Team Fortress 2 Weapons
The Weapon is anything to deal damage to other players. Every character has a Primary weapon, a Secondary weapon, and Melee weapon. The Engineer, Medic and Spy has a special weapon that does not deal damage but aid the player and his team.
Contents
- Scout Weapons
- Soldier Weapons
- Pyro Weapons
- Demoman Weapons
- Heavy Weapons
- Engineer Weapons
- Medic Weapons
- Sniper Weapons
- Spy Weapons
Scout
Scattergun (Primary)
The Scattergun is the primary weapon for the Scout class. It is a short double-barreled shotgun with a wide cone of fire and high damage falloff. While deadly at close range, the scattergun becomes mediocre at medium range and near useless at a distance. Two shots at point blank is enough to down most classes. However, the Scattergun has a long per-round reload time, nearly double the time required to reload a single shotgun shell. If fired from a position touching a target, the attack is capable of causing Knockback.
Pistol (Secondary)
The pistol is the secondary weapon for the Scout and Engineer classes. Its accuracy, while not exceptional, is superior to that of the Scattergun or Shotgun. It is useful for hitting targets at medium or long range or as a last ditch effort when the primary weapon is out of ammunition. The Pistol is very useful for moving sticky bombs and taking out unsupervised sentry guns from outside of their range. The pistol suffers from medium damage falloff, despite being a single-projectile weapon.
Bat (Melee)
The Scout's melee weapon is an aluminum baseball bat. The bat does less damage per hit than any other melee weapon but swings considerably faster (about 30-40% so). Doing slightly less than half the Scattergun's damage at point blank range, the bat is normally used to finish an opponent when the Scattergun needs reloading or simply for additional humiliation. It's crit animation is a backhand swing from the left.
Soldier
Rocket launcher (Primary)
The Rocket Launcher is the primary weapon of the Soldier. It fires rockets which have travel time and which travel in a straight line, unlike projectiles fired from the Grenade Launcher or Syringe Gun. The rockets do a moderate amount of splash damage but do the most damage on a direct hit. Testing has shown that direct rocket hits have a significant damage falloff at range for their normal damage but no damage falloff for their crit damage. The 'bounce' effect from the rocket launcher's rockets enables the tactic known as juggling. Critical rockets can be identified in flight by a team-colored glow and sparks flying from them.
Shotgun (Secondary)
The shotgun is the primary weapon for the Engineer, and the secondary weapon for the Soldier, Pyro, and Heavy. It can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry Gun. The Pyro uses his shotgun for engaging targets unreachable by his Flame Thrower and the Soldier will generally rely on the shotgun if his rockets have been expended. The shotgun is also a useful weapon to equip if the Heavy is running from point to point.
Shovel (Melee)
The melee weapon of the Soldier class is a folding shovel (known as an 'Entrenching Tool'). Dealing significant damage, the shovel is a good alternative to the Shotgun when an opponent is too close to safely use the Rocket Launcher.For it's crit animation, the Soldier swings it from the left in a backhand motion.
Pyro
Flame thrower (Primary)
The Flamethrower is the primary weapon of the Pyro. The Flamethrower's range is very limited, however it deals massive damage through this entire range. Apart from the direct damage, the Flamethrower also sets your target on fire, causing the target to continue to burn for a short time when no longer being fired upon. Pyros themselves are vulnerable to the direct damage but not to the afterburn, due to their flame-retardant suits. The afterburn can be extinguished by the Medic's Medigun, a Dispenser's healing stream, contact with water, or any type of Health pack.
Note that the weapon fires as a stream and takes time to reach maximum range, especially when turning.
Backburner (Unlockable Primary)
The Backburner is an unlockable primary weapon for the Pyro class and replaces the Flamethrower. It is unlocked after 15 of the Pyro achievements are completed (excluding 'Milestone 1'). This version of the flamethrower is built for the Pyro who likes to ambush their opponents. It removes the compression blast capability, instead guaranteeing critical hits whenever it’s used on an opponent from behind. To aid in survivability, it grants the Pyro an extra fifty health.
