgrade cost.
Pictogram minus.png Construction hit speed boost decreased by 50%.
Pictogram minus.png 20% less metal from Dispensers and Pickups.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.

Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Disposable Mini-Sentry.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 42% Sentry Gun damage bonus.
Pictogram minus.png 50% slower swing speed.
Pictogram minus.png Construction hit speed boost decreased by 20%.
Pictogram minus.png 20% less metal from Dispensers and Pickups.
Pictogram minus.png 60% slower Sentry Gun construction speed.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram info.png Sentry Guns start with full ammo assuming they were not hit during construction.

Melee Sentry Gun Dispenser
Cost DPS Health Deploy Time[20] Cost HP/S Health Deploy Time
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

[collapse]Medic Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Syringe Gun.png

Primary
Syringe Gun

Pictogram info.png Stock Weapon
Pictogram plus.png 150% damage bonus.
Backpack Blutsauger.png

Primary
Blutsauger

Pictogram plus.png On hit: heal +3 health points.

Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Pictogram plus.png 147% damage bonus.

Pictogram plus.png On hit: heal +3 health points.
Pictogram plus.png On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 50% less healing from Medic sources.
Pictogram minus.png When weapon is active: Raises melee damage vulnerability by 50%.
Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Backpack Crusader's Crossbow.png

Primary
Crusader's Crossbow

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.
Pictogram plus.png 280% damage bonus (point blank) to 650% damage bonus (long range) per bolt.
Pictogram plus.png Heals allies +75 health (point blank) to +150 health (long range) per bolt.

Pictogram plus.png This weapon reloads automatically when not active.
Pictogram minus.png 97.5% smaller clip size.
Pictogram minus.png 75% slower firing speed.
Pictogram minus.png No headshots.
Pictogram minus.png 75% smaller secondary ammo size.

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.
Pictogram plus.png +280% damage (point blank) to +650% damage (long range) per bolt.
Pictogram plus.png Heals allies 112 health (point blank) to 250 health (long range) per bolt.

Pictogram plus.png 20% shorter reload time.
Pictogram plus.png 50% faster Übercharge build rate.
Pictogram plus.png On hit:100% chance to slow down Zombies.
Pictogram plus.png Projectile penetrates players and damages enemies behind them.
Pictogram minus.png 87.5% smaller clip size.
Pictogram minus.png 25% slower overheal rate.
Pictogram minus.png 75% smaller secondary ammo size.

Backpack Overdose.png

Primary
Overdose

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.

Pictogram minus.png 15% damage penalty.

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.

Pictogram plus.png 125% damage bonus
Pictogram plus.png 10% faster firing speed.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png When weapon is active: 12% slower movement speed on wearer.

Medic Secondaries
Backpack Medi Gun.png

Secondary
Medi Gun

Pictogram info.png ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability.

Pictogram plus.png Match the speed of any faster heal target.
Pictogram info.png Stock weapon.

Pictogram info.png ÜberCharge grants Medic and patient 4 seconds of guaranteed invulnerability.

Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 25% faster Übercharge build rate.
Pictogram minus.png 50% shorter ÜberCharge duration.

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

Pictogram info.png ÜberCharge grants patient 8 seconds of guaranteed critical damage.

Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 25% faster Übercharge build rate.

Pictogram info.png ÜberCharge grants patient 6 seconds of guaranteed critical damage.

Pictogram plus.png 75% faster Übercharge build rate.
Pictogram minus.png 25% shorter ÜberCharge duration.

Backpack Quick-Fix.png

Secondary
Quick-Fix

Pictogram info.png Über effect: Megaheal
Heal rate increased 3x on heal target and Medic
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 40%.
Pictogram plus.png 10% faster Übercharge build rate.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png Medic mirrors blast jump and shield charge of their heal target
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.
Pictogram minus.png 50% less max overheal.

Pictogram info.png Über effect: Megaheal
Heal rate increased 3x on heal target.
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 100%.
Pictogram plus.png 50% faster Übercharge build rate.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram minus.png 50% less max overheal.

