Zombie Escape

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A lone Engineer runs for his life.
This article is about a custom gamemode. For other uses, see Zombie game mode and Zombie (Disambiguation).
Move, move, move!
The Engineer escaping from the 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 onto 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 known as automatic infection (or just "auto" for short), which causes them to be forcibly 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 Zombies
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] 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 move the player up in the queue.

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 Humans and vice versa. 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]. This is assuming the server in question allows spectators to begin with.

If the spectator team is disabled, then players who join in the middle of the round are forced into the Zombie team.

Once the round ends, all players are reassigned back to the Humans, starting the whole process again.

Minor changes

The mod introduces a number of other minor tweaks and adjustments to vanilla Team Fortress 2, as well as enabling or disabling some ConVars.

  • Alltalk is enabled.
  • Random Crits and random bullet spread are disabled by default.
  • Autobalance and team scramble are 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 altogether 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 most classes. 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 the Zombies' 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 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 Flame Throwers, can outpace the ammo regeneration and eventually run out of ammo, requiring the user to stop firing and let ammo replenish 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 than 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] However, this feature is not present on most servers, only being found on the ones running an older version of the mod

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 by either 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. Although, these features are also not universal among all Zombie Escape servers, with some allowing players to suicide.

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.

Humans holding back the Zombies.
Class Changes[12] Cap?
TF2 crosshair orange.png

All classes

+ Can see the health of Zombies.

+ Passively replanishes ammo and metal.
+ All melee weapons deal increased knockback.
− No respawning.
− All forms of self-knockback are disabled.

N/A

Leaderboard class scout.png

Scout

+ +75 max health (200 total).

− 27% slower movement speed.
− 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

+ 2% faster movement speed.

− Zombies can use his explosive knockback to reach more favorable positions.

Pictogram cross.png No
Leaderboard class pyro.png

Pyro

+ +25 max health (200 total).

− 10% slower movement speed.
− Flamethrowers can outpace ammo regeneration.
− Zombies can accumulate Airblast resistance.

Pictogram cross.png No
Leaderboard class demoman.png

Demoman

+  Has the ability to stun Zombies.

−  10% slower movement speed.
−  Zombies cannot be stunned repeatedly.

Pictogram cross.png No
Leaderboard class heavy.png

Heavy

+ 10% faster movement speed.

− Miniguns can outpace ammo regeneration.
− Some maps may lower his health to 200.

Pictogram tick.png Yes
Leaderboard class engineer.png

Engineer

+ +75 max health (200 total).

− 10% slower movement speed.
− Can only build Disposable Mini-Sentries
− Cannot build Teleporters.

Pictogram tick.png Yes
Leaderboard class medic.png

Medic

+ +50 max health (200 total).

− 10% slower movement speed.

Pictogram cross.png No
Leaderboard class sniper.png

Sniper

+ +75 max health (200 total).

− 10% slower movement speed.

Pictogram cross.png No
Leaderboard class spy.png

Spy

+ +75 max health (200 total).

− 10% slower movement speed.
− Backstabs do not insta-kill Zombies.

Pictogram cross.png No


Leader

The Leader is a special role on some servers assigned to Humans that want to instruct and aid their teammates in escaping the map. To help differentiate them from other players, Leaders have a 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. Used 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") can, depending on the server, receive 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.
  • +  80% damage resistance to melee attacks.
  • +  Massively increased damage bonus to their melee weapon, to the point that it becomes possible to kill Zombies in a single hit.
  • −  All forms of self-healing are completely disabled, thus preventing the player from replenishing health through any means, such as:
    • Medic's passive health regeneration.
    • Passive health regeneration obtained from weapons (such as the Concheror).
    • Healing from Dispensers or the Payload cart.
    • Healing obtained via the Heavy's Lunchbox items.
    • Health returned from killing or injuring an opponent (like with the Half-Zatoichi and Mad Milk).
    • Medic's Kritzkrieg healing taunt.
  • −  Player receives a blue outline (similar to the Payload cart) that can be seen through walls and even persists while cloaked.

Zombies

Zombies, or the infected, are the RED team in Zombie Escape. Their objective is to hunt down and infect as many Humans as possible and prevent their escape. Zombies are initially 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 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.[13] Zombies also have vocal Halloween Spells applied to them that lower the pitch of their voice lines and responses.[14]

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 than 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 (dealing 53 and 98 damage respectively). 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 a Scout and Spy respectively) per hit.[15] None of the Zombies' melees deal any knockback to the Humans.

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 deal 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 health pools, which can range between 1000 and 10,000 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.[16]

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 Normal 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
24 10480 20960


To help them close the distance between the Humans, Zombies have multiple measures to mitigate the effects of knockback.

  • +  Zombies accumulate gradual airblast resistance over time. Each time they are airblasted they receive a higher airblast resistance, with enough continuous airblasts even giving the Zombies complete immunity.
    • Pictogram info.png  Not airblasting a Zombie for at least 10 seconds resets their resistance back to default level.
  • +  Shortly after being stunned, Zombies receive a short grace period during which they cannot be stunned again for a couple of seconds, preventing Humans from keeping them locked in a single place forever.
  • +  Zombies are not subject to any knockback while already in a stunned state.
  • +  By default, a 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 (located at the top of the HUD) needs to reach 100% (in a similar fashion to a Soldier filling up his rage meter). Zombies increase their Enzyme percentage by taking damage, with the percentage bar filling up faster the more damage is received to encourage 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[17]
TF2 crosshair orange.png

All classes

+ Can respawn, receiving temporary ÜberCharge as well as knockback immunity doing so.

+ 50% damage bonus against buildings.
+ Largely unaffected by map hazards.
− Restricted to using exclusively melee.

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

Zombie Scout

+ Between 600 and 32706 health.

+ 150% melee damage bonus.
− 34% slower movement speed.

+ 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

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
+ 7% faster movement speed.

+ 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

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
− 10% slower movement speed.

+ 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.

− Pyro's health is lowered to 30.

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

Zombie Demoman

+ Between 600 and 32706 health.

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

+ 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

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
+ 12% faster movement speed.
+ 50% knockback resistance.

Pictogram info.png Surrounds the Heavy with purple mist.

+ Enzyme grants Heavy total resistance to Knockback for a few seconds.
− Heavy can still be stunned during this time.
− At the end of the Enzyme's ability, Heavy becomes locked in place.
− 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

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
− 10% slower movement speed.
− Cannot build any buildings.

