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		<id>http://comp.tf/index.php?title=Demoman&amp;diff=69600</id>
		<title>Demoman</title>
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		<updated>2024-06-09T02:02:24Z</updated>

		<summary type="html">&lt;p&gt;2601:882:180:B90:A1BA:DF47:ED75:D771: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]]&lt;br /&gt;
Demoman is the fourth class of Team Fortress 2. While officially a &amp;quot;Defense&amp;quot; class, his sheer power makes him highly versatile, able to both lead offensive pushes or to defend a given area. His main roles are area denial, choke spamming and crowd control. The area-of-effect nature of his weapons makes him ideal for forcing enemies off an objective, and his massive damage is a ready counter to Engineer's buildings. However, he has no bullet-based weapons, which makes him vulnerable at close range, where he cannot attack without risking heavy self-damage. As such, he is at a significant disadvantage when confronted by close-combat classes such as Scout or Pyro and must often rely on hist team to protect him. When defending, a good Demoman can hold off most of the enemy team with well-timed and well-placed spam, while an attacking Demoman can demolish enemy Engineer blockades and prevent defenders from approaching the objective. On 5CP and KOTH maps, Demoman is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for high mobility over long distances, effectively negating his below-average speed during rollouts. He possesses both the highest mid-range DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 format, Demoman is the core of his team's combo, along with Medic. He holds the primary role of dealing initial damage and crowd control, and his stellar [[Glossary#Spam|spamming]] abilities can greatly weaken the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat and his grenades can easily take a chunk off the enemy's health if they become careless with their positioning. However, Demoman is often one of the harder roles in 6v6 due to his weakness at close-range and fairly slow movement speed. While Demoman is extremely mobile in rollouts, sticky-jumping in combat is not feasible, as it deals him heavy damage. He must consider his positioning carefully in order to deal damage but also stay out of danger; he is often targeted by more mobile enemies such as Scouts or Roaming Soldiers, and must always be prepared to fight them off or retreat to safety. On many maps such as Sunshine, Process, Gullywash and Metalworks, the Demoman may be assigned the role of &amp;quot;main caller&amp;quot; and be asked to direct his team throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, Demoman's main job is dealing damage to as many enemies as possible. His weapons are great at dishing out heavy damage to groups of enemies and slow, high-health targets, such as Heavy and Sentry Guns. However he lacks the ability to reliably protect himself from close range threats (most often from Scout), so he is often paired up with the Heavy and Medic to form the main combo of a Highlander team. He serves a similar role to his 6v6 counterpart of dealing damage and leading Ubercharge pushes, but he is also required to deal with Engineer nests, which often prevent the rest of his team from pushing forward.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|link = Grenade_Launcher&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close-range combat. A single grenade (often referred to as a &amp;quot;pill&amp;quot; or &amp;quot;pipe&amp;quot;) deals 100 damage on a direct hit, and is unaffected by damage falloff. If it does not hit an enemy directly, it will roll across the ground (often called a &amp;quot;roller&amp;quot;), detonating 2 seconds after being fired, dealing 30-60 damage to nearby enemies. It is often used to spam choke points when Demoman already has a sticky-trap set up, or for self-defense when confronted directly. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|link = Ali_Baba's_Wee_Booties&lt;br /&gt;
|description = The '''Ali Baba's Wee Booties''' increase Demoman's health from 175 to 200, allowing him to take more damage and survive for longer, at the cost of his Grenade Launcher. While not a common choice, Demoman may opt to use this weapon for a more passive, long-ranged playstyle when adequately protected by his team, or to survive longer during a Kritzkrieg Ubercharge.&lt;br /&gt;
&lt;br /&gt;
If Demoman has a shield, the Booties will greatly increase his ability to change direction while charging. However, it confines him to an exclusively melee-based playstyle, which experienced players can counter fairly easily.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|description = The '''Loch n' Load''' only holds 3 grenades in its clip, but deals 20% more damage to buildings. Its pipes travel 25% faster, but their explosion radius is reduced and they will not turn into rollers upon hitting a surface - they will shatter and disappear. While Loch n' Load pipes are often easier to hit enemies with (thus allowing Demoman to shoot down attackers), the weapon's main use is to quickly destroy a Sentry Gun in two hits before its Engineer can react. Outside of this niche, it sees little use, as it cannot be spammed, preventing Demoman from using his primary to block off choke points.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|link = Loose_Cannon&lt;br /&gt;
