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		<id>http://comp.tf/index.php?title=Sniper&amp;diff=56075</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=56075"/>
		<updated>2017-11-19T15:30:03Z</updated>

		<summary type="html">&lt;p&gt;BagheadProd: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Medic]] due to Uber's importance during the game. However depending on what their team needs, Snipers may change focus to other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and be baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&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 = Sniper Rifle&lt;br /&gt;
|link = Sniper_Rifle&lt;br /&gt;
|description = The standard '''Sniper Rifle'''. The Sniper Rifle deals 150 damage on a 0 charge headshot, or on a fully charged bodyshot. The longer the rifle remains scoped, the higher the amount of damage, up to a maximum 450 (with no modifiers) for a fully charged headshot.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huntsman&lt;br /&gt;
|description = The '''Huntsman''' fires arrows instead of bullets, and is the only Sniper primary that is not hitscan. Its projectiles are affected by gravity. It is often used on narrow maps in competitive play, where it can be easily spammed into choke points. However, most Snipers do not use it due to its lack of precision, and the degree to which it is difficult to predict the enemies' movement.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bazaar Bargain&lt;br /&gt;
|link = Bazaar_Bargain&lt;br /&gt;
|description = The '''Bazaar Bargain''' starts off with a slower base charge rate than the Sniper Rifle, but its charge rate is increased with every consecutive kill with a headshot. The weapon was banned in most leagues after the 'Bazaar Bargain glitch' was discovered, whereby shots that missed also built up the charge rate.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Machina&lt;br /&gt;
|description = The '''Machina''' does 15% more damage than the stock rifle, and its rounds penetrate players, allowing for multiple kills with one shot. However, it is not able to fire no-scope shots, and its tracer rounds mean that the Sniper's position is easily visible to the other team. This becomes a significant disadvantage against a well-co-ordinated team, as they can avoid walking into the Sniper's sight line, but if the Sniper is able to position himself where he can be defended by his team and deal damage to the other team, he is able to utilize the extra damage to the fullest extent. The Machina sees some use on Payload maps, where a Sniper can shoot a Medic through his teammates bodyblocking him.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sydney Sleeper&lt;br /&gt;
|link = Sydney_Sleeper&lt;br /&gt;
|description = The '''Sydney Sleeper''' does not headshot, but charges 25% faster than the stock rifle. Every shot will apply Jarate to a target, however, the duration of the Jarate is based on how much the rifle is charged (from 2 to 8 seconds). It is often used in highlander to apply a Jarate effect to a key target, such as the heavy or demo, to force them to retreat.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Hitman's Heatmaker&lt;br /&gt;
|link = Hitman's_Heatmaker&lt;br /&gt;
|description = The '''Hitman's Heatmaker''' does 20% less damage on bodyshots, but gains focus from kills and assists. When the focus meter is full, the Hitman's Heatmaker charges 25% faster, and stays scoped between shots. This enables the Sniper to get a large number of kills very quickly, as he can go from one headshot to the next without rescoping. This tactic should be considered when a large number of enemies is forced to move into an open area of the map. In theory, if a Sniper is able to land every headshot, this weapon is superior to the Sniper Rifle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Classic&lt;br /&gt;
|description = The '''Classic''' does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down the fire key, followed by releasing it to fire the shot. As a result, charging shots and scoping/unscoping are completely independent from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; being scoped without charging does not reduce speed.&lt;br /&gt;
&lt;br /&gt;
In addition to its separation of charge and zoom, the Classic deals 10% less damage on bodyshots and does not force the player to unscope when fired. It is also capable of headshots without having to be scoped, but it cannot headshot unless fully charged. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = 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 = SMG&lt;br /&gt;
|description = The '''Submachine Gun''', (in game name: '''SMG''') is the stock secondary weapon for the Sniper. It is used for self-defence, or for finishing off hurt enemies. It has 25 rounds in a clip, enabling it to be used for 2.5 seconds of constant fire without reloading. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jarate&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Jarate''' is a secondary weapon that is thrown at the enemy by the Sniper. When enemy players are struck by it, all incoming damage they receive will be treated as minicrits. The effect lasts for 10 seconds. The Jarate is a rechargeable item, and it takes 20 seconds to regenerate unless used to extinguish a teammate, in which case it recharges 20% faster. It also reveals cloaked spies. It is often used to delay pushes by the other team, and to initiate pushes by one's own. A Jarate throw that covers the enemy team's combo can turn the tide of a push. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Razorback&lt;br /&gt;