+ Enzyme temporarily Stuns one Human in Engineer's near vicinity.

− Engineer also becomes stunned.

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

Zombie Medic

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
− 11% slower movement speed.

+ 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

+ Between 1200 and 65412 health.

+ 220% melee damage bonus.
− 10% slower movement speed.

+ 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.

+ Between 1200 and 65412 health.
+ 220% melee damage bonus.
− 9% slower movement speed.
− Cannot disguise.
− Cannot use any of the Cloak watches.

+ Enzyme renders the Spy invisible for a short duration.

− 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:

A Sniper undergoing infection.
  • 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.
    • While stunned, the infected person is temporarily ÜberCharged and given knockback immunity.
  • The infected Human is swiftly reassigned to the RED team and has all of the standard Zombie attributes and mechanics applied to them. 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.[18]

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 Critical or a 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.

The above mentioned infection method is not universal among all servers running the mod. For example, some servers do not stun-lock the infector or the infected, making it a seamless process which can quickly snowball. Though when this is the case, the newly zombified player also does not receive ÜberCharge or other benefits upon their transgression.

Weapon Rebalances

To give the humans a fighting chance, some servers significantly alter most if not all weapons, typically by increasing their fire and reload rates. However, the extent of these changes (if there are any) varies between users of the mod.

The following list, while comprehensive, is in no way applicable to all servers running this mod.

Scout

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

Primary
Scattergun

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

+ 25% damage bonus.
+ 65% shorter reload time.
+ 60% faster firing speed.

Backpack Force-A-Nature.png

Primary
Force-A-Nature

+ On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.

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

+ 100% larger clip size.

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

Backpack Shortstop.png

Primary
Shortstop

+ 100% damage bonus per pellet.

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

+ 200% larger clip size.

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

Backpack Soda Popper.png

Primary
Soda Popper

+ On hit: Build Hype.

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

+ 100% larger clip size.

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

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

+ On hit: builds Boost.

+ Run speed increased with Boost.
− 34% clip size.
− 10% slower movement speed on wearer.
− Boost reduced on air jumps.
− Boost reduced when hit.

+ On hit: builds Boost.

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

Backpack Back Scatter.png

Primary
Back Scatter

+ Mini-Crits targets when fired at their back from close range.

− 34% smaller clip size.
− 20% wider pellet spread.
− No random Critical hits.

+ Mini-Crits targets when fired at their back from close range.

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

Scout Secondaries
Backpack Pistol.png

Secondary
Pistol

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

+ 30% damage bonus.
+ 33% faster firing speed.
+ 50% tighter bullet spread.
− 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.
+ On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds..

Backpack Winger.png

Secondary
Winger

+ 15% damage bonus.

+ When weapon is active: 25% higher jump height.
− 60% smaller clip size.

+ 100% larger clip size.

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

Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

+ On Hit: Gain up to +3 health.

+ 15% faster firing speed.
− 25% smaller clip size.

+ On Hit: Gain up to +3 health.

+ 200% larger clip size.
+ 15% damage bonus.
+ 45% faster firing speed.
+ 17% tighter pellet spread.
− 50% longer reload time.

Backpack Mad Milk.png

Secondary
Mad Milk

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

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

+ +25 max health on wearer.

+ Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
+ Partially nullifies Cloak on enemy Spies.
+ Extinguishes flames on wielder and allied players.
+ 20% decrease in recharge time when you extinguish an allied player.
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:
+ Guaranteed Mini-Crits.
− 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:
+ Guaranteed Mini-Crits.
− 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.
+ 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.

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

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

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

Scout Melees
Backpack Bat.png

Melee
Bat

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

Melee
Sandman

+ Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.

− -15 max health on wearer.

+ Alt Fire: Launches a baseball that slows the enemy between 1–3 seconds for 40%, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.

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

Backpack Atomizer.png

Melee
Atomizer

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

+ Guaranteed Mini-Crits while the user is airborne.
− 15% damage penalty.
− 50% slower deploy speed.

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

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

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

+ Guaranteed Crits on burning players.

+ When weapon is active: lowers fire damage vulnerability by 25% on wearer.
− 25% damage penalty.

+ Guaranteed Crits on burning players.

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

Backpack Wrap Assassin.png

Melee
Wrap Assassin

+ Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds.

+ Guaranteed Crits on long range hits.
+ 25% increase in ball recharge rate.
− 65% damage penalty.

+ Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 5 seconds.

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

Backpack Fan O'War.png

Melee
Fan O'War

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

+ Crits whenever it would normally Mini-Crit.
− 75% damage penalty.

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

Melee
Candy Cane

+ A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.

− Raises explosive damage vulnerability by 25% on wearer.

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

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

Backpack Boston Basher.png

Melee
Boston Basher

+ On hit: inflicts bleed to enemy for 5 seconds.

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

+ On hit: inflicts bleed to enemy for 5 seconds.

− 25% damage penalty.

Soldier

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

Primary
Rocket Launcher

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

+ 25% shorter reload time.
− 50% damage penalty against players.
− Disabled self-knockback

Backpack Direct Hit.png

Primary
Direct Hit

+ 25% damage penalty.

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

+ 204% damage bonus.

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

Backpack Black Box.png

Primary
Black Box

+ On hit: restores up to +20 health.

− 25% smaller clip size.

+ 144% damage bonus.

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

Backpack Rocket Jumper.png

Primary
Rocket Jumper

+ +200% max primary ammo on wearer.

+  No self inflicted blast damage taken.
−  100% damage penalty.
−  No random Critical hits.
−  Unable to carry the intelligence and the PASS Time JACK.

+ 1011% damage bonus.

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

Backpack Liberty Launcher.png

Primary
Liberty Launcher

+ 25% larger clip size.

+ 40% faster projectile speed.
+ 25% less self damage from blast jumping.
− 25% damage penalty.

+ 25% larger clip size.

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

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

− 25% damage penalty.
− 50% damage penalty against players.
− 25% longer reload time.
− 15% slower firing speed.

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

+ Does not use ammo (replaced with an ammo meter).

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

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

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

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

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

Backpack Beggar's Bazooka.png

Primary
Beggar's Bazooka

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

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

+ 100% damage bonus.

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

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

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

Backpack Air Strike.png

Primary
Air Strike

+ 185% faster firing speed while blast jumping.