|description = The '''Loose Cannon''' fires cannonballs that explode one second after being fired, and can be &amp;quot;cooked&amp;quot; by holding down the fire button to make them explode sooner after firing. They don't explode on contact with the target, and instead knock the target back. If the cannonball hits a target and then explodes within half a second, the explosion will mini-crit (known as a &amp;quot;Double-Donk&amp;quot;), dealing around 131 damage and often killing light classes instantly. However, when not dealing Double-Donks, it deals only 50 damage on a direct hit, and less for splash damage. Its &amp;quot;cooking&amp;quot; mechanic also slows its effective fire rate; even with Double-Donks, it deals less damage-per-second than any of Demoman's other grenade launchers. While occasionally useful in denying Über pushes or dealing high burst-damage, it is rarely superior to the stock launcher, and sees little usage in competitive games. &lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button, allowing the user to slowly glide to the ground. This weapon is banned in most 6v6 leagues, as it allows Demoman to sticky-jump high into the air and rain down stickybombs on his enemies with little risk of retaliation. In Highlander, the presence of Sniper makes the weapon less effective, as Demoman risks being shot down before he can do much damage.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Iron Bomber&lt;br /&gt;
|link = Iron_Bomber&lt;br /&gt;
|description = The '''Iron Bomber''' is a community-created primary weapon, which functions nearly identically to the stock Launcher. The grenades fired by the Iron Bomber do not bounce or roll much, leaving them to explode near where they land. The weapon has a 15% smaller blast radius (except for the Demoman who fires it) and explode after 1.4 seconds.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|link = Stickybomb_Launcher&lt;br /&gt;
|description = The '''Stickybomb Launcher''' is Demoman's most versatile weapon, is the go-to Secondary for nearly all competitive players. In combat, it functions best at mid-range, but can be charged by holding the primary-fire button to fire long-range shots, at the cost of attack speed. A single stickybomb (generally referred to as a &amp;quot;sticky&amp;quot;) will deal up to 135 damage at close range, but its effectiveness falls off at a distance. This weapon is an exceptionally powerful area denial tool, and is often used to spam down enemies at mid-to-long range, especially those in choke points. &lt;br /&gt;
&lt;br /&gt;
Out of combat, Demoman can use the Stickybomb Launcher to set up &amp;quot;stickytraps&amp;quot; - clusters of stickies on walls or ceilings near a choke point that are detonated when unaware enemies attempt to push through. A well-timed detonation deals massive damage to all nearby enemies, and has the potential to bring a coordinated enemy push to a halt.&lt;br /&gt;
&lt;br /&gt;
When fired, stickies spend 5 seconds in &amp;quot;direct combat&amp;quot; mode, where they are affected by damage ramp-up and fall-off. After this point, stickies enter &amp;quot;stickytrap&amp;quot; mode, and will deal full damage to enemies, regardless of Demoman's location.&lt;br /&gt;
&lt;br /&gt;
Finally, the Stickybomb Launcher is used for sticky-jumping during rollouts. Demoman can shoot a stickybomb under his feet and detonate it, launching him at high speeds in the desired direction. While this gives him stellar mobility out of combat, doing so when fighting enemies is not feasible; stickies cannot be detonated for 0.8 seconds after firing, and he loses a large chunk of health by doing so. The minimum damage from a successful sticky-jump Demoman will take is 45, but if he fails to time his jump correctly, he may take over 100 damage.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|link = Sticky_Jumper&lt;br /&gt;
|description = The '''Sticky Jumper''' functions identically to the stock Stickybomb Launcher, but deals no damage. The Sticky Jumper changes Demoman from a power class to a pick class much like the Roaming Soldier, allowing him to launch himself into the air at blistering speeds, and then suicide-bomb the enemy Medic or another important target. &lt;br /&gt;
&lt;br /&gt;
Usage of this weapon is rare, as Demoman is not an expendable class. He typically is responsible for holding his team's combo together, and his team will often have a hard time defending choke points or spamming down enemies without his Stickybomb Launcher. It is most often used in as a last resort to rush to the objective, to flank the enemy team, or to attempt an important pick, often the Medic.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|link = Chargin'_Targe&lt;br /&gt;
|description = The '''Chargin' Targe''' is a shield that replaces Demoman's Stickybomb Launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge with the Alternate Fire button. Charging launches Demoman forward a medium distance extremely fast (but preventing him from turning more than a few degrees), removes any debuffs he may have (such as fire or bleeding), and deals up to 50 damage if he collides with an enemy - a shield-bash. At the end of a charge, Demoman is given a brief window during which his melee weapon will deal critical hits, allowing for a pick on an unprepared enemy. After being used, Demoman's charge has a 12 second cooldown.&lt;br /&gt;
&lt;br /&gt;
Few 6v6 players use this weapon, as it greatly slows Demoman's rollout speed, making it far harder for him to arrive at midfights. Additionally, it has much less damage potential and versatility than the Stickybomb Launcher. However, the Targe has some uses, mainly in Highlander, for a pick-based playstyle or for early-game Medic picks on Payload.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|link = Splendid_Screen&lt;br /&gt;