|description = The '''Razorback''' is a shield for the Sniper, that negates the effect of one backstab. If a Spy backstabs a Razorback-equipped Sniper, a loud electric sound is played, and the Spy cannot stab again for a period of time. Once used, the player must visit a supply cabinet to reobtain it. It is often used to counter enemy Spies, but it does nothing to prevent the use of the Ambassador to two-shot the Sniper.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cleaner's Carbine&lt;br /&gt;
|link = Cleaner's_Carbine&lt;br /&gt;
|description =  The '''Cleaner's Carbine''' is a weapon designed to replace the SMG. It fires 25% slower than the SMG, and has only 20 shots, but it fills a &amp;quot;Crikey&amp;quot; meter by dealing 100 damage. You can activate the meter to gain 8 seconds of mini-crits on all weapons. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cozy Camper&lt;br /&gt;
|link = Cozy_Camper&lt;br /&gt;
|description = The '''Cozy Camper''' is designed for Snipers who intend to stay in one spot. It gives passive health regeneration starting at 1 health/second, and scaling up to 4 heath/second over time if he has not been damaged. The Sniper also does not 'flinch' when he takes damage. It would only be useful if the Sniper was to stay in a position where he could easily be defended by his team, and force the enemy to push into him. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Darwin's Danger Shield&lt;br /&gt;
|link = Darwin's_Danger_Shield&lt;br /&gt;
| description = '''Darwin's Danger Shield''' gives the Sniper 25 extra health.  In addition, it gives bullet resistance, which allows the Sniper to deal with other Snipers easily by tanking uncharged headshots and fully-charged bodyshots.  However, the shield also brings an added weakness to explosives, which allows the Sniper to be more easily spammed out from his position.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&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 = Kukri&lt;br /&gt;
|description = The '''Kukri''' is the standard Sniper melee weapon. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bushwacka&lt;br /&gt;
|description = The '''Bushwacka''' is a Sniper melee weapon. It trades off a 20% weakness to damage with converting all minicrits into crits. This is particularly useful in conjunction with the Jarate, as the two together give the Sniper the ability to one-hit most classes.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tribalman's Shiv&lt;br /&gt;
|link = Tribalman's_Shiv&lt;br /&gt;
|description = The '''Tribalman's Shiv''' deals 50% of the base damage of the Kukri, but also causes the target to bleed for 6 seconds. It is particularly useful in revealing Spies, both cloaked and disguised, particularly Dead Ringer Spies. It is useful if the Sniper is positioning himself near his own Engineer, or if he comes under constant pressure from the enemy Spy.  However, while you can mark them, the reduced damage means you are unable to kill the Spy within two hits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shahanshah&lt;br /&gt;
|description =  The '''Shahanshah''' is designed to protect the Sniper while he is at low health. It deals 25% less damage than the Kukri while the user is above 50% health, and 25% more when he is below it. It is more useful when the Sniper is playing aggressively, or the other team is spamming him. It rewards playing a more aggressive Sniper role, but is a detriment to defensive Snipers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>BagheadProd</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=56074</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=56074"/>
		<updated>2017-11-19T15:29:20Z</updated>

		<summary type="html">&lt;p&gt;BagheadProd: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Medic]] due to Uber's importance during the game. However depending on what their team needs, Snipers may change focus to other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and be baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&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 = Sniper Rifle&lt;br /&gt;
|link = Sniper_Rifle&lt;br /&gt;
|description = The standard '''Sniper Rifle'''. The Sniper Rifle deals 150 damage on a 0 charge headshot, or on a fully charged bodyshot. The longer the rifle remains scoped, the higher the amount of damage, up to a maximum 450 (with no modifiers) for a fully charged headshot.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huntsman&lt;br /&gt;
|description = The '''Huntsman''' fires arrows instead of bullets, and is the only Sniper primary that is not hitscan. Its projectiles are affected by gravity. It is often used on narrow maps in competitive play, where it can be easily spammed into choke points. However, most Snipers do not use it due to its lack of precision, and the degree to which it is difficult to predict the enemies' movement.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bazaar Bargain&lt;br /&gt;
|link = Bazaar_Bargain&lt;br /&gt;
|description = The '''Bazaar Bargain''' starts off with a slower base charge rate than the Sniper Rifle, but its charge rate is increased with every consecutive kill with a headshot. The weapon was banned in most leagues after the 'Bazaar Bargain glitch' was discovered, whereby shots that missed also built up the charge rate.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Machina&lt;br /&gt;
|description = The '''Machina''' does 15% more damage than the stock rifle, and its rounds penetrate players, allowing for multiple kills with one shot. However, it is not able to fire no-scope shots, and its tracer rounds mean that the Sniper's position is easily visible to the other team. This becomes a significant disadvantage against a well-co-ordinated team, as they can avoid walking into the Sniper's sight line, but if the Sniper is able to position himself where he can be defended by his team and deal damage to the other team, he is able to utilize the extra damage to the fullest extent. The Machina sees some use on Payload maps, where a Sniper can shoot a Medic through his teammates bodyblocking him.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sydney Sleeper&lt;br /&gt;