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

+ 134% damage bonus.

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

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

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

+  Release Fire to unleash the barrage at 180% increased fire rate.
−  +1 degrees random projectile deviation.

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

Soldier Secondaries
Backpack Shotgun.png

Secondary
Shotgun

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

+ 20% damage bonus.
+ 60% shorter reload time.
+ 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.

+ 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.

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

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.

+ While the buff is active, for 10 seconds the user and nearby teammates receive:

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

+ +20 max health on wearer.

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

+ While the buff is active, for 15 seconds the user and nearby teammates receive:

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

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

Backpack Concheror.png

Secondary
Concheror

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

+ While the buff is active, for 10 seconds the user and nearby teammates receive:

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

+ Up to +4 health regenerated per second passively.

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

+  While the buff is active, for 15 seconds the user and nearby teammates receive:

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

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

Backpack Mantreads.png

Secondary
Mantreads

+  75% reduction in push force taken from enemy damage.

+  Deals 3x falling damage to the player you land on.
+  Lowers airblast vulnerability by 75%
+  200% increased air control when blast jumping.
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.

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

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

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

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

+ 20% faster deploy speed.

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

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

− 34% smaller clip size

+ 100% larger clip size.

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

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

Secondary
Panic Attack

+ 50% more pellets per shot.

+ 50% faster deploy speed.
+ Fires a fixed shot pattern.
− 20% damage penalty.
− Successive shots become less accurate.

+ 200% larger clip size.

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

Backpack Gunboats.png

Secondary
Gunboats

+ 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
.
+ 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.

+  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.

+ Parachute can be deactivated at any time.
− 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:

+  Damage increase as user's remaining health decreases.
−  90% less healing from Medic sources.

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

Melee
Market Gardener

+  Guaranteed Critical hits while wielder is rocket jumping.

−  20% slower swing speed.
−  No random Critical hits.

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

Melee
Pain Train

+  Increases user's capture rate by 1 for points and carts.

−  Raises bullet damage vulnerability by 10%.

+  Increases user's capture rate by 1 for points and carts.

When weapon is active.

+ 10% faster movement speed.
− Raised damage vulnerability by 20%.

−  Raises bullet damage vulnerability by 10%.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

+  50% longer melee range.

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

+  50% longer melee range.

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

Backpack Disciplinary Action.png

Melee
Disciplinary Action

+  70% longer melee range.

+  On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.
−  25% damage penalty.

+  70% longer melee range.

−  25% slower swing speed.

Backpack Escape Plan.png

Melee
Escape Plan

Pictogram info.png  When weapon is active:

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

Pictogram info.png  When weapon is active:

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

Pyro

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

Primary
Flame Thrower

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

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

Backpack Backburner.png

Primary
Backburner

+ Guaranteed Critical hits when attacking from behind.

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

+ Guaranteed Critical hits when attacking from behind.

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

Backpack Degreaser.png

Primary
Degreaser

+ 60% faster deploy speed.

+ 30% faster holster speed.
− Airblasts cost 25% more ammo to fire (25 instead of 20).
− 66% afterburn damage penalty.

+ 60% faster deploy speed.

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

Backpack Phlogistinator.png

Primary
Phlogistinator

+ Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.

− Cannot fire blasts of compressed air.
− No random Critical hits.

+ Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.

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

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.
+ 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.

+ 50% faster repressurization rate on hit.
+ 40% longer flamethrower range.
− 50% slower repressurization rate on Alt-Fire.
− 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.
+ 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).

Pyro Secondaries
Backpack Shotgun.png

Secondary
Shotgun

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

+ 20% damage bonus.
+ 60% shorter reload time.
+ 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.

+  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).

Pictogram info.png 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.

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.
+  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.

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.
+  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.

Backpack Manmelter.png

Secondary
Manmelter

Pictogram info.png 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.

Pictogram info.png 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.

Backpack Scorch Shot.png

Secondary
Scorch Shot

Pictogram info.png  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.

Pictogram info.png 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.

Backpack Thermal Thruster.png

Secondary
Thermal Thruster

Pictogram info.png 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.

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

Secondary
Gas Passer

+  Creates a horrific visible gas that coats enemies with a flammable material.

+  Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).
+  Gas meter builds with damage done and/or time.
−  Spawning and resupply do not affect the Gas meter.
−  Gas meter starts empty.
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.

+  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.

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

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

+  20% faster weapon deploy speed.
+  15% faster weapon holster speed.
−  33% smaller clip size.

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

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

Backpack Panic Attack.png

Secondary
Panic Attack

+ 50% more pellets per shot.

+ 50% faster deploy speed.
+ Fires a fixed shot pattern.
− 20% damage penalty.
− Successive shots become less accurate.

+ 200% larger clip size.

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

Pyro Melees
Backpack Homewrecker.png

Melee
Homewrecker

+ 100% damage bonus against buildings.

+ Able to remove Electro Sappers (in one hit).
− 25% damage penalty against players.

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

Melee
Sharpened Volcano Fragment

+ On Hit: target is engulfed in flames.

− 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.
+ On attack: dishes out two consecutive slaps.
+ Gain a speed boost when you hit an enemy player.
− 20% damage penalty.

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

Melee
Backscratcher

+ 25% damage bonus.

+ 50% more healing from map health sources (healthpacks).
− 75% less healing from medic sources.

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

Melee
Neon Annihilator

+ Guaranteed Critical hits against wet players.

+ Able to remove Electro Sappers (in two hits).
− 20% damage penalty against players.
− No random Critical hits.

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

Melee
Third Degree

+ 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

+ Guaranteed Mini-Crits on burning targets.

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

+ Guaranteed Mini-Crits on burning targets.

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

Backpack Powerjack.png

Melee
Powerjack

+ On kill: restores up to +25 health points.

+ When weapon is active: 15% faster movement speed on wearer.
− When weapon is active: raises damage vulnerability by 20%.

+ On kill: restores up to +25 health points.

+ When weapon is active: 5% faster movement speed on wearer.
− When weapon is active: raises damage vulnerability by 40%.

Demoman

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

Primary
Grenade Launcher

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

+ 25% shorter reload time.
− 55% damage penalty against players.

Backpack Loch-n-Load.png

Primary
Loch-n-Load

+ 20% damage bonus against buildings.