Backpack Vaccinator.png

Secondary
Vaccinator

Pictogram info.png Reload: Cycle through resist types.
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram info.png Bubbles are consumed instantly upon activation.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 67% faster Übercharge build rate.
Pictogram minus.png 33% slower ÜberCharge build rate on overhealed patients.
Pictogram minus.png 66% slower overheal build rate.
Pictogram minus.png Lacks any melee resistance.

Pictogram info.png Reload: Cycle through resist types.
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram info.png Bubbles are consumed instantly upon activation.
Pictogram plus.png 67% faster Übercharge build rate.
Pictogram plus.png 50% faster overheal build rate.
Pictogram plus.png 25% more max overheal.
Pictogram plus.png 25% slower overheal decay rate.
Pictogram minus.png 33% slower ÜberCharge build rate on overhealed patients.
Pictogram minus.png Lacks any melee resistance.

Medic Melees
Backpack Bonesaw.png

Melee
Bonesaw

Pictogram info.png Stock weapon.
Pictogram plus.png When weapon is active: 3% faster movement speed on wearer.
Backpack Vita-Saw.png

Melee
Vita-Saw

Pictogram plus.png A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.

Pictogram minus.png -10 max health on wearer.

Pictogram plus.png 33% faster Übercharge build rate.

Pictogram plus.png +1 sec longer ÜberCharge duration.

Backpack Solemn Vow.png

Melee
Solemn Vow

Pictogram plus.png Allows the Medic to see an enemy's health.

Pictogram minus.png 10% slower swing speed

Pictogram plus.png Allows the Medic to see an enemy's health.

Pictogram plus.png Increases Medigun heal rate by 20%.

Backpack Amputator.png

Melee
Amputator

Pictogram plus.png When active: +3 health regenerated per second passively on wearer.

Pictogram plus.png On taunt: Applies a healing effect to all nearby teammates.

Pictogram info.png Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).

Pictogram minus.png 20% damage penalty.

Pictogram info.png No changes.
Backpack Ubersaw.png

Melee
Ubersaw

Pictogram plus.png On Hit: 25% ÜberCharge added.

Pictogram minus.png 20% slower swing speed.

Pictogram plus.png On Hit: 50% ÜberCharge added.

Pictogram minus.png 100% slower swing speed.

Sniper

[collapse]Sniper Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Sniper Rifle.png

Primary
Sniper Rifle

Pictogram info.png Stock weapon.

Pictogram info.png Charges while zoomed.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram minus.png Can only headshot 0.2 seconds after scoping in.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png 380% damage bonus.
Pictogram minus.png Can only headshot 0.2 seconds after scoping in.
Pictogram minus.png 66% damage penalty on body shots.

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

Pictogram info.png Charges while zoomed.

Pictogram plus.png On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Pictogram plus.png 25% increase in charge rate.
Pictogram plus.png Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram plus.png Scoped shots extinguish flames on wielder and allied players.
Pictogram minus.png Headshots do not crit.
Pictogram minus.png Can only headshot 0.15 seconds after scoping in.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.

Pictogram plus.png On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Pictogram plus.png Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram plus.png Scoped shots extinguish flames on wielder and allied players.
Pictogram plus.png 125% damage bonus.
Pictogram plus.png 98% additional damage bonus on headshots.
Pictogram plus.png 50% shorter reload time.
Pictogram plus.png 55% decrease in charge time.
Pictogram minus.png Headshots do not crit.
Pictogram minus.png 66.6% damage penalty on body shots (75 uncharged, 226 full charge)