|description = The '''Splendid Screen''' functions much like the Chargin' Targe, but recharges in only 8 seconds. It only has 20% fire resistance and 15% explosive resistance, but shield-bashing enemies will deal 70% more damage, allowing Demoman to kill enemies faster, should he catch them off-guard - he can even kill a full-health Heavy instantly with the Scotsman's Skullcutter or Eyelander (with 2 heads). The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the Stickybomb Launcher or the damage resistance of the Targe - without the Targe's damage resistance, he may have difficulty reaching his target before being killed.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|link = Scottish_Resistance&lt;br /&gt;
|description = The '''Scottish Resistance''' fires 25% faster and allows up to 14 stickybombs to be placed at any given moment. When the Alt-Fire button is pressed, Demoman will detonate stickybombs in his line of sight, allowing him to place multiple sticky-traps to block off more than one flank route. However, Scottish Resistance stickybombs take 1.6 seconds to arm, compared to the stock Launcher's 0.8 seconds, preventing him from spamming out enemies. This weapon is fairly uncommon in competitive play, as it prevents Demoman from engaging in direct combat with stickies. However, it may be used to set up traps on Attack/Defend maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tide Turner&lt;br /&gt;
|link = Tide_Turner&lt;br /&gt;
|description = The '''Tide Turner''' is a community-created shield. It functions like the Chargin' Targe but allows Demoman to change direction freely while charging. It provides only 15% resistance to fire and explosives, but landing a melee kill will replenish 75% of the Tide Turner's charge meter. Being damaged whilst charging reduces the remaining charge time, at a ratio of 1 damage to 1% charge time. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of damage. However, Demoman can use the Tide Turner to rollout on certain maps by exploiting terrain to launch himself at speeds comparable to sticky-jumping - this mechanic is known as &amp;quot;trimping.&amp;quot;&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Quickiebomb Launcher&lt;br /&gt;
|link = Quickiebomb_Launcher&lt;br /&gt;
|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon. Its stickybombs arm in only 0.6 seconds, and the launcher charges 333% faster, allowing Demoman to fight optimally at close and long range. This makes it effective for direct-combat detonations (or &amp;quot;airbursting&amp;quot;). The reduced charging time also allows long-range &amp;quot;sticky sniping&amp;quot; at a much higher rate of fire, complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's mid-range damage output is limited by its far smaller smaller clip size (loading only 4 bombs at a time) and 15% base damage penalty.  &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bottle&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman. While melee combat is rare, Demoman will often equip the Bottle, as he has few utility weapons.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = When the '''Pain Train''' is equipped, Demoman counts as two players when capturing control points and pushing the payload cart, at the cost of a 10% vulnerability to bullets. In Payload and Attack/Defense, this weapon is often Demoman's go-to melee weapon on offense, as it helps minimize capture time. It is also commonly used in 5CP maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' heals Demoman by 50% of his maximum health after a melee kill, and has 37% more melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, when Demoman draws the sword, he is required to land a melee kill with it. If he holsters it without killing an enemy, he will lose 50 health. If he has less than 51 health, the weapon cannot be holstered at all, locking him into melee combat. While holstering the weapon before it is fully drawn will not damage Demoman, its &amp;quot;honorbound&amp;quot; mechanic severely limits its viability.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|link = Ullapool_Caber&lt;br /&gt;
|description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It deals only 55 damage, takes twice as long to deploy, and swings 20% slower. However, the first attack that connects with a surface or enemy will create an explosion that deals up to 83 damage (also damaging Demoman himself). It can be equipped as Demoman's rarely-used Melee, and can be used to deal extra damage in desperate situations. With a shield, Demoman gains the ability to land a critical explosion on demand, which will kill any player below 280 health instantly (330 if Demoman lands a shield-bash first), and severely damage nearby players. However, the kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his below-average movement speed and small melee range.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|description = The '''Eyelander''' grants Demoman a 37% longer melee range, but reduces his base health by 25 points. Each melee kill grants Demoman a &amp;quot;head,&amp;quot; increasing his max health by 15 points and boosting his movement speed by 8%, up to four kills. At 4 heads, Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. If he kills another Eyelander-wielding Demoman, he will steal the enemy's heads.&lt;br /&gt;
&lt;br /&gt;
While being as hardy as a Soldier and fast as a Scout may be tempting, the health reduction makes Demoman very fragile, and he will usually be killed before landing the two melee kills necessary to offset the Eyelander's downsides; melee weapons are rarely as effective as ranged weapons, as experienced enemies can usually outmaneuver close-range attacks.&lt;br /&gt;
&lt;br /&gt;
The only way to land melee kills consistently is by equipping a shield, which denies Demoman his incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated or distracted enemies - charging at a group of enemies is suicide.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|link = Scotsman's_Skullcutter&lt;br /&gt;