+ 25% faster projectile speed.
+ Grenades do not tumble when fired.
− 25% smaller clip size.
− 25% smaller splash damage radius.
− Launched bombs shatter on surfaces.

+ 150% damage bonus.

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

Backpack Ali Baba's Wee Booties.png

Primary
Ali Baba's Wee Booties

+ +25 max health on wearer.

+ Increases turning speed while charging by 200%.
+ Melee kills refill 25% of your charge meter.
+ 10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
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.
+ Cannonballs push players back on impact.
+ 20% faster projectile speed.
+ Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a Mini-Crit.
− Cannonballs do not explode on impact.
− Cannonballs must be charged for at least 0.10 seconds for Double-Donks.

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.
+ 520% damage bonus.
+ 25% larger splash damage radius.
+ 50% faster projectile speed.
+ 25% shorter reload time.
+ Applies a strong downwards force on hit.
− 64% damage penalty against players.
− 65% slower firing speed.
− 100% more self-damage from blast jumping.
− Disabled self-knockback.

Backpack Iron Bomber.png

Primary
Iron Bomber

+ Grenades have very little bounce and roll.

+ 30% faster fuse time on grenades
− 15% smaller splash damage radius.

+  Grenades have very little bounce and roll.

+ 210% damage bonus.
+ 25% shorter reload time.
+ 30% faster fuse time on grenades
− 55% damage penalty against players.
− 15% smaller splash damage radius.

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.
+ +25 max health on wearer.

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

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.

+  Charging removes debuffs.
+  Lowers fire damage vulnerability by 50%.
+  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.

+ When hit: Consumes entire charge meter and applies 1 second of invulnerability.
+  Charging removes debuffs.
+  Lowers fire damage vulnerability by 50%.
+  Lowers explosive damage vulnerability by 30%.
+  Grants its abilities passively, does not need to be selected.
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.

+  Charging removes debuffs.
+  70% charge impact damage bonus.
+  50% increase in charge recharge rate.
+  Lowes fire damage vulnerability by 20%.
+  Lowes explosive damage vulnerability by 20%.
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.

+ When hit: Consumes entire charge meter and applies 1 second of invulnerability.
+  Charging removes debuffs.
+  70% charge impact damage bonus.
+  50% increase in charge recharge rate.
+  Lowers fire damage vulnerability by 20%.
+  Lowers explosive damage vulnerability by 20%.
+  Full turning control while charging.
+  Melee kills refill 75% of charge meter.
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.

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

+  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

+ When hit: Consumes entire charge meter and applies 1 second of invulnerability.
+  Charging removes debuffs.
+  Lowes fire damage vulnerability by 15%.
+  Lowes explosive damage vulnerability by 15%.
+  Full turning control while charging.
+  Melee kills refill 75% of charge meter.
−  Taking damage while shield charging reduces charge time.
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

+  200% larger secondary ammo size.(max is 72).

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

+ 275% damage bonus.

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

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.

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

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.

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

Backpack Quickiebomb Launcher.png

Secondary
Quickiebomb Launcher

+  Up to 35% damage bonus based on charge.

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

+ +25 max health on wearer.

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

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

+  50% longer melee range.

+  20% damage bonus.
−  75% slower deploy and holster time.
−  15% slower movement speed on wearer.

Pictogram info.png No changes.
Backpack Eyelander.png

Melee
Eyelander

+  50% longer melee range.

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

+  50% longer melee range.

−  75% slower deploy and holster time.
−  -25 max health on wearer.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

+  50% longer melee range.

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

+  50% longer melee range.

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

Backpack Pain Train.png

Melee
Pain Train

+  Increases user's capture rate by 1 for points and carts.

−  Raises bullet damage vulnerability by 10%.

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

−  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.

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

− 15% damage penalty.

−  20% slower swing speed.
−  100% slower deploy speed.

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

+  50% longer melee range.

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

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

Melee
Persian Persuader

+  50% longer melee range.

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

+  50% longer melee range.

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

Heavy

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.
− 6% damage penalty.
− 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.
+ On hit: 100% chance to slow down enemy players.

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

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

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

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

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.
+ 20% damage bonus.
+ Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
− 50% slower spin up time.
− 60% slower movement speed when spun-up.

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

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

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.
+ 20% faster spin up time.
+ 20% tighter bullet spread.
+ Silent Killer: No spin-up sound.
− 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.
+ Silent Killer: No spin-up sound.
+ 60% faster spin up time.
+ 50% tighter bullet spread.
− 7% damage penalty.
− 25% damage penalty against players.
− 20% slower firing speed.

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.
+ Create a ring of flames while spun up.
+ 25% damage bonus against burning players.
− 10% damage penalty.
− Consumes an additional 4 ammo per second while spun up.

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

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

Heavy Secondaries
Backpack Shotgun.png

Secondary
Shotgun

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

+  20% damage bonus.
+  60% shorter reload time.
+  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.

+ 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

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

Secondary
Panic Attack

+ 50% more pellets per shot.

+ 50% faster deploy speed.
+ Fires a fixed shot pattern.
− 20% damage penalty.
− Successive shots become less accurate.

+ 200% larger clip size.

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

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.
+ If used when player is at full health, grants 50 points of overheal.

+ Passively increases max health by 50 points (350 total) on wearer.

+ 100% faster weapon holster speed.
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.
+ If used when player is at full health, grants 50 points of overheal.
− 60% less health from healers on wearer.

Backpack Family Business.png

Secondary
Family Business

+ 33% larger clip size.

+ 15% faster firing speed.
− 15% damage penalty.

+ 300% larger clip size.

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

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:

+ All damage dealt is Mini-Crits.
+  Grants 30% faster movement.
−  Player can only use melee weapons.
−  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.

+ 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:

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

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

+ 5% faster movement speed on wearer.

− 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

+ On kill: guaranteed Critical hits on all weapons for 5 seconds.

− 20% slower swing speed.

+ 2% faster movement speed on wearer.

+ On kill: guaranteed Critical hits on all weapons for 5 seconds.
− 20% slower swing speed.

Backpack Gloves of Running Urgently.png

Melee
Gloves of Running Urgently

+ When weapon is active: 30% faster speed movement on wearer.

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

+ When weapon is active: 20% faster speed movement on wearer.

− 50% slower holster speed.
− 10% slower movement speed on wearer.
− Raised damage vulnerability by 50%.