Backpack Machina.png

Primary
Machina

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png 15% damage bonus on fully charged shots.
Pictogram plus.png Fully charged shots penetrate players and damage enemies behind them.
Pictogram minus.png Only fires when zoomed.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png 580% damage bonus.
Pictogram plus.png 76% damage bonus on fully charged shots.
Pictogram plus.png 5% additional damage bonus on headshots (On uncharged shots with all other pros applied).
Pictogram plus.png 33% faster reload time. Pictogram plus.png Fully charged shots penetrate players and damage enemies behind them.
Pictogram minus.png 50% damage penalty on bodyshots.
Pictogram minus.png 100% damage penalty against Non-Player Characters.
Pictogram minus.png 70% damage penalty against players.
Pictogram minus.png 50% increase in charge time.
Pictogram minus.png 300% slower weapon deploy speed.
Pictogram minus.png 100% slower weapon holster speed.
Pictogram minus.png When weapon is active:6.7% slower movement speed on wearer.
Pictogram minus.png Only fires when zoomed.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
Pictogram minus.png No random critical hits.
Pictogram minus.png 50% increase in charge time.

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases the more of user's teammates die.
Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
Pictogram plus.png 29900% additional damage bonus on headshots (1200).
Pictogram plus.png 2400% maximum charge damage.
Pictogram minus.png 92% damage penalty (5 base).
Pictogram minus.png 100% damage penalty on bodyshots (0).
Pictogram minus.png 50% increase in charge time.

Backpack Hitman's Heatmaker.png

Primary
Hitman's Heatmaker

Pictogram info.png Charges while zoomed.

Pictogram info.png Shots are more quiet.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Gain Focus on kills and assists.
Pictogram plus.png Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png 25% decrease in charge time.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Pictogram minus.png 20% damage penalty on body shot.
Pictogram minus.png No random critical hits.
Pictogram info.png Headshot kills cause decapitation.

Pictogram info.png Charges while zoomed.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png Shots are more quiet.
Pictogram plus.png 195% damage bonus
Pictogram plus.png 30% shorter reload time.
Pictogram plus.png Gain Focus on kills and assists.
Pictogram plus.png Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png 25% decrease in charge time.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Pictogram minus.png 33.3% damage penalty against players.
Pictogram minus.png 40% damage penalty on body shots.

Backpack Classic.png

Primary
Classic

Pictogram info.png Charged shots will gib victims.

Pictogram info.png Does not automatically start charging when zoomed.
Pictogram info.png Hold down fire button to charge, release to fire.
Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Can charge without zooming.
Pictogram minus.png Cannot headshot unless fully charged.
Pictogram minus.png 10% damage penalty on body shot.
Pictogram minus.png Shots leave a dim, clear line behind them.
Pictogram minus.png No random critical hits.
Pictogram info.png Charged shots will gib victims.

Pictogram info.png Charged shots will gib victims.

Pictogram info.png Does not automatically start charging when zoomed.
Pictogram info.png Hold down fire button to charge, release to fire.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png Can charge without zooming.
Pictogram plus.png 300% damage bonus.
Pictogram plus.png 33.5% damage bonus against players.
Pictogram plus.png 100% decrease in charge time.
Pictogram plus.png No movement speed penalty while charging.
Pictogram plus.png Can charge while mid-air.
Pictogram plus.png Can jump while charging.
Pictogram minus.png 73% damage penalty on body shots.
Pictogram minus.png Cannot headshot unless fully charged.
Pictogram minus.png Shots leave a dim, clear line behind them.

Backpack Huntsman.png

Primary
Huntsman

Pictogram info.png Bullets replaced with an arrow projectile.

Pictogram info.png Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png No laser pointer indicator.
Pictogram plus.png Arrows can be fired mid-air.
Pictogram plus.png Friendly Pyros can light arrows to add fire damage.
Pictogram plus.png 70% decrease in charge time.
Pictogram plus.png 96% faster charging movement speed (total of 53% movement speed while charging)
Pictogram minus.png 20% less maximum charge damage.

Pictogram info.png Base damage unchanged.

Pictogram minus.png 48% smaller secondary ammo size.
Pictogram minus.png No random critical hits.
Pictogram minus.png Arrows can be reflected, shot down, and vaporized.
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Pictogram info.png Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).

Pictogram info.png Bullets replaced with an arrow projectile.

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

Sniper Secondaries
Backpack SMG.png

Secondary
Submachine Gun

Pictogram info.png Stock weapon.
Pictogram plus.png 100% larger clip size.