|link = Sydney_Sleeper&lt;br /&gt;
|description = The '''Sydney Sleeper''' does not headshot, but charges 25% faster than the stock rifle. Every shot will apply Jarate to a target, however, the duration of the Jarate is based on how much the rifle is charged (from 2 to 8 seconds). It is often used in highlander to apply a Jarate effect to a key target, such as the heavy or demo, to force them to retreat.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Hitman's Heatmaker&lt;br /&gt;
|link = Hitman's_Heatmaker&lt;br /&gt;
|description = The '''Hitman's Heatmaker''' does 20% less damage on bodyshots, but gains focus from kills and assists. When the focus meter is full, the Hitman's Heatmaker charges 25% faster, and stays scoped between shots. This enables the Sniper to get a large number of kills very quickly, as he can go from one headshot to the next without rescoping. This tactic should be considered when a large number of enemies is forced to move into an open area of the map. In theory, if a Sniper is able to land every headshot, this weapon is superior to the Sniper Rifle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Classic&lt;br /&gt;
|description = The '''Classic''' does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down the fire key, followed by releasing it to fire the shot. As a result, charging shots and scoping/unscoping are completely independent from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; being scoped without charging does not reduce speed.&lt;br /&gt;
&lt;br /&gt;
In addition to its separation of charge and zoom, the Classic deals 10% less damage on bodyshots and does not force the player to unscope when fired. It is also capable of headshots without having to be scoped, but it cannot headshot unless fully charged. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = 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 = SMG&lt;br /&gt;
|description = The '''Submachine Gun''', (in game name: '''SMG''') is the stock secondary weapon for the Sniper. It is used for self-defence, or for finishing off hurt enemies. It has 25 rounds in a clip, enabling it to be used for 2.5 seconds of constant fire without reloading. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jarate&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Jarate''' is a secondary weapon that is thrown at the enemy by the Sniper. When enemy players are struck by it, all incoming damage they receive will be treated as minicrits. The effect lasts for 10 seconds. The Jarate is a rechargeable item, and it takes 20 seconds to regenerate unless used to extinguish a teammate, in which case it recharges 20% faster. It also reveals cloaked spies. It is often used to delay pushes by the other team, and to initiate pushes by one's own. A Jarate throw that covers the enemy team's combo can turn the tide of a push. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Razorback&lt;br /&gt;
|description = The '''Razorback''' is a shield for the Sniper, that negates the effect of one backstab. If a Spy backstabs a Razorback-equipped Sniper, a loud electric sound is played, and the Spy cannot stab again for a period of time. Once used, the player must visit a supply cabinet to reobtain it. It is often used to counter enemy Spies, but it does nothing to prevent the use of the Ambassador to two-shot the Sniper.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cleaner's Carbine&lt;br /&gt;
|link = Cleaner's_Carbine&lt;br /&gt;
|description =  The '''Cleaner's Carbine''' is a weapon designed to replace the SMG. It fires 25% slower than the SMG, and has only 20 shots, but it fills a &amp;quot;Crikey&amp;quot; meter by dealing 100 damage. You can activate the meter to gain 8 seconds of mini-crits on all weapons. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cozy Camper&lt;br /&gt;
|link = Cozy_Camper&lt;br /&gt;
|description = The '''Cozy Camper''' is designed for Snipers who intend to stay in one spot. It gives passive health regeneration starting at 1 health/second, and scaling up to 4 heath/second over time if he has not been damaged. The Sniper also does not 'flinch' when he takes damage. It would only be useful if the Sniper was to stay in a position where he could easily be defended by his team, and force the enemy to push into him. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Darwin's Danger Shield&lt;br /&gt;
|link = Darwin's_Danger_Shield&lt;br /&gt;
| description = '''Darwin's Danger Shield''' gives the Sniper 25 extra health.  In addition, it gives bullet resistance, which allows the Sniper to deal with other Snipers easily by tanking uncharged headshots and fully-charged bodyshots.  However, the shield also brings an added weakness to explosives, which allows the Sniper to be more easily spammed out from his position.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&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 = Kukri&lt;br /&gt;
|description = The '''Kukri''' is the standard Sniper melee weapon. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bushwacka&lt;br /&gt;
|description = The '''Bushwacka''' is a Sniper melee weapon. It trades off a 20% weakness to fire damage with converting all minicrits into crits. This is particularly useful in conjunction with the Jarate, as the two together give the Sniper the ability to one-hit most classes.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tribalman's Shiv&lt;br /&gt;
|link = Tribalman's_Shiv&lt;br /&gt;
|description = The '''Tribalman's Shiv''' deals 50% of the base damage of the Kukri, but also causes the target to bleed for 6 seconds. It is particularly useful in revealing Spies, both cloaked and disguised, particularly Dead Ringer Spies. It is useful if the Sniper is positioning himself near his own Engineer, or if he comes under constant pressure from the enemy Spy.  However, while you can mark them, the reduced damage means you are unable to kill the Spy within two hits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shahanshah&lt;br /&gt;