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

+ 30% damage bonus.

+ +50 health on kill.
− While weapon is active: raises damage vulnerability by 30%.

+ 30% damage bonus.

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

+ Up to +7 health regenerated per second passively.

− Raises damage vulnerability by 30%.

Backpack Fists of Steel.png

Melee
Fists of Steel

+ While weapon is active: lowers ranged damage vulnerability by 40%

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

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

Melee
Eviction Notice

+ 40% faster firing speed.

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

+ 8% faster movement speed on wearer.

+ 40% faster firing speed.
− -100 max health.
− 60% damage penalty.

Backpack Holiday Punch.png

Melee
Holiday Punch

+  Critical hit forces victim to laugh.

+  Always Critical hit from behind.
+  On Hit: Force enemies to laugh who are also wearing this item.
−  Critical hits do no damage.

Pictogram info.png No changes.

Engineer

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

Primary
Shotgun

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

+  20% damage bonus.
+  60% shorter reload time.
+  60% faster firing speed.

Backpack Frontier Justice.png

Primary
Frontier Justice

+ Stores 2 guaranteed Critical shots for every Sentry Gun kill.

+ 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.
− 50% smaller clip size.
− No random Critical hits.
− Revenge Crits are lost on death.

+ Stores 2 guaranteed Critical shots for every Sentry Gun kill.

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

Backpack Widowmaker.png

Primary
Widowmaker

+ On hit: damage dealt is returned as ammo.

+ 10% damage bonus to the same target as your sentry.
+ No reload necessary.
− Uses metal as ammo.
− Per Shot: -30 metal.

+ On hit: damage dealt is returned as ammo.

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

Backpack Panic Attack.png

Primary
Panic Attack

+ 50% more pellets per shot.

+ 50% faster deploy speed.
+ Fires a fixed shot pattern.
− 20% damage penalty.
− Successive shots become less accurate.

+ 200% larger clip size.

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

Backpack Pomson 6000.png

Primary
Pomson 6000

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

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

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

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

Backpack Rescue Ranger.png

Primary
Rescue Ranger

+ Alt-Fire: Use 100 metal to pick up buildings from long range.

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

+ Alt-Fire: Use 70 metal to pick up buildings from long range.

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

Engineer Secondaries
Backpack Pistol.png

Secondary
Pistol

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

+ 30% damage bonus.
+ 33% faster firing speed.
+ 50% tighter bullet spread.
− 50% longer reload time.

Backpack Wrangler.png

Secondary
Wrangler

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

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

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

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

Backpack Short Circuit.png

Secondary
Short Circuit

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

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

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

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

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

Melee
Wrench

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

+ Hitting friendly buildings upgrades, repairs and rearms them.

+ 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:
+ 150% faster Sentry Gun construction speed.
+ 23% lower Sentry Gun construction cost (total cost of 100 metal).
+ 50% faster Sentry Gun firing speed.
+ 35% faster Sentry Gun rotation.
+ Sentry Gun starts construction at 50% health.
− 33% less Sentry Gun health.
− 50% Sentry Gun damage penalty.
− Sentry Gun cannot be upgraded.

+ 20% lower building construction cost.
+ 12.5% Sentry Gun damage bonus.
+ 10% faster Sentry Gun firing speed.
+ 50% larger Sentry Gun target range.
+ 20% faster Dispenser construction speed.
+ 150% larger Dispenser range.
− 90% longer Sentry Gun construction speed.
− 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.
− Cannot construct teleporters.

Backpack Gunslinger.png

Melee
Gunslinger

+ Hitting friendly buildings upgrades, repairs and rearms them.

+ 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:
+ 150% faster Sentry Gun construction speed.
+ 23% lower Sentry Gun construction cost (total cost of 100 metal).
+ 50% faster Sentry Gun firing speed.
+ 35% faster Sentry Gun rotation.
+ Sentry Gun starts construction at 50% health.
− 33% less Sentry Gun health.
− 50% Sentry Gun damage penalty.
− Sentry Gun cannot be upgraded.

+ +25 max health on wearer.
+ Guarantees a Critical hit on a third consecutive punch.
− No random Critical hits.

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

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

+ +25 max health on wearer.
+ 10% faster Sentry Gun firing speed.
+ Guarantees a Critical hit on a third consecutive punch.
− Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
− Sentry Gun starts with 90% less ammo.
− Cannot construct teleporters.

Backpack Southern Hospitality.png

Melee
Southern Hospitality

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

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

+ On hit: causes opponent to bleed for 5 seconds.
+ 5% faster movement speed on wearer.
+ 75% lower building construction cost (25 metal).
+ 70% faster Sentry Gun construction speed.
+ 20% faster Sentry Gun firing speed.
− 20% slower swing speed.
− Raises fire damage vulnerability by 20%.
− 75% lower building max health.
− Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
− Sentry Guns start with 90% less ammo.
− Cannot construct teleporters.

Backpack Jag.png

Melee
Jag

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

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

+ 20% faster swing speed.
+ Construction hit speed boost increased by 30%.
− 25% damage penalty.
− 20% slower repair rate.
− 21% slower Sentry Gun construction speed.
− 40% higher building construction cost (140 metal).
− Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
− Sentry Guns start with 90% less ammo.
− Cannot construct teleporters.

Backpack Eureka Effect.png

Melee
Eureka Effect

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

+ Hitting friendly buildings upgrades, repairs and rearms them.

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

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

+ 50% Sentry Gun damage bonus.
− 50% slower swing speed.
− Construction hit speed boost decreased by 20%.
− 20% less metal from Dispensers and Pickups.
− 400% slower Sentry Gun construction speed.
− Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
− Cannot construct teleporters.
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[19] 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

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

Primary
Syringe Gun

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

Primary
Blutsauger

+ On hit: heal +3 health points.

− Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

+ 147% damage bonus.

+ On hit: heal +3 health points.
+ On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.
− 50% longer reload time.
− 50% less healing from Medic sources.
− When weapon is active: Raises melee damage vulnerability by 50%.
− 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.
+ 280% damage bonus (point blank) to 650% damage bonus (long range) per bolt.
+ Heals allies +75 health (point blank) to +150 health (long range) per bolt.

+ This weapon reloads automatically when not active.
− 97.5% smaller clip size.
− 75% slower firing speed.
− No headshots.
− 75% smaller secondary ammo size.