Pictogram plus.png 160% damage bonus.
Pictogram minus.png 40% longer reload time.

Backpack Jarate.png

Secondary
Jarate

Pictogram plus.png Doused enemies take mini-crits on hit.

Pictogram plus.png Partially nullifies cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% increase in recharge rate when you extinguish an ally.
Pictogram minus.png Enemy Pyros can reflect Jarate.
Pictogram info.png Has a 20 second recharge.

Pictogram plus.png Doused enemies take mini-crits on hit.

Pictogram plus.png Doused enemies experience a strong slow-down effect.
Pictogram plus.png Partially nullifies cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% increase in recharge rate when you extinguish an ally.
Pictogram minus.png Enemy Pyros can reflect Jarate.
Pictogram info.png Has a 60 second recharge.

Backpack Razorback.png

Secondary
Razorback

Pictogram plus.png Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak).

Pictogram minus.png 100% less overheal.
Pictogram info.png Regenerates after 30 seconds.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.
Backpack Darwin's Danger Shield.png

Secondary
Darwin's Danger Shield

Pictogram plus.png Lowers fire damage vulnerability by 50%.

Pictogram plus.png The wearer is immune to the effects of afterburn.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.
Backpack Cozy Camper.png

Secondary
Cozy Camper

Pictogram plus.png No flinching when aiming and primary weapon is fully charged.

Pictogram plus.png Knockback reduced by 20% when aiming.
Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.
Backpack Cleaner's Carbine.png

Secondary
Cleaner's Carbine

Pictogram plus.png Dealing damage charges a "Crikey" meter.

Pictogram plus.png Alt Fire When Charged: Mini-crits for 8 seconds.

Pictogram info.png Mini-crits apply to all weapons.

Pictogram minus.png 20% smaller clip size.
Pictogram minus.png 25% slower firing speed.
Pictogram minus.png No random critical hits.

Pictogram plus.png Dealing damage charges a "Crikey" meter.

Pictogram plus.png Alt Fire When Charged: Mini-crits for 9 seconds.

Pictogram info.png Mini-crits apply to all weapons.

Pictogram plus.png 230% damage bonus.
Pictogram minus.png 40% longer reload time.
Pictogram minus.png 15% slower firing speed.
Pictogram minus.png 25% wider bullet spread.

Sniper Melees
Backpack Kukri.png

Melee
Kukri

Pictogram info.png Stock weapon.
Pictogram info.png No changes.
Backpack Bushwacka.png

Melee
Bushwhacka

Pictogram plus.png Crits whenever it would normally mini-crit.

Pictogram minus.png Raises damage vulnerability by 20% when active.
Pictogram minus.png No random crits.

Pictogram info.png No changes.
Backpack Tribalman's Shiv.png

Melee
Tribalman's Shiv

Pictogram plus.png On hit: causes bleed for 6 seconds.

Pictogram minus.png 50% damage penalty.

Pictogram info.png No changes.
Backpack Shahanshah.png

Melee
Shahanshah

Pictogram plus.png 25% damage bonus when health is less than 50% of max.

Pictogram minus.png 25% damage penalty when health is more than or equal to 50% of max.

Pictogram info.png No changes
Rifle Damages[21] Bodyshot Headshot
0% 100% 0% 100%
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

[collapse]Spy Revolvers
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Revolver.png

Primary
Revolver

Pictogram info.png Stock weapon.
Pictogram plus.png 200% larger clip size.

Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 20% tighter bullet spread.
Pictogram minus.png 15% damage penalty.

Backpack Ambassador.png

Primary
Ambassador

Pictogram plus.png Critical hits are guaranteed for headshots.

Pictogram minus.png Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png No random critical hits.
Pictogram minus.png Critical damage is affected by range.

Pictogram plus.png Critical hits are guaranteed for headshots.

Pictogram plus.png 235% damage bonus.
Pictogram plus.png On headshot: 100% to slows down zombies.
Pictogram plus.png Shots penetrate players and damage enemies behind them.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
Pictogram minus.png Critical damage is affected by range.