|description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage than the stock Bottle. However, its reduced switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worse melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from closing distance or fleeing; enemies will simply stay out of his melee range and shoot him down. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr&lt;br /&gt;
|link = Claidheamh_Mòr&lt;br /&gt;
|description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|link = Persian_Persuader&lt;br /&gt;
|description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter by 20% on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach while counterattacking, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, preventing him from fighting alongside his team and making him vulnerable to approaching Scouts.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>2601:882:180:B90:A1BA:DF47:ED75:D771</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=69598</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=69598"/>
		<updated>2024-06-08T04:01:56Z</updated>

		<summary type="html">&lt;p&gt;2601:882:180:B90:A1BA:DF47:ED75:D771: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated}}&lt;br /&gt;
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
&lt;br /&gt;
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 136% movement speed makes him a challenge to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which deals massive damage to an opponent at close range. With his high movement speed, a Scout has no trouble getting into close-combat with his enemies; his greatest challenge is staying alive long enough to utilize his high damage. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. A competent Scout must successfully capture points, control the [[Glossary#Flank|flank]], and be able to finish off enemies weakened by power classes ([[Soldier]] and [[Demoman]]). He is also often the best candidates for off-classing, depending on the situation. Scout's most effective tactic is to utilize his high speed to ambush enemy players to kill them before they are able to react. During a mid-fight, at least one Scout should stay alive; losing both of its most mobile players can spell disaster for a team. The Scout should aim to die as little as possible, as a longer living scout has a higher impact.&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 lineup, each team will have 2 Scouts, falling into one of two common roles: the Flank Scout and the Pocket Scout. The Flank Scout is a part of the [[Glossary#Flank|flank]], and often fights alongside the [[Roaming Soldier]]. His main job is to relay information to his team and assist the Roamer. Together, they watch the flank to prevent enemies from attacking the Combo. Should an opportunity present itself, they can attack the enemy Combo and create distractions for their own team to push. The Pocket Scout travels with the Combo, protects his teammates (especially the [[Medic]]), and finishes off enemies weakened by the [[Demoman]] or the Pocket Soldier. One of his main targets is the &amp;quot;bombing soldier&amp;quot; - an enemy Roamer jumping in to kill the Medic.  The Pocket Scout is the primary candidate to maincall due to his mobility and  high damage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
Scout's role is far more limited in Highlander, as his movement is significantly restricted by two full-auto high-damage-per-second classes: Heavy and Engineer. As such, Scout is used more often as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. He can also be used to harass certain classes, such as Snipers. Scout is often unable to contribute effectively in game modes that force players together (such Payload and Attack/Defend) due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes, which allows him to pick off isolated enemies one by one.&lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of Scout weapons than 6v6 leagues do, which allows for more varied strategies. Scout's role can be enhanced by many of his unlocks: Mad Milk increases his team's survivability during pushes;  Bonk! Atomic Punch allows him to distract the enemy team and kite Sentry Gun fire. As long as Scout stays alive and aware, opportunities to flank and ambush will still present themselves.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scattergun&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The stock '''Scattergun''' is by far the most widely used primary weapon for Scout in Competitive Play. Its high clip size and massive damage at mid-to-close range can easily give him the upper hand when picking off enemy players.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Baby Face's Blaster&lt;br /&gt;
|link = Baby_Face's_Blaster&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Baby Face's Blaster''' gives Scout the ability to charge a Boost Meter by dealing damage which greatly increases his movement speed. However, this comes at the cost of a smaller clip size, being slower than normal with zero boost, and boost being lost if Scout double jumps or takes damage. While the movement speed is potentially very strong, it's unreliable as it only takes 25 damage to completely remove all of your Boost. Because of this, the Baby Face's Blaster receives little use.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scatter&lt;br /&gt;