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

+ 400% larger clip size.
+ 20% shorter reload time.
+ 50% faster Übercharge build rate.
+ On hit:100% chance to slow down Zombies.
+ Projectile penetrates players and damages enemies behind them.
− 25% slower overheal rate.
− 75% smaller secondary ammo size.

Backpack Overdose.png

Primary
Overdose

+ When active, ÜberCharge percentage increases movement speed by up to 20%.

− 15% damage penalty.

+ When active, ÜberCharge percentage increases movement speed by up to 20%.

+ 125% damage bonus
+ 10% faster firing speed.
− 50% longer reload time.
− 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.

+ 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.

+ Match the speed of any faster heal target.
+ 25% faster Übercharge build rate.
− 50% shorter ÜberCharge duration.

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

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

+ Match the speed of any faster heal target.
+ 25% faster Übercharge build rate.

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

+ 500% faster Übercharge build rate.
− 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

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

+ Heal rate increased 100%.
+ 50% faster Übercharge build rate.
+ Match the speed of any faster heal target.
− 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.
+ Match the speed of any faster heal target.
+ 67% faster Übercharge build rate.
− 33% slower ÜberCharge build rate on overhealed patients.
− 66% slower overheal build rate.
− 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.
+ 67% faster Übercharge build rate.
+ 50% faster overheal build rate.
+ 25% more max overheal.
+ 25% slower overheal decay rate.
− 33% slower ÜberCharge build rate on overhealed patients.
− Lacks any melee resistance.

Medic Melees
Backpack Bonesaw.png

Melee
Bonesaw

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

Melee
Vita-Saw

+ 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%.

− -10 max health on wearer.

+ 33% faster Übercharge build rate.

+ +1 sec longer ÜberCharge duration.

Backpack Solemn Vow.png

Melee
Solemn Vow

+ Allows the Medic to see an enemy's health.

− 10% slower swing speed

+ Allows the Medic to see an enemy's health.

+ Increases Medigun heal rate by 20%.
− 10% slower swing speed

Backpack Amputator.png

Melee
Amputator

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

+ 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).

− 20% damage penalty.

Pictogram info.png No changes.
Backpack Übersaw.png

Melee
Ubersaw

+ On Hit: 25% ÜberCharge added.

− 20% slower swing speed.

+ On Hit: 50% ÜberCharge added.

− 100% slower swing speed.

Sniper

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.
+ Critical hits are guaranteed for headshots.
− Can only headshot 0.2 seconds after scoping in.
− No random critical hits.

Pictogram info.png Charges while zoomed.

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

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

Pictogram info.png Charges while zoomed.

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

Pictogram info.png Charges while zoomed.

+ On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
+ Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
+ Scoped shots extinguish flames on wielder and allied players.
+ 125% damage bonus.
+ 98% additional damage bonus on headshots.
+ 50% shorter reload time.
+ 55% decrease in charge time.
− Headshots do not crit.
− 33% damage penalty on body shots (75 uncharged, 226 full charge)

Backpack Machina.png

Primary
Machina

Pictogram info.png Charges while zoomed.

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

Pictogram info.png Charges while zoomed.

+ Critical hits are guaranteed for headshots.
+ Upon a successful headshot, enemy is knocked back.
+ 580% damage bonus.
+ 76% damage bonus on fully charged shots.
+ 33% faster reload time. + Fully charged shots penetrate players and damage enemies behind them.
− 50% damage penalty on bodyshots.
− 70% damage penalty against players.
− 50% increase in charge time.
− 300% slower weapon deploy speed.
− 100% slower weapon holster speed.
− When weapon is active:6.7% slower movement speed on wearer.
− Only fires when zoomed.
− Shots leave a bright, easily traceable team-colored line behind them.

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

Pictogram info.png Charges while zoomed.

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

Pictogram info.png Charges while zoomed.

+ Critical hits are guaranteed for headshots.
+ Upon a successful headshot, enemy is knocked back.
+ Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
+ 33.3% damage bonus against players.
+ 600% damage bonus on fully charged shots.
− 200% damage penalty.
− 100% damage penalty on bodyshots (Deals no damage).
− 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.
+ Critical hits are guaranteed for headshots.
+ Gain Focus on kills and assists.
+ Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

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

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

Pictogram info.png Charges while zoomed.

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

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

− 33.3% damage penalty against players.
− 39% 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.
+ Critical hits are guaranteed for headshots.
+ Can charge without zooming.
− Cannot headshot unless fully charged.
− 10% damage penalty on body shot.
− Shots leave a dim, clear line behind them.
− No random critical hits.
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.
+ Critical hits are guaranteed for headshots.
+ Upon a successful headshot, enemy is knocked back.
+ Can charge without zooming.
+ 300% damage bonus.
+ 33% damage bonus against players.
+ 100% decrease in charge time.
+ No movement speed penalty while charging.
+ Can charge while mid-air.
+ Can jump while charging.
− 73.6% damage penalty on body shots.
− Cannot headshot unless fully charged.
− 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.
+ Critical hits are guaranteed for headshots.
+ No laser pointer indicator.
+ Arrows can be fired mid-air.
+ Friendly Pyros can light arrows to add fire damage.
+ 70% decrease in charge time.
+ 96% faster charging movement speed (total of 53% movement speed while charging)
− 20% less maximum charge damage.

Pictogram info.png Base damage unchanged.

− 48% smaller secondary ammo size.
− No random critical hits.
− Arrows can be reflected, shot down, and vaporized.
− Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
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.
+ Critical hits are guaranteed for headshots.
+ Upon a successful headshot, enemy is knocked back.
+ 100% damage bonus.
+ 20% shorter reload time.
+ No laser pointer indicator.
+ Arrows can be fired mid-air.
+ Friendly Pyros can light arrows to add fire damage.
+ On hit: Inflicts bleed for 5 seconds.
+ 70% decrease in charge time.
+ 96% faster charging movement speed (total of 53% movement speed while charging)
− 50% damage penalty on bodyshots.
− 20% less maximum charge damage.
− Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
− Deals no damage against Non-Player Characters.
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.
+ 100% larger clip size.

+ 160% damage bonus.
− 40% longer reload time.

Backpack Jarate.png

Secondary
Jarate

+ Doused enemies take mini-crits on hit.

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

+ Doused enemies take mini-crits on hit.