Backpack L'Etranger.png

Primary
L'Etranger

Pictogram plus.png 40% longer cloak duration

Pictogram plus.png On hit: adds 15% charge to cloak.
Pictogram minus.png 20% damage penalty.

Pictogram plus.png 25% shorter reload time.

Pictogram plus.png 85% faster firing speed.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png On hit: adds 15% charge to cloak.
Pictogram minus.png 7% damage penalty.

Backpack Enforcer.png

Primary
Enforcer

Pictogram plus.png 20% damage bonus while disguised.

Pictogram plus.png Attacks pierce damage resistance effects and bonuses.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png No random critical hits.

Pictogram plus.png 100% larger clip size.

Pictogram plus.png 67% damage bonus.
Pictogram plus.png 750% damage bonus while disguised.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png Attacks pierce damage resistance effects and bonuses.

Backpack Diamondback.png

Primary
Diamondback

Pictogram plus.png Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35).

Pictogram minus.png –15% damage penalty.
Pictogram minus.png No random critical hits.

Pictogram plus.png Earns 1 crit shot for each backstab kill (can hold up to 35).

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 300% more bullets per shot.
Pictogram plus.png 65% faster firing speed.
Pictogram plus.png On kill: grants 13 seconds of guaranteed critical hits for all weapons.
Pictogram minus.png 74% damage penalty.
Pictogram minus.png 60% wider bullet spread.
Pictogram minus.png 6% slower movement speed of wearer.
Pictogram minus.png Wearer cannot disguise.

Spy Sappers
Backpack Red-Tape Recorder.png

Secondary
Red-Tape Recorder

Pictogram info.png Disables enemy Engineer buildings.

Pictogram plus.png Reverses enemy building construction.
Pictogram plus.png Removes metal inside Dispensers during deconstruction.
Pictogram minus.png Does not damage buildings.
Pictogram minus.png Takes longer than the stock Sapper to nullify an Engineer building.

Pictogram info.png Disables enemy Engineer buildings.

Pictogram plus.png Reverses enemy building construction.
Pictogram plus.png Removes metal inside Dispensers during deconstruction.
Pictogram minus.png Does not damage buildings.
Pictogram info.png When weapon is active:

Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram minus.png Raises damage vulnerability by 20% on wearer.
Backpack Electro Sapper.png

Secondary
Sapper

Pictogram info.png Stock weapon.

Pictogram info.png Disables and slowly destroys enemy Engineer buildings.

Pictogram info.png Stock weapon.

Pictogram info.png Disables and slowly destroys enemy Engineer buildings.
Pictogram info.png When weapon is active:

Pictogram plus.png 2% faster movement speed on wearer.
Pictogram minus.png Raises damage vulnerability by 20% on wearer.
Spy Melees
Backpack Knife.png

Melee
Knife

Pictogram info.png Stock weapon
Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.

Pictogram plus.png Victims do not make any noise when dying.

Backpack Big Earner.png

Melee
Big Earner

Pictogram plus.png Upon a kill, the Spy gains 30% of his cloak meter.

Pictogram plus.png Gain a 3 second speed boost on kill.
Pictogram minus.png –25 max health on wearer.

Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.

Pictogram plus.png Upon a kill, the Spy gains 30% of his cloak meter.
Pictogram plus.png Gain a 3 second speed boost on kill.
Pictogram plus.png On hit: adds 10% charge to cloak.
Pictogram minus.png –25 max health on wearer.
Pictogram minus.png User takes mini-crits when weapon is active, and for 3 seconds after switching away.

Backpack Spy-cicle.png

Melee
Spy-cicle

Pictogram plus.png On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.

Pictogram minus.png Backstab turns victim to ice.
Pictogram minus.png Melts in fire, regenerates in 15 seconds and by picking up ammo.

Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.

Pictogram plus.png On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
Pictogram plus.png This weapon features a 50% increased melee range.
Pictogram plus.png On hit: slows down enemies by 35%.
Pictogram minus.png Backstab turns victim to ice.
Pictogram minus.png Melts in fire, regenerates in 15 seconds and by picking up ammo.
Pictogram minus.png 100% slower swing speed.