|link = Back_Scatter&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Back Scatter''' allows Scout to deal Mini-Crit damage if he shoots enemies in their backs at the cost of a smaller clip size and less accurate shots. While these Mini-Crits can do massive amounts of damage, getting behind people is harder said than done since it isn't something Scout can easily control. This, combined with the Back Scatter's other always present downsides, makes it an unpopular choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Force-A-Nature&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Force-a-Nature''' has only a two shot clip, but in return does more damage per shot and has the unique property of dealing significant knockback to both enemies and the Scout when fired. The knockback to enemies allows Scout to push people off of points or into an unfavorable position, and the self-knockback allows him to propel himself into the air and reach spots he couldn't without it. However, the knockback can backfire, since it could accidentally push an enemy into a favorable position or push Scout away from where he wants to go. The &amp;quot;FaN&amp;quot;'s high damage output makes it good for quick single-target kills, but its low clip size makes it weak in sustained fights and for general killing. While not used often, some Scouts find it a useful tradeoff from the stock Scattergun.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shortstop&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Shortstop''' acts like a cross between the Scattergun and Pistol. Compared to the Scattergun, it's more accurate, shoots faster, does more damage per bullet, and reloads all shots at once, at the cost of a long reload, fewer bullets per shot, and the unlisted downside of taking more knockback while deployed. These stats leads the Shortstop to be worse at close range, but better and medium range than Scout's other primaries. Increasing Scout's range is beneficial, but its low damage output turns away many people from using it. The Shortstop also gives scout the ability to shove people back when deployed, but this feature is seen as pretty useless by most people.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Soda Popper&lt;br /&gt;
|link = Soda_Popper&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
|description = The '''Soda Popper''' is similar to the Force-a-Nature with its increased fire rate and two shot clip. However, instead of dealing knockback, it has a much faster reload and allows Scout to charge a Hype meter by doing damage. Once the Hype meter is fully charged, it can be activated to give Scout five double jumps until the meter fully drains and needs to be filled up again. The Soda Popper's excellent movement provided by the Hype meter, combined with its faster reload allowing for damage higher than the stock Scattergun, is why its banned in many competitive formats.&lt;br /&gt;
 }}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The '''Pistol''' is Scout's stock secondary. It holds 12 shots and reloads its entire clip at once. As his most reliable secondary, it can finish off weakened enemies at short to mid-range, or simply distract them at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonk! Atomic Punch&lt;br /&gt;
|link = Bonk!_Atomic_Punch&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Bonk! Atomic Punch''' makes Scout invulnerable for 8 seconds after he drinks it, similar to an Übercharge. However, Scout cannot attack during this time. If he normally would have taken damage, he will be slowed for 5 seconds after the buff wears off. The more damage Scout &amp;quot;dodges,&amp;quot; the slower he will become when the buff ends. Bonk! is mainly used to help Scout either flank the enemy team, get through a choke, or escape a situation where Scout would have normally died. This third reason is why this item is sometimes banned, as some people view this ability to &amp;quot;escape death&amp;quot; as unfit for a competitive game. Its downside of slowing down the Scout after wearing off is also bugged and can be fully negated by mashing both strafe keys.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crit-a-Cola&lt;br /&gt;
|ugc4s   = false&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = The '''Crit-a-Cola''' allows Scout to deal mini-crits for 8 seconds. However, he is Marked for Death for 5 seconds after each attack while under the effects, allowing enemies to do the same damage to him as he can to them. Since competitive formats usually feature fewer enemies to be shot by than in standard 12v12 games, the Marked for Death doesn't matter as much. This is why the Crit-a-Cola is banned in virtually every competitive game.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flying Guillotine&lt;br /&gt;
|link = Flying_Guillotine&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a cleaver which can be thrown to hit enemies from afar. The cleaver will inflict bleed damage on top of its base damage, and has the bonus of recharging faster if an enemy is hit from very far away. While hard to hit people with, the Flying Guillotine not only increases Scout's effective range, but is has a very fast recharge and does very good damage. These factors are why it is often banned.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mad Milk&lt;br /&gt;
|link = Mad_Milk&lt;br /&gt;
|ugc4s   = false&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = The '''Mad Milk''' is a jar of 'milk' that can be thrown at enemies similar to Jarate. When it hits the ground or a player, it will explode and cover everyone in 'milk' within its splash radius. Anyone who shoots a player covered in 'milk' will heal 60% of the damage they dealt. Additionally, Scout can extinguish Afterburn on himself or any of his teammates if they are within the splash radius; doing this will even make it recharge faster. The Mad Milk is banned for being too strong of a buff for how spammable and easy to use it is, as it offers very high healing potential along with a very fast recharge and a very generous splash radius.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pretty Boy's Pocket Pistol&lt;br /&gt;