Shotgun (Secondary)
The shotgun is the primary weapon for the Engineer, and the secondary weapon for the Soldier, Pyro, and Heavy. It can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry Gun. The Pyro uses his shotgun for engaging targets unreachable by his Flame Thrower and the Soldier will generally rely on the shotgun if his rockets have been expended. The shotgun is also a useful weapon to equip if the Heavy is running from point to point.
Flare Gun (Unlockable Secondary)
The first Pyro unlockable, gained after 10 Pyro achievements, is the Flare Gun, which replaces the shotgun. It allows the Pyro to ignite an enemy at long range, but does require careful aim on their part. It’s particularly useful for causing havoc on Snipers and Engineers who want to keep their distance.
The Flare Gun's shot travels in a straight line for a relatively long range (from 2fort's battlements to the end of the bridge roof on the opposite end), then it's trajectory drastically curves down. The projectile can still ignite enemies while it's "falling", but disentegrates on contact with any surface.
Fire axe (Melee)
The fire axe is the melee weapon of the Pyro class. In most circumstances, the Flame Thrower is a much better choice for targets in melee range. The fire axe is typically used on unaware enemies and for humilation purposes as it has a high crit chance which the flamethrower does not. The crit animation for the fire axe is a swift right to left horizontal swing.
According to Valve statistics, the fire axe boasts nearly three times the range of any other melee weapon. This is probably a bug in the statistics, judging by actual in-game tests and the December 20, 2007 Patch notes ("Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system").
Axtinguisher (Unlockable Melee)
The Axtinguisher is an unlockable melee weapon for the Pyro class. It is unlocked after you have gained 20 Pyro achievements. By itself, the Axtinguisher does half the damage of the regular Fire axe, but will always crit if a target is on fire. This weapon pairs well with the the Flare gun, and can serve as a complementary finishing move for flanking and ambush maneuvers. Especially if pyros are working in groups.
Demoman
Grenade launcher (Primary)
Demoman's primary weapon is the grenade launcher. Grenades arc significantly after being fired, and the distance a round will travel depends on the angle at which it was fired. Grenades will bounce on any surface, and will only detonate on contact with enemies before the first bounce. Grenades are timed and will detonate after four seconds, assuming they don't detonate on impact with an enemy. Grenades have the advantage of never suffering from falloff damage, hits at long range will still do full damage.
Sticky grenade launcher (Secondary)
The Sticky grenade launcher is the Demoman's secondary weapon. It launches small bombs that stick to almost any surface, and do not detonate until the player detonates them manually, though they will disappear harmlessly if the Demoman who fired them dies. Up to eight sticky bombs can be placed; the oldest sticky bomb detonates when the player tries to deploy a ninth bomb. A small number display next to the ammo count tells the user how many sticky bombs are currently placed.
The Demoman can also use Sticky bombs to propel himself, similar to the Soldiers abilty to Rocket jump. Sticky bombs immediately stick to whatever surface they are fired upon, but they will bounce off of enemy players, buildings, or gates. Sticky bombs can be moved (but not destroyed) by shooting them, and can be redirected in mid-air by the scout's bat (see: Baseball) or the pyro's compressed air blast. Critical hit sticky bombs can be identified by a glowing aura surrounding them. Eight (critical) Sticky bombs do more damage at one time than any other weapon in TF2. Sticky Bombs have the advantage of never suffering from falloff damage, even hits at long range will still do full damage.
By holding down the fire button, rather than simply clicking it, the grenade launcher can be charged up to launch a Sticky bomb over greater distances. A meter below the ammo count will show how much force is behind the sticky bomb. You can hold this fully charged up shot by holding down the alternate attack key (usually Mouse2), which will prevent the sticky from launching. Once you release Mouse2, the sticky will fire at maximum speed and range.