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

Pictogram plus.png 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.

Pictogram minus.png –55 max health on wearer.

Pictogram plus.png On Backstab: Gain a speedboost

Pictogram plus.png 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.
Pictogram minus.png –55 max health on wearer (145 health).

Backpack Your Eternal Reward.png

Melee
Your Eternal Reward

Pictogram plus.png Upon a successful backstab, the Spy instantly disguises as the backstab victim.

Pictogram plus.png Victims do not make any noise when dying.
Pictogram plus.png Victims' bodies disappear after being stabbed.
Pictogram plus.png If backstabbed, victims' death will not be shown in the killfeed for other enemies.
Pictogram minus.png 33% quicker cloak drain rate.
Pictogram minus.png Normal disguises require (and consume) a full cloak meter.

Pictogram plus.png Upon a successful backstab, the Spy instantly disguises as the backstab victim.

Pictogram plus.png Victims do not make any noise when dying.
Pictogram plus.png Victims' bodies disappear after being stabbed.
Pictogram plus.png 66% damage bonus against players.
Pictogram minus.png 33% quicker cloak drain rate.
Pictogram minus.png Normal disguises require (and consume) a full cloak meter.

Spy Watches
Backpack Cloak and Dagger.png

PDA
Cloak and Dagger

Cloak type: Motion sensitive

Pictogram plus.png Raises damage resistance by 20%.
Pictogram plus.png While standing still, cloaks Spy indefinitely and slowly refills cloak meter .
Pictogram plus.png 100% increase in cloak recharge rate.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.
Pictogram minus.png 35% less cloak meter from ammo boxes.
Pictogram info.png Cloak consumption rate varies depending on the type of movement you use.
Pictogram info.png User can still stay partially cloaked once the cloak meter runs out.

Cloak type: Motion sensitive

Pictogram plus.png Increases max health by 25 on wearer.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png 100% quicker cloak drain rate.
Pictogram minus.png Bumping into enemies partially reveals the Spy's outline.
Pictogram info.png Cloak consumption rate varies depending on the type of movement you use.
Pictogram info.png User can still stay partially cloaked once the cloak meter runs out.

Backpack Invisibility Watch.png

PDA
Invis Watch

Cloak type: Timed

Pictogram info.png Cloaks Spy for 10 seconds.
Pictogram info.png Cloak meter can be refilled from ammo sources.
Pictogram plus.png Raises damage resistance by 20%.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png Bumping into enemies partially reveals the Spy's outline.

Cloak type: Timed

Pictogram info.png Cloaks Spy for 10 seconds.
Pictogram info.png Cloak meter can be refilled from ammo sources.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.

Backpack Dead Ringer.png

PDA
Dead Ringer

Cloak type: Feign death

Pictogram info.png Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse.
Pictogram plus.png Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
Pictogram plus.png 50% faster cloak recharge rate.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png Grants a 3 second speed boost upon receiving damage.
Pictogram plus.png Feign Death stealth has no bump shimmer for 3 seconds.
Pictogram minus.png Ammo kits and dispensers do not refill the Spy's cloak meter.
Pictogram minus.png Has a loud, distinctive decloak sound.
Pictogram minus.png Triggering feign death will lower the cloak meter to 50%.
Pictogram minus.png Cloak meter must be fully charged to use.

Cloak type: Feign death

Pictogram info.png Cloaks Spy for 4 seconds upon receiving damage, dropping a fake corpse.
Pictogram plus.png Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png Grants a 3 second speed boost upon receiving damage.
Pictogram plus.png Feign Death stealth has no bump shimmer for 3 seconds.
Pictogram minus.png 200% quicker cloak drain rate.
Pictogram minus.png Ammo kits and dispensers do not refill the Spy's cloak meter.
Pictogram minus.png Has a loud, distinctive decloak sound.
Pictogram minus.png Triggering feign death will lower the cloak meter to 50%.
Pictogram minus.png 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

"Schwiiiiiinnnnggg"
— A laser about to trim half the server.