|link = Pretty_Boy's_Pocket_Pistol&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a pistol that will heal the Scout for every shot he lands on an enemy with it. It also has a faster rate of fire than the stock Pistol, but at the cost of a smaller clip. This weapon is often banned because its faster rate of fire, even with the smaller clip, gives it a higher initial DPS than the stock Pistol, essentially making the Pretty Boy's Pocket Pistol a direct upgrade.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Winger&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Winger''' is a utility pistol that gives the Scout higher jumps when deployed and does more damage per shot, at the cost of a much smaller clip size. Most Scouts prefer the superior damage output of the stock Pistol, but the extra mobility can be helpful in certain situations for dodging or reaching high areas of a map.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bat&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The '''Bat''' is the default melee weapon for the Scout. Compared to other classes, Scout's stock melee does less damage but swings faster. While being ok when used to finish off enemies, the stock Bat is rarely seen as worth using compared to other options.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Atomizer&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true &lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Atomizer''' grants Scout a third jump when fully deployed, potentially allowing him to dodge better and reach unexpected areas. However, it takes longer to deploy than Scout's other melees, which gimps its ability to be used in combat and often relegates it to just being used as a mobility tool when out of combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Boston Basher&lt;br /&gt;
|link = Boston_Basher&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Boston Basher''' is a bat that will cause enemies to bleed when if they are hit by it. If Scout misses and hits no one, however, he will both damage himself and cause himself to bleed. A Scout who has hit himself will even get popped up high in the air, which could help him reach certain areas, but the high self damage makes the Boston Basher very risky to use as either a combat or mobility tool. However, the self damage will help Medic build up his Übercharge, which is why this is Scout's most commonly used melee in competitive.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Candy Cane&lt;br /&gt;
|link = Candy_Cane&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Candy Cane''' will make anyone Scout kills drop a Small Health Kit on the ground for anyone to pick up, regardless of what weapon the Scout was using. However, the Candy Cane makes Scout take more damage from explosives, allowing any explosive to instantly kill the Scout with a direct hit or deal significant damage otherwise. While the healing provided by the Candy Cane would be very strong, the explosive vulnerability makes it almost unusable as two of the four main classes used in competitive primarily use explosives.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fan O'War&lt;br /&gt;
|link = Fan_O'War&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Fan O'War''' does very little damage, but will inflict the Marked for Death debuff on anyone hit by it. However, only one person can be Marked for Death at a time, since if another person is hit while someone else still has their Marked for Death debuff, that person will lose their debuff. This weapon can be powerful but is very risky to use, and many Scouts find it safer to just shoot people like normal instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandman&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Sandman''' allows to launch a baseball at enemies. This baseball does very low damage but applies a slowdown debuff to anyone hit, along with dealing slightly more damage to target hit from far away. However, the slowdown debuff is bugged and can be completely negated by mashing both strafe keys, making it a worse version of the Wrap Assassin's bauble. On top of that, the Sandman also lowers Scout's health a dangerous amount, allowing him to get one-shot by directly hit rockets and close stickybombs. The near-useless baseball combined with the detrimental health penalty makes the Sandman a poor choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sun-on-a-Stick&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Sun-on-a-Stick''' gives Scout resistance to fire damage while deployed and does more damage to enemies who are on fire. While the extra damage isn't very helpful, taking less fire damage can sometimes be useful, although it's a bit niche as Pyro isn't always run.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrap Assassin&lt;br /&gt;
|link = Wrap_Assassin&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Wrap Assassin''' allows Scout to launch a glass ball. The damage this will deal is actually random, but it will usually be a decent amount. The bauble will shatter on impact, having a small splash radius and causing enemies directly hit to bleed. It can potentially be used to hit one of Demoman's projectiles and deflect it, but this is extremely hard to do. As for the actual melee, it is given a major damage penalty to compensate, but doesn't matter to most players. While most Scout's choose the Boston Basher, the Wrap Assassin is a solid option which can be used to harass enemies from a safe distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scout (6v6)]]&lt;br /&gt;
*[[Scout (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>2601:882:180:B90:A1BA:DF47:ED75:D771</name></author>
		
	</entry>
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