Bottle (Melee)
A scrumpy bottle is the melee weapon for the Demoman. If a critical hit is achieved, the bottle breaks, though this is purely visual. The bottle can deal significant damage and is the Demoman's only weapon that does not run the risk of incurring splash damage upon himself. Its crit animation is an overhead swing which breaks the bottle upon impact.
Heavy
Minigun (Primary)
The Minigun (known affectionately as 'Sasha') is the primary weapon for the Heavy class. High damage per bullet combined with an extremely high rate of fire makes the Minigun one of the most powerful weapons in the game. The weapon requires approximately one second of spin-up time before it starts to fire. To keep the spin going and ready to fire at a moment's notice without wasting ammo, the special function key may be held down (default: Mouse2/Left Trigger [360]/L2 [PS3]). When either spinning or firing, the Heavy's movement speed is slowed considerably (to 27% of its normal speed). The Minigun has a large cone of fire and individual bullets suffer damage falloff with range as well.
Shotgun (Secondary)
The shotgun is the primary weapon for the Engineer, and the secondary weapon for the Soldier, Pyro, and Heavy. It can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry Gun. The Pyro uses his shotgun for engaging targets unreachable by his Flame Thrower and the Soldier will generally rely on the shotgun if his rockets have been expended. The shotgun is also a useful weapon to equip if the Heavy is running from point to point.
Fists (Melee)
The melee weapons of the Heavy class are his massive fists. Dealing significant damage, his fists are an alternative to the ShotgunMinigun is out of a when an opponent is at close range and the Heavy's mmo. Alternatively, the fists may be used to attack enemies within melee range if the wind-up time for the minigun is too costly.
By default, left clicking throws a left-handed punch and right clicking throws a right-handed punch (this has no effect on gameplay). Critical hit punches appear as a right-handed uppercut animation.
Engineer
Shotgun (Primary)
The shotgun is the primary weapon for the Engineer, and the secondary weapon for the Soldier, Pyro, and Heavy. It can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry Gun. The Pyro uses his shotgun for engaging targets unreachable by his Flame Thrower and the Soldier will generally rely on the shotgun if his rockets have been expended. The shotgun is also a useful weapon to equip if the Heavy is running from point to point.
Pistol (Secondary)
The pistol is the secondary weapon for the Scout and Engineer classes. Its accuracy, while not exceptional, is superior to that of the Scattergun or Shotgun. It is useful for hitting targets at medium or long range or as a last ditch effort when the primary weapon is out of ammunition. The Pistol is very useful for moving sticky bombs and taking out unsupervised sentry guns from outside of their range. The pistol suffers from medium damage falloff, despite being a single-projectile weapon.
Wrench (Melee)
The wrench is the melee weapon of the Engineer. Its primary function is the repair of dispensers, teleporters, and sentry guns, as well as upgrading sentry guns. In addition, while placed buildings will construct themselves, striking them with the Wrench will cause them to build twice as fast as leaving them alone. This effect stacks with each additional engineer striking the building with their Wrench during construction. The Wrench may also be used to remove the Spy's Electro Sappers, and is a formidable melee weapon.
Building PDA (Special)
The Building PDA is a special weapon used by the Engineer class to build and demolish their own buildings. The device held by the player's on-screen model is not thoroughly animated, is not a weapon (cannot be used to attack) and only serves as a visual cue to the player and those that see the player's character. While the player is using the PDA, a special on-screen menu appears to allow the player access to the four building types.
Medic
Syringe gun (Primary)
The syringe gun is the primary weapon for the Medic class. It fires low-damage projectiles at a high rate. The projectiles have a travel time and follow an arced trajectory, so it is necessary to lead a moving target and aim upward to compensate for distance. The syringe gun is reasonably accurate when the trajectory is taken into account and has a moderate damage falloff with distance.