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

[collapse]Map name Stages? Has Items? Has Bosses? Description
ze_A_E_S_T_H_E_T_I_C_p3
A_E_S_T_H_E_T_I_C_p3
Single Pictogram cross.png No Pictogram tick.png 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.
ze_bathroom_skial_8
bathroom_8
Two Pictogram tick.png Yes Pictogram tick.png 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.
ze_best_korea_skial_4
best_korea_4
Three Pictogram cross.png No Pictogram tick.png Yes Location is set inside of a building complex in North Korea, which players must escape using a rocket.
ze_bowser_in_the_fire_sea_skial_6
bowser_in_the_fire_sea_6
Four Pictogram tick.png Yes Pictogram tick.png 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.
ze_djinn_skial_2
djinn_2
Single Pictogram tick.png Yes Pictogram tick.png Yes Takes place inside an ancient desert tomb filled with hostile NPCs.
ze_ffvii_cosmo_canyon_b1
ffvii_cosmo_canyon_b1
Four plus ZM Mode Pictogram tick.png Yes Pictogram tick.png Yes Map is set in a Final Fantasy VII location know as Cosmo Canyon.
ze_ffvii_mako_reactor_v6_b5
ffvii_mako_reactor_v6_b5
Five difficulties plus ZM Mode Pictogram tick.png Yes Pictogram tick.png 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.
ze_frostdrake_tower_skial_3
frostdrake_tower_3
Single Pictogram cross.png No Pictogram tick.png Yes Players have to climb up a tall frozen tower and fight a dragon on its top in order to escape.
ze_krusty_krab_skial_4
krusty_krab_4
Single plus two hidden stages Pictogram tick.png Yes Pictogram tick.png 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.
ze_l0v0l_v1
l0v0l
Three plus Bonus stage Pictogram tick.png Yes Pictogram tick.png Yes Players need to traverse a multitude of wacky environments before defeating the evil Queen at the end.
ze_minecraft_adventure_skial_6
minecraft_adventure_6
Four Pictogram cross.png No Pictogram tick.png 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.
ze_pirates_port_royal_12
pirates_port_royal_12
Six Pictogram tick.png Yes Pictogram tick.png Yes Map is centered around a port with each new stage unlocking a new section of the city.
ze_portal_story_skial_6
portal_story_6
Four Pictogram tick.png Yes Pictogram tick.png Yes Map is modeled after the Aperture Science Enrichment Center and its many puzzles and traps.
ze_quicksand_v1e
quicksand_v1e
Four plus Bumper Car stage Pictogram tick.png Yes Pictogram tick.png Yes Players enter an ancient pyramid where they have to survive a number of trials before escaping on a helicopter.
ze_randomizer_b2
randomizer_b2
Single Pictogram tick.png Yes Pictogram tick.png 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.
ze_rush_b_skial_6
rush_b_6
Single Pictogram tick.png Yes Pictogram cross.png 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.
ze_santassination_s4
santassination_s4
Four plus the Truth Pictogram tick.png Yes Pictogram tick.png Yes Players infiltrate Santa's workshop in order to defeat evil Santa.
ze_scp_skial_4
scp_4
Single Pictogram tick.png Yes Pictogram tick.png Yes Gameplay takes place inside the Scp foundation's facility.
ze_shroomforest_skial_7
shroomforest_7
Eight Pictogram tick.png Yes Pictogram tick.png Yes A mushroom-like forest in which players are downsized to the size of ants and have to fight a number of large insects.
ze_squid_game_skial_6
squid_game_6
Single Pictogram cross.png No Pictogram tick.png Yes Players need to beat and survive a variety of deadly minigames before defeating the final boss.
ze_surf_froyo_b3
surf_froyo_b3
Six Pictogram tick.png Yes Pictogram tick.png 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
show;hide

