
Primary
Flame Thrower
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Stock weapon
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On hit:100% chance to slow down target.
Airblast costs 50% more ammo to fire (30 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
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Primary
Backburner
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Guaranteed Critical hits when attacking from behind.
Airblasts cost 150% more ammo to fire (50 instead of 20).
No random Critical hits.
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Guaranteed Critical hits when attacking from behind.
On hit:100% chance to slow down target.
100% greater Airblast push force.
When weapon is active: No metal from Dispensers.
Airblast costs 350% more ammo to fire (80 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
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Primary
Degreaser
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60% faster deploy speed.
30% faster holster speed.
Airblasts cost 25% more ammo to fire (25 instead of 20).
66% afterburn damage penalty.
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60% faster deploy speed.
30% faster holster speed.
On hit:100% chance to slow down target.
66% afterburn damage penalty.
Airblast costs 100% more ammo to fire (40 instead of 20).
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
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Primary
Phlogistinator
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Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
Cannot fire blasts of compressed air.
No random Critical hits.
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Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
10% damage bonus.
10% longer flamethrower range.
300% larger flame hitbox.
On hit:100% chance to slow down target.
Cannot fire blasts of compressed air.
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
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Primary
Dragon's Fury
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A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
300% damage bonus to burning players.
Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.
50% faster repressurization rate on hit.
40% longer flamethrower range.
50% slower repressurization rate on Alt-Fire.
No random Critical hits.
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A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
300% damage bonus to burning players.
50% faster repressurization rate on hit.
40% longer flamethrower range.
On hit:100% chance to slow down target.
50% slower repressurization rate on Alt-Fire.
Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).
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Secondary
Shotgun
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Stock weapon.
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200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
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Secondary
Flare Gun
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Guaranteed Critical damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
700% damage bonus.
25% shorter reload time.
Guaranteed Critical hits on burning targets.
This weapon reloads automatically when not holstered.
Applies a strong downwards force on hit.
Can be fired into water to damage enemies (no afterburn will be applied).
58% damage penalty against players.
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Secondary
Detonator
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flares detonate on impact, with a greatly reduced explosion radius.
Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
On detonation flare destroys enemy sticky bombs.
Guaranteed Mini-Crit damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
25% damage penalty.
50% more self-damage from blast jumping.
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flares detonate on impact, with a greatly reduced explosion radius.
Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
600% damage bonus.
25% shorter reload time.
On detonation flare destroys enemy sticky bombs.
Guaranteed Mini-Crit damage on burning targets.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
25% damage penalty.
58% damage penalty against players.
50% more self-damage from blast jumping.
Deals normal damage whenever it would normally Crit.
Disabled self-knockback.
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Secondary
Manmelter
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
50% faster projectile speed.
Does not use ammo.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
Extinguishing teammates heals you +20 HP.
Does not get random Critical hits.
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed Crit per teammate extinguished (can hold up to 35).
160% damage bonus.
50% faster projectile speed.
70% faster firing speed.
Does not use ammo.
This weapon reloads automatically when not holstered.
Can be fired into water to damage enemies (no afterburn will be applied).
Applies a strong downwards force on hit.
Extinguishing teammates heals you +20 HP.
49% damage penalty against players.
Mini-Crits whenever it would normally Crit.
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Secondary
Scorch Shot
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Fires an accurate flare projectile that sets targets on fire instead of bullets.
Flare falls to the ground after directly hitting an enemy where it explodes, igniting more targets.
On detonation flare destroys enemy stickybombs. .
Guaranteed Mini-Crit damage and increased knockback on burning targets.
This weapon reloads automatically when not holstered.
35% damage penalty.
35% less knockback from blast jumping.
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Fires an accurate rocket projectile that sets targets on fire instead of bullets.
Rocket ignites enemies in a small radius.
740% damage bonus.
100% damage bonus against burning players.
700% afterburn damage bonus.
82% faster projectile speed.
10% faster firing time.
Guaranteed Mini-Crit damage and increased knockback on burning targets.