Blutsauger (Unlockable Primary)
The Blutsauger (meaning "Bloodsucker" or "Vampire" in German) is an unlockable primary weapon for the Medic class and replaces the Syringe gun. It is unlocked after 10 of the medic achievements are completed. The gun fires low-damage projectiles at a high rate. Whenever a projectile hits an enemy, three health is added to the medic who fired the shot. As compensation, the Blutsauger is unable to fire critical shots. Like the Syringe gun, the Blutsauger's projectiles have a travel time and follow an arced trajectory, so it is necessary to lead a moving target and aim upward to compensate for distance. When this trajectory is taken into account, it is reasonably accurate. It's also useful for spy checks, as any friendly that gives health when shot is a spy.
Medigun (Secondary/Special)
The Medigun is the secondary weapon for the Medic class. It can heal injured allies as well as disguised spies, and will boost the total health of the target to 150% (also called overhealing). As the Medic keeps his beam focused on a teammate, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill faster (2.5%/second) when healing injured teammates or teammates whose health is not at 150% (at 150%, 1.25%/second). When the ÜberCharge is used, the Medic and his target glow their team's color, and become invulnerable for 8 seconds.
The heal rate is based on how long ago the target was damaged; if they were damaged less than 10 seconds ago, it heals at 24 health per second, if they were hit 12.5 seconds ago, you will heal them at 48 health per second, and if 15 seconds have elapsed, they will be healed at 72 health per second.
Kritzkrieg (Unlockable Secondary/Special)
The Kritzkrieg is an unlockable secondary weapon of the Medic class. It is unlocked after 15 of the medic achievements are completed, excluding Milestone 1. Just like the Medigun, it can heal injured allies as well as disguised spies, and will boost the total health of the target to 150% (also called overhealing). As the Medic keeps his beam focused on a teammate, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill faster when healing injured teammates or teammates whose health is not at 150%. When the ÜberCharge is used, the gun of the person being healed emits team colored sparks, and shoots 100% critical hits for the next 8 seconds. It charges 10% faster than the Medigun. While the Medigun's beam has a small cross symbols floating into the recipent, the Kritzkrieg has small yellow lines floating into the recipient as well.
The Kritzkrieg beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and keeps within range of the target. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind. In Options > Multiplayer > Advanced, there is an option to have the beam stay locked on without having to hold down the fire button (since the January 14, 2008 Patch).
Bone saw (Melee)
The Bonesaw is the melee weapon for the Medic class. It is especially useful for taking out Spies that may be attempting to Backstab the Medic's heal target. In some cases, the bone saw is favored over the syringe gun as a combat weapon. According to Valve's statistics, the bone saw has a marginally higher critical hit rate of all other melee weapons. Its critical hit animation is an upwards sawing motion.
Übersaw (Unlockable Melee)
The Übersaw is an unlockable melee weapon for the Medic class. As of a June 23, 2008 update, it is only necessary to get 20 medic achievements, excluding Milestone 1 and 2, to unlock the Übersaw. It is especially useful for taking out Spies that may be attempting to Backstab the Medic's heal target. The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge any secondary Medic weapon by 25% per each successful hit. The Übersaw has a large needle in the middle, which fills up with the team's colour as the Medic's ÜberCharge meter increases.
Sniper
Sniper rifle (Primary)
The Sniper rifle is the primary weapon for the Sniper class. It has excellent accuracy, no damage falloff, and is the only weapon with a zoom sight. The Sniper rifle must be charged for full effectiveness. The zoom display features a charge meter and a small red or blue dot in the center to aid in aiming. When zoomed, the charge meter increases gradually from 0% to 100%. At the same time the target dot will change from a dull color to bright red / blue. It takes 4 seconds for a full charge. The charge meter resets after a shot is fired or when the scope is unzoomed. Charge is not built up while not zoomed. There is no reticle when not zoomed but firing the rifle can still damage opponents. Zoom is activated when the secondary function is used (default: Mouse2 for PC, Left Trigger for Xbox 360 and L2 for PS3). Movement speed is slowed while zoomed in. A shot to the head will result in triple damage - usually an instant kill - and will display a different icon where the kill is reported. You must be zoomed in to get a Headshot kill. The Sniper rifle can also crit like any other weapon in the game. When zoomed, a blue or red dot will appear on walls or floors (or wherever the rifle is aiming), alerting observant opponents to the sniper.