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

Backpack Razorback.png

Secondary
Razorback

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

− 100% less overheal.
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

+ Lowers fire damage vulnerability by 50%.

+ 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

+ No flinching when aiming and primary weapon is fully charged.

+ Knockback reduced by 20% when aiming.
+ 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

+ Dealing damage charges a "Crikey" meter.

+ Alt Fire When Charged: Mini-crits for 8 seconds.

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

− 20% smaller clip size.
− 25% slower firing speed.
− No random critical hits.

+ Dealing damage charges a "Crikey" meter.

+ Alt Fire When Charged: Mini-crits for 9 seconds.

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

+ 230% damage bonus.
− 40% longer reload time.
− 15% slower firing speed.
− 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

+ Crits whenever it would normally mini-crit.

− Raises damage vulnerability by 20% when active.
− No random crits.

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

Melee
Tribalman's Shiv

+ On hit: causes bleed for 6 seconds.

− 50% damage penalty.

Pictogram info.png No changes.
Backpack Shahanshah.png

Melee
Shahanshah

+ 25% damage bonus when health is less than 50% of max.

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

Pictogram info.png No changes
Rifle Damages[20] Bodyshot Headshot
0% 100% 0% 100%
Sniper Rifle 75 225 720 2160
Hitman's Hitmaker 60 180 295 885
Huntsman 114 240 339 720
Machina 283 1500 1700 9003
Sydney Sleeper 75 226 300 900
Classic 70 210 267 2399
Bazaar Bargain 0 0 200 600

Spy

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

Primary
Revolver

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

+ 75% faster firing speed.
+ 20% tighter bullet spread.
− 15% damage penalty.

Backpack Ambassador.png

Primary
Ambassador

+ Critical hits are guaranteed for headshots.

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

+ Critical hits are guaranteed for headshots.

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

Backpack L'Etranger.png

Primary
L'Etranger

+ 40% longer cloak duration

+ On hit: adds 15% charge to cloak.
− 20% damage penalty.

+ 25% shorter reload time.

+ 85% faster firing speed.
+ 40% longer cloak duration.
+ On hit: adds 15% charge to cloak.
− 7% damage penalty.

Backpack Enforcer.png

Primary
Enforcer

+ 20% damage bonus while disguised.

+ Attacks pierce damage resistance effects and bonuses.
− 20% slower firing speed.
− No random critical hits.

+ 100% larger clip size.

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

Backpack Diamondback.png

Primary
Diamondback

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

− –15% damage penalty.
− No random critical hits.

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

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

Spy Sappers
Backpack Red-Tape Recorder.png

Secondary
Red-Tape Recorder

Pictogram info.png Disables enemy Engineer buildings.

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

Pictogram info.png Disables enemy Engineer buildings.

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

+ Up to +4 health regenerated per second passively.
− 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:

+ 2% faster movement speed on wearer.
− Raises damage vulnerability by 20% on wearer.
Spy Melees
Backpack Knife.png

Melee
Knife

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

+ Victims do not make any noise when dying.

Backpack Big Earner.png

Melee
Big Earner

+ Upon a kill, the Spy gains 30% of his cloak meter.

+ Gain a 3 second speed boost on kill.
− –25 max health on wearer.

+ Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.

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

Backpack Spy-Cicle.png

Melee
Spy-cicle

+ On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.

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

+ Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.

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

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

+ On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points.

− –55 max health on wearer.

+ On Backstab: Gain a speedboost

+ On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 105% of Spy's (reduced) health, i.e. up to 300 health points.
− –55 max health on wearer (145 health).

Backpack Your Eternal Reward.png

Melee
Your Eternal Reward

+ Upon a successful backstab, the Spy instantly disguises as the backstab victim.

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

+ Upon a successful backstab, the Spy instantly disguises as the backstab victim.

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

Spy Watches
Backpack Cloak and Dagger.png

PDA
Cloak and Dagger

Cloak type: Motion sensitive

+ Raises damage resistance by 20%.
+ While standing still, cloaks Spy indefinitely and slowly refills cloak meter .
+ 100% increase in cloak recharge rate.
− Cloak meter can not be refilled by ammo boxes while invisible.
− 35% less cloak meter from ammo boxes.
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

+ Increases max health by 25 on wearer.
− Cloak meter can not be refilled by ammo boxes while invisible.
− Cannot attack while invisible.
− 100% quicker cloak drain rate.
− Bumping into enemies partially reveals the Spy's outline.
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.
+ Raises damage resistance by 20%.
− Cannot attack while invisible.
− 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.
− Cannot attack while invisible.
− 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.
+ Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
+ 50% faster cloak recharge rate.
+ 40% longer cloak duration.
+ Grants a 3 second speed boost upon receiving damage.
+ Feign Death stealth has no bump shimmer for 3 seconds.
− Ammo kits and dispensers do not refill the Spy's cloak meter.
− Has a loud, distinctive decloak sound.
− Triggering feign death will lower the cloak meter to 50%.
− Cloak meter must be fully charged to use.

Cloak type: Feign death

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


Map design

Zombie Escape has a wide variety of maps, each with their own unique story, aesthetics and layout. Despite this, most if not all maps follow one ubiquitous pattern.

Typical 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.

Typical layout of a Zombie Escape map.

The primary task of the Humans is to reach the end of the map using a predetermined path. To prevent Humans from just rushing to the end, maps are segmented into multiple smaller sections using doors, gates, movable walls, and other such barriers.

In order to advance or fallback ("fb" for short) to the next map section, Humans must unlock and open the barrier that is blocking their way. This is achieved by finding and activating that barrier's trigger, thus initiating a countdown (commonly displayed at the top of the HUD)[21] until the barrier is finally removed.

Triggers come in many forms, ranging from simply physically touching the barrier, to finding and pushing a button that is in a completely different location, to requiring a special item brought to them such as a key. Any class or player can activate triggers and unlock further sections, including the Zombies.

Reaching the final section of the map allows the Humans to escape. The escape method itself differs from map to map, but it usually involves either waiting for and then boarding an escape vehicle (like a helicopter), entering a sealed-off room and then waiting for the entrance to close (with no Zombies present inside) or by fighting a boss and winning against him.

Only a single Human is required to escape with one of the three aforementioned methods for the Human team to win and finish the match, causing all Zombies and left-behind Humans to be automatically killed. Some maps have multiple stages, with the beginning of each new stage seeing all previous Zombies respawned as Humans and undergoing another round of automatic infection before continuing the match.