References

  1. Jump up https://www.skial.com/threads/skial-zombie-escape-mapping-reference-guide.88106/#:~:text=ze_map_infect_ratio%20%7B0%20to,of%20the%20map.
  2. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/convars.sp#L37
  3. Jump up https://www.skial.com/threads/zombie-escape-weapon-stats.102542/#:~:text=Auto%2Dinfect%20prioritizes%20human%20players%20who%20recently%20joined%20the%20server
  4. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/commands.sp#L88-L114
  5. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/convars.sp#L53-L57
  6. Jump up https://www.skial.com/threads/skial-zombie-escape-mapping-reference-guide.88106/#:~:text=ze_map_fall_damage%20%7Bany%20number%7D
  7. Jump up https://www.skial.com/threads/skial-zombie-escape-mapping-reference-guide.88106/#:~:text=ze_map_player_collision%20%7B0%20or%201%7D
  8. Jump up https://github.com/PMArkive/TF2-Zombie-Escape/blob/7a4a06b382bd11b15a41d88193482070526a3570/scripting/%5BTF2%5D%20Zombie%20Escape.sp#L551-L566
  9. Jump up https://youtu.be/B63NOHtJq78
  10. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/convars.sp#L39-L44
  11. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/gamemode.sp#L468-L511
  12. Jump up https://www.skial.com/threads/zombie-escape-weapon-stats.102542/#:~:text=ZE%20move%20speed,stock%20Sapper%20%2D%20294.00v
  13. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/tree/main/sound/zombiesurvival
  14. Jump up https://github.com/PMArkive/TF2-Zombie-Escape/blob/7a4a06b382bd11b15a41d88193482070526a3570/scripting/%5BTF2%5D%20Zombie%20Escape.sp#L248-L277
  15. Jump up https://github.com/PMArkive/TF2-Zombie-Escape/blob/7a4a06b382bd11b15a41d88193482070526a3570/scripting/%5BTF2%5D%20Zombie%20Escape.sp#L294
  16. Jump up https://www.skial.com/threads/zombie-escape-weapon-stats.102542/#:~:text=Zombie%20Damage%20(assuming,damage)%20against%20buildings.
  17. Jump up https://www.skial.com/threads/zombie-escape-weapon-stats.102542/#:~:text=Zombie%20Base%20Health,Scouts%20and%20Demos.
  18. Jump up https://www.skial.com/threads/zombie-escape-weapon-stats.102542/#:~:text=Zombies%3A%0AScout%20%2D%20295.50v%0ASoldier%20%2D%20259.00v%0A*%20while%20holding%20Escape%20Plan%20at%20min%20health%20%2D%20187.50v%0APyro%20%2D%20272.50v%0A*%20while%20holding%20Powerjack%20%2D%20286.50v%0ADemo%20%2D%20254.50v%0A*%20w/%20Boots%20and%20Shield%20%2D%20280.00v%0A*%20w/%20Boots%20and%20Shield%20while%20charging%20%2D%20600.00v%0AHeavy%20%2D%20259.00v%0AEngineer%2D%20272.50v%0AMedic%20%2D%20285.50v
  19. Jump up https://github.com/PMArkive/TF2-Zombie-Escape/blob/7a4a06b382bd11b15a41d88193482070526a3570/scripting/%5BTF2%5D%20Zombie%20Escape.sp#L506-L513
  20. Jump up https://youtu.be/TqHZmJL9q0Q
  21. Jump up https://youtu.be/dflr44QBmro
  22. Jump up https://github.com/Batfoxkid/TF2-Zombie-Escape/blob/1f87da5ec00aa52d628b7bbd8b699309c204e57e/addons/sourcemod/scripting/zombie_escape/map.sp#L61-L73
  23. Jump up https://www.skial.com/threads/beginner-guide-to-making-zombie-escape-maps.92168/#:~:text=Make%20trigger_teleports%20that%20teleport%20afkers%20forward.%20Make%20sure%20they%20start%20disabled%2C%20and%20enable%20them%20later%20once%20a%20certain%20area%20is%20reached.
  24. Jump up https://www.skial.com/threads/skial-zombie-escape-mapping-reference-guide.88106/#:~:text=ze_map_healing%20%7Bnumber%20from,70%25%3A%20ze_map_healing%200.3