Submachine gun (Secondary)
The Submachine gun (SMG) is the secondary weapon for the Sniper class. It deals a low amount of damage per round but has a high rate of fire and moderate accuracy. The Submachine gun enables the Sniper to engage enemies at closer ranges in which the Sniper rifle would be insufficient. The Submachine gun suffers from a damage falloff over distance similar to the Pistol or Syringe gun. It should be noted that in one of the promotional TF2 pictures, the Scout had a Submachine gun as his primary weapon. However, this was changed during testing.
Kukri (Melee)
The Kukri is the melee weapon for the Sniper class. A Kukri is a heavy Nepalese knife used as both a tool and as a weapon. The blade has a deflected angle of 20° or more, with a thick spine and a single sharp cutting edge; this causes the end section of the blade to strike square on, greatly increasing chopping effectiveness. It is most famously known as a part of the regimental weaponry and heraldry of Gurkha fighters. Forming part of the survival equipment carried by airmen during the early 1940s conflict in Burma, the Kukri is an essential item equally effective at hacking through jungles as well as self defense.
It should be noted that Snipers commonly use their Submachine gun for close-range combat instead of the Kukri because of its rapid fire.
Valve Weapon Statistics lists this weapon as the "Club". For it's crit animation, the Sniper swings it down with both hands, similar to the Pyro's axe's normal attack.
Spy
Revolver (Primary)
The revolver is the Spy's primary and only ranged weapon. It enables the spy to defend himself at range and finish off fleeing enemies. It is fairly accurate and does moderate damage with some damage falloff with distance (crits do not suffer from damage falloff).
Electro sapper (Secondary)
The Electro sapper is used by the Spy to destroy an Engineer's buildings. The Spy selects the weapon, stands near an enemy structure, and uses the primary fire button to place a charge. Prior to placement, a white sapper outline appears on the structure, indicating that the building is in range to be sapped. Once the charge is placed, life will slowly drain from the building until it is destroyed. A sapped building will cease to function (sentry guns will not fire, dispensers will not heal or dispense ammo, teleporters will stop working).
An Engineer can remove the charge with two hits from his wrench, which gives the Engineer a point. If another Engineer strikes the sapper first, he can get an assist for the Sapper kill, and a Medic healing an Engineer can also score an assist in this way.
A small gauge is visible on the electro sapper when it is being carried. It serves no purpose other than for aesthetics, although the "meter" will rise if a Spy highlights a building to be sapped.
Butterfly knife (Melee)
The Butterfly knife (or 'Balisong') is the Spy's melee weapon as well as the weapon most responsible for his kills. Spies usually sneak behind enemies to backstab them, which can kill the target in one hit if striking any part of the enemy's back to a radius of 180 degrees. Uniquely, Critical hits do not occur with Butterfly Knives except during humiliation. The Butterfly knife used from the side or front is the weakest melee weapon in the game. From this angle each hit is roughly as weak as the Scout's Baseball bat, but the Spy lacks the Scout's movement speed to close in on a target and the Butterfly knife attacks at a slower rate than the bat. Rely on evasion or the Revolver for medium range combat or in situations where a backstab is difficult to achieve.
Disguise kit (Special)
The Disguise kit is an essential part of the Spy's equipment that appears as a box of cigarettes. When selected, the disguise screen fills most of the screen. You are able to select a class with the number keys, and switch teams with the minus (-) key. On the console versions, you press left and right on the D-Pad to cycle through the available disguises and press "Triangle" (PS3) or "Y" (Xbox 360) to switch teams. Disguising takes a few moments, and once finished, a line drawing of the spy shows up briefly on the player's screen to let them know they have successfully disguised. The line drawing also appears when the player's disguise is broken.
Sources: TF2 Wiki