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 or kill the Humans.

All environmental hazards can be divided into three types: those which cause an instant death, those which cause a gradual health drain and finally, the type exclusive to Zombie Escape, those which set the player back.

The so-called "set-back" hazard causes the players that come in contact with it to be teleported backwards to a previous location. While this is not directly lethal, it is still dangerous, since by resetting the player's position 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. 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 term 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 the part of the map preceding the new Zombie spawn to get automatically teleported to it.[22] This achieves two effects:

  • It prevents newly-spawned Zombies from needing to travel more and more egregious distances the further Humans advance into the map. It is also meant to help those Zombies who have gotten stuck or lost by bringing them directly to the action.
  • 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 Zombie Spawn. 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.

After both the Zombie spawn and the left-behind players are shifted forwards, an invisible wall is put in place that cordons off the earlier map segments, thus preventing anyone from re-entering them again.

Pitfalls

While not as universal as the Zombie teleport, pitfalls are still often found in Zombie Escape maps, especially during surf and parkour sections. They either instantly kill the players which fall into them or reset them back to a previous position (the more forgiving type). A Zombie that falls into a pitfall is reset to their spawn point, essentially dying but skipping the respawn timer.

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 know as "door-hugging". Crushing is always fully lethal for both Zombies and Humans alike.

Lasers

Zombie Escape lasers are extremely thin blade-like objects that move parallel to the ground and are made out of a semi-transparent material, usually 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. They are typically found in very specific parts of the map, only being activated once the Humans step into their area. Once activate, multiple lasers are launched at the Humans in rapid succession, demanding near-perfect timing on the part of the Humans to evade them all.

To avoid a laser's attack, the player must jump or crouch and let the Laser pass over/below 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 side-step them.

Lasers simply pass through Zombies without harming them. 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 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 arena, 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, instead being transported to a separate location that allows them to spectate the fight while it is going on.

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 only damage them. To make bosses that don't instantly kill 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.[23]

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 to the arena for a couple of seconds, before they are returned back.

Items

The yellow rubber ducky attached to a Human item

Items are special map pickups which serve to help Humans finish the map. They take the form of the Duck Journal. Once picked up, items grant the Human several various abilities that can be activated by calling for Medic (default key: E). Items can also be dropped on the ground with the Drop the briefcase key (default key: L).

Zombies usually cannot pickup and use items, with the exception of certain maps which feature exclusive Zombie items. These Zombie items are represented by a red-coloured Duck Journal instead of the typical yellow one, which only Zombies can pick up and use. Much like their Human counterpart, items give the Zombie that wields them a unique power up activable by the call for Medic bind.

Depending on the map, items are either one-time use only, being instantly consumed upon their usage, or can be used multiple items with a slight delay between each activation. Much like enzymes, the effects of an item, while potent, are usually short lasting.

Items Attributes
Ice/Snow Freezes all Zombies in place or slows them down.
Wind Creates a tornado that pushes all Zombies away.
Fire Summons a field of fire that slows and damages Zombies.
Gravity Creates a force field which sucks Zombies in.
Earth/Wall Erects a tall wall where the user points at.
Crits Crit boosts all nearby Humans.
Heal Heals all nearby Humans for full health. Especially useful on boss fights, as it is one of the few healing sources that bypasses the usual healing restriction.
Ultima Almost always single-use. Creates a field of energy that after a certain wind-up time (usually half a minute) kills all Zombies caught in it.
Fear Typically a Zombie item; it emits a visible soundwave that slows down Humans caught in its wake.


Strategy

A heavy holds off the horde, desperately waiting for the gates behind him to open.

Push Classes

  • Push classes are classes that are not at the front lines, furthest away from the zombies, activating triggers and setting up camp to lock down areas. The push classes are motsly the Scout and Spy.
  • Usually, Scout's highest speed make him the best choice to trigger the door and his Scattergun is also effective to clean up the NPCs on the path or cover teammates that are falling back. Sometimes Bonk! Atomic Punch is a safer choice to get pass map traps in order to trigger the door as early as possible( triggering too early may kill teammates accidently, so it depends on leader's command whether Scout trigger earlier or not), and there is a playstyle about this weapon, which is to use it to block zombies away from teammates without taking any damage. Mad Milk grant Scout an ability to support teammates, which is to heal teammates themselves by shooting zombies in milk.
  • Despite Spy is a bit slower than Scout, he is still a good option to do the trigger. Depend on the play style, Spy can backstabing zombies often in a danger position or do the trigger just like Scout. Dead Ringer make him survive longer in zombie groups, and get boost easily in order to pick up items or trigger the door earlier.

Defend classes

  • The Soldier can vary in playstyles depending on the weapon or banner used. A Battalion's Backup Soldier is often near the stalling teammates to make teammates live longer from zombie attacks, a Concheror Soldier is often at the front leading allies using its speed boost, and a Buff Banner Soldier is often found on the choke point 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 flames consistently slowing zombies, the Pyro is extremely efficient at holding down areas and keeping any stray zombies at bay until the path is open. 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.
  • Since the Demoman can knockback zombies with Grenade Launcher and place sticky bombs with Stickybomb Launcher in a big range and stun zombies for few seconds, these make Demoman an excellent defender. Scottish Resistance, Quickiebomb Launcher are also recommended in various occasions.Sometimes Demoknight can be a good playstyle since his high mobility and high knockback with melee.
  • The heavy has the best ability to defend the zombies by using his Minigun, but the slowest moving speed make him hard to escape in time, so usually equipping Gloves of Running Urgently is strongly recommended since it gives way more speed when it active. Playstyles can be different depending on the Secondary weapon, Family Business or Panic Attack are useful in the occasion that falling back but zombies are close in range, Sandvich can heal teammates or Heavy himself when health are low.
  • 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.
  • 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.

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

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.


Notes

  • Some servers run a slightly altered variant of the Zombie Escape mod, which may differ from the one presented here in its weapon rebalances and other minor changes. The core design and gameplay stays the same across all servers, though.

Gallery

[hide]Gallery
  • Scout weapons
  • Soldier weapons
  • Pyro weapons
  • Demoman weapons
  • Heavy weapons
  • Engineer weapons
  • Medic weapons
  • Sniper weapons
  • Spy weapons
show;hide

References