This weapon reloads automatically when not holstered.
35% damage penalty.
50% damage penalty against players.
50% smaller splash damage radius.
67% shorter afterburn duration.
100% more explosion self-damage.
Disabled self-knockback.
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Secondary
Thermal Thruster
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Contains two charges that allows the player to launch themselves into the air.
Pushes nearby enemies away upon landing.
Deals 3x the fall damage to an enemy you land on.
Extinguish teammates at the beginning of your launch.
Lowers fall damage vulnerability by 75% when a charge is used.
Has a 15 second recharge for each charge.
0.8 second locked holster penalty.
30% more knockback from all damage sources when a charge is used.
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Weapon is banned.
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Secondary
Gas Passer
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Creates a horrific visible gas that coats enemies with a flammable material.
Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).
Gas meter builds with damage done and/or time.
Spawning and resupply do not affect the Gas meter.
Gas meter starts empty.
Has a 60 second recharge if no damage is dealt.
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Throws an incendiary grenade instead of a gas canister.
Creates a horrific visible gas that coats enemies with a flammable material.
19900% damage bonus.
900% afterburn damage bonus.
50% faster holster and deploy speed.
Grenades have very little bounce and roll.
Gas meter builds with damage done and/or time.
19900% larger misc. ammo size.
90% damage penalty against players.
900% slower firing speed.
Gas meter starts empty.
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Secondary
Reserve Shooter
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Guaranteed Mini-Crits on target that are blast jumping, knocked back, launched by the Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
20% faster weapon deploy speed.
15% faster weapon holster speed.
33% smaller clip size.
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Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
100% larger clip size.
20% damage bonus.
60% shorter reload speed.
60% faster firing speed.
40% tighter pellet spread.
20% faster weapon deploy speed.
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Secondary
Panic Attack
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50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
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200% larger clip size.
25% damage bonus against players.
50% more pellets per shot.
45% shorter reload time
80% faster firing speed
50% faster deploy speed.
Fires a fixed shot pattern.
37% damage penalty
50% wider pellet spread.
Successive shots become less accurate.
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Melee
Homewrecker
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100% damage bonus against buildings.
Able to remove Electro Sappers (in one hit).
25% damage penalty against players.
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No changes.
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Melee
Sharpened Volcano Fragment
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On Hit: target is engulfed in flames.
20% damage penalty.
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No changes.
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Melee
Hot Hand
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Broadcasts every successful hit on an enemy player over the death-notice area.
Kills are labelled as "SLAP-KILL" in the death-notice area.
On attack: dishes out two consecutive slaps.
Gain a speed boost when you hit an enemy player.
20% damage penalty.
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No changes.
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Melee
Backscratcher
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25% damage bonus.
50% more healing from map health sources (healthpacks).
75% less healing from medic sources.
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No changes.
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Melee
Neon Annihilator
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Guaranteed Critical hits against wet players.
Able to remove Electro Sappers (in two hits).
20% damage penalty against players.
No random Critical hits.
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No changes.
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Melee
Third Degree
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Damage transfers to all players connected via Medic beams.
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No changes.
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Melee
Axe
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Stock weapon.
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No changes.
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Melee
Axtinguisher
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Guaranteed Mini-Crits on burning targets.
Damage increases based on remaining duration of afterburn.
Killing blows on burning players guarantee a speed boost.
33% damage penalty.
35% slower deploy speed.
No random Critical hits.
Hitting burning targets extinguishes them.
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Guaranteed Mini-Crits on burning targets.
Damage increases based on remaining duration of afterburn.
Killing blows on burning players guarantee a speed boost.
35% slower deploy speed.
No random Critical hits.
Hitting burning targets extinguishes them.
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Melee
Powerjack
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On kill: restores up to +25 health points.
When weapon is active: 15% faster movement speed on wearer.
When weapon is active: raises damage vulnerability by 20%.
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On kill: restores up to +25 health points.
When weapon is active: 5% faster movement speed on wearer.
When weapon is active: raises damage vulnerability by 40%.
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