Team Fortress 2 Classes

There are nine player classes in Team Fortress 2, categorized into offense, defense or support roles. Each class has at least three weapons, a unique primary weapon, a secondary weapon such as a shotgun or pistol and a distinct melee weapon in keeping with the character, such as a liquor bottle for the demoman, a kukri for the sniper and a fire axe for the pyro.

Scout

Type:     Offensive
Health:     125
Speed:     133%

The Scout is the "twitch" class of Team Fortress 2. He is the fastest of all the classes and has the ability to double-jump. This, coupled with his Scattergun, makes for quick point capture and assault, and can also inflict massive damage if fired at close range. However, the scout has the least amount of health and can be killed easiest of the classes. The scout is traditionally used for objective acquisition, i.e. capturing control points or flags. However, scouts are particularity good at enemy harassment and swift territorial denial.

The scout's speed makes him invaluable in making flag runs on CTF maps, and on control point maps he counts as two people when capturing a control point.

Biography:
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

Soldier

Type:     Offensive
Health:     200
Speed:     80%

The bread and butter general assault unit, the Soldier is one of the most common and simple-to-understand classes, but that doesn't make it one of the weakest. Equipped with a rocket launcher as their primary draw and a large health pool without being terribly slow, they're a great class for many offensive and defensive roles and easy to pick up and play.

Rocket jumping is one interesting technique they're known for. Aiming your Rocket launcher toward the ground and shooting/jumping simultaneously will cause the Soldier to bound to incredible heights, at the cost of a bit of health. Once mastered, this skill allows Soldiers to pop up in unexpected places and assault enemies before they knew what hit them. Arguably, the Soldier is also the best Medic partner when a Heavy isn't around.

Biography:
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

Pyro

Type:     Offensive
Health:     225(latest update)
Speed:     100%

The Pyro has the unique ability to set enemies on fire at close range with his Flamethrower, inflicting damage over time through burning. With only a secondary Shotgun to supplement his short range, he must rely on Ambush tactics to catch opponents off-guard.

Pyros are major assets in locating enemy Spies. The Flamethrower will ignite both Cloaked and Disguised Spies; which, when combined with its spread, makes it ideal for finding a Spy attempting to hide or blend in.

Despite his place in the offensive category, the Pyro can also be a useful asset in defense, confusing incoming attackers and defending a Sentry or group of Sentries from meddling Spies. Another useful defensive application is defending Sniper spots from Spies, so the Snipers can do their jobs without fear.

Another useful asset of the Pyro class is their deflection ability, allowing skilled Pyros to reflect projectiles back at their opponents and to clear areas of deadly sticky bombs.

Biography:
A complete pyromaniac as long as any of his teammates can remember, the Pyro lives for the smell of napalm, the thrill of hunting down and roasting his foes and their screams as they burn are music to his ears. His teammates have often speculated on his true appearance beneath the voice-muffling gas mask and baggy clothing, or whether the pyro is even a 'he' at all. The purse he always keeps in his locker seems to suggest otherwise, but they're too polite to ask.

Demoman

Type:     Defensive
Health:     175
Speed:     93%

The Demoman is one of the more complex classes available. With no weapons (outside his melee weapon, the Scrumpy bottle) suitable for close-quarters combat, the Demoman excels at indirect combat. Armed with a Grenade launcher that shoots grenades which explodes upon impact and Sticky bombs, the Demoman is capable of taking out enemies using clever tricks with the game's physics engine.

The Grenade launcher is very powerful, capable of taking out classes with smaller health-pools (Scouts, Medics, Spies) in one or two grenades. The Grenade launcher is perfect for taking out Sentry guns that are around tight corners. Sticky bombs are the perfect tool for defending Intelligence or Control points. Fire a few in some hard -to-see spots, and wait for some prey.

Biography:

A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.

Heavy

Type:     Defensive
Health:     300
Speed:     77%

As the class name implies, Heavies are the heaviest class in Team Fortress 2, boasting the highest health max, the biggest gun, and the slowest speed. Their firepower is very impressive, able to quickly mow down just about anything but an opponent Heavy in seconds, and able to take on large numbers of enemies at once up to a reasonably long range and wide cone of fire. However, revving up and shooting the Minigun brings their already-unimpressive speed to a snail's pace, making them an open (and large) target for any enemy outside their range of fire - especially enemy Snipers.

Making an excellent teammate for a Medic, and being far more effective with allies of any class going alongside them to draw fire, Heavies may seem all-imposing even alone but as the name of the game suggests, they truly shine in a well coordinated team. They may not be the most complicated class, but no good team would be complete without one.

Biography:
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that’s often confused with napping, the Heavy isn’t dumb, he’s not your big friend, and he generally wishes you’d just shut up before he has to make you shut up.

Engineer

Type:     Defensive
Health:     125
Speed:     100%

Choosing to (usually) build and maintain helpful buildings for the team rather than engage in direct combat, the Engineer is a defensive class that can do many helpful things to give their team much more of a fighting chance. They are perhaps most known for their Sentry guns, automated turrets that can be upgraded via wrench whacks as the Engineer gathers Metal from downed units' dropped weapons, ammo crates and even their own Dispensers (portable machines that replenish the health and ammo of nearby troops). They can also build Teleporters to quickly transport teammates between two points on the map.

Engineers must keep in mind, however, that all of these constructed buildings can be destroyed by enemies, and the builder or another Engineer should be on-hand for repairs should one wish to keep their creations running for long - especially if built closer to enemy territory.

Engineers aren't completely out of the game in direct combat though; with a trio of generic, yet capable weapons and the ability to assist themselves by staying around their own buildings, they can put up a great fight and are adept in medium-to-close ranged combat.

Biography:
This amiable, soft-spoken good ol’ boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.

Medic

Type:     Support
Health:     150
Speed:     107%

The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded teammates while trying to stay out of trouble. The Medic carries mediocre weaponry, as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class. This bonus is called overheal or buffing. While healing, the Medic's ÜberCharge bar will fill up to full, at which point he may make himself and an ally invulnerable for up to 10 seconds. The Medic was the first class to recieve an official achievements pack. For every twelve achievements completed, a new weapon is unlocked for the Medic (A new primary, secondary and melee weapon).

Biography:
Given full range to flex his medical muscles after the onrush of wounded during World War 2, the good doctor's skill in medicine is undeniable, even if his ethics are highly questionable. He has little regard for the Hippocratic Oath as he chops cleanly through his enemies limbs with his trusty bonesaw and uses his modified flechette launcher to provide his own unique and messy method of lethal injection. If he offers you a flu shot, it would be wise to refuse.

Sniper

Type:     Support
Health:     125
Speed:     100%

The Sniper is the class for players who love to hang back and pick people off from a distance. Perfect for hiding in hard-to-see areas, the Sniper can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating an enemy Medic healing a Heavy or Soldier, giving your team a chance to advance.

The Sniper Rifle charges in strength the longer the Sniper remains zoomed in. The Sniper Rifle's laser sight will expand until fully charged. The Sniper has very little close-combat defense, sporting only a Submachine gun which isn't immensely powerful, and a Kukri.

Biography:
In his former life as a tracker of dangerous game in the unforgiving Austrailian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you never miss.

Spy

Type:     Support
Health:     125
Speed:     100%

The Spy is the stealth class in Team Fortress 2, using his Cloak and Disguises to blend in and sneak behind enemy lines. A Spy can get behind his foes and silence them in one smooth swipe with the Butterfly knife. This is not instantaneous so if an opponent moves out of range after the Backstab is initiated, it can miss. The Spy cannot use weaponry at all while Cloaked, and will lose any active Disguise if a weapon is used except for the Electro Sapper. In addition to being able to eliminate enemies quickly, the Spy is a great anti-Engineer measure. The Spy can place an Electro Sapper on an Engineer's building, disabling it and slowly draining its Health until it is destroyed. However, the Electro Sapper is easily removed by an Engineer with two swings from his Wrench. A common strategy is to Sap a structure and then immediately Backstab the Engineer. Remember, if you can see the Disguise on a Spy, then he is friendly.

Biography:
In his childhood, the spy's innate natural potential was recognized and he began spy training at a young age. He soon became a master of espionage, several forms of unarmed combat and sleeping with beautiful women. The Spy always completes his mission, and looks incredibly stylish while doing so. Whatever you do, don't bleed on his suit- you won't like him when he's angry.

Sources: Wikipedia