|description =  The '''Shahanshah''' is designed to protect the Sniper while he is at low health. It deals 25% less damage than the Kukri while the user is above 50% health, and 25% more when he is below it. It is more useful when the Sniper is playing aggressively, or the other team is spamming him. It rewards playing a more aggressive Sniper role, but is a detriment to defensive Snipers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>BagheadProd</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=55610</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=55610"/>
		<updated>2017-10-17T03:27:23Z</updated>

		<summary type="html">&lt;p&gt;BagheadProd: Added a reason for cola being banned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 133% movement speed makes him extremely difficult to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which can deal tremendous damage to an opponent in close quarters. With such high movement speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. 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. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the [[Glossary#Flank|flank]], and be able to clean up the damage put out by heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the [[Roaming Soldier]]. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the [[Demoman]] is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are fairly limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of this, the Scout is used often more 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. A scout can also be used to focus classes, which can cause large problems for your team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to the map's tendency to clump everyone together, but on certain King of the Hill maps, a good scout can score a high amount of points, due to a large amount of flanking routes, which are available. &lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks, like Mad Milk and Bonk! Atomic Punch. The scout's role can be enhanced by any of these, leading to be a more supportive class that splashes Mad Milk during pushes, or a pick/harassment class that runs to enemy spawn with Bonk! As long as the Scout plays smart and stays alive, opportunities to flank and fight directly come up just like in 6v6.&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;
|description = The stock '''Scattergun''' is by far the most widely used primary weapon for the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.&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;
|description = The '''Force-A-Nature''' (often abbreviated to '''FaN''') is sparsely used in most formats but can sometimes be seen in [[Highlander]], where a scout's damage capability is less important to the team. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon suffers from inconsistent damage because of its very small clip size, and because its knockback sends enemies out of the Scout's range.&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;
|description = The '''Shortstop''' only has 4 shots per clip but reloads all shots at once, and has tighter weapon spread making it more accurate at long range. It also has a rarely useful melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced pellet size (4 pellets per shot); resulting in marginally less damage at close ranges.&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 = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Soda Popper''' is similar to the FaN with an increased fire rate and two shot clip, but it also gives five extra jumps upon activating its 'Hype' mechanic, and faster reloading. The additional mobility granted by Hype makes the scout extremely difficult to hit for projectile based classes ([[Soldier]] and [[Demoman]]), and the quicker shooting and reloading makes Scout deal more damage both in the short-term and long-term, so to give other classes a balanced chance to kill Scout, the Soda Popper remains banned.&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 = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Baby Face's Blaster''' is arguably the weakest Scout primary. It allows the Scout build a &amp;quot;Boost&amp;quot; meter when he deals damage in order to move much faster, in exchange for moving 10% slower by default and a smaller clip size. However, taking damage or double jumping lowers Boost, which forces the user to play extremely passively in order to make use of the weapon's only upside. This can make for a very difficult and overall less effective playstyle.&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 = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Back Scatter''' is typically ignored by most players primarily due to its single strength, mini-crits from behind, not occurring enough to outweigh its weaknesses, lower clip size and accuracy. The weapon is most useful when flanking the enemy, as it can one-shot all light classes from behind (without overheal).&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;
|description = The '''Pistol''' is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. It is used almost always in 6v6 as it is the best secondary for dispatching hurt enemies and doing damage. It is often considered the most reliable secondary in competitive play. &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;
|description = '''Bonk! Atomic Punch''' is a Scout secondary that allows the user to go into an invincible state for a short amount of time. It is most often used in Highlander (9v9) to flank or get behind the enemy team in situations where the scout would otherwise be having trouble doing work. Bonk can also be used to distract the enemy team and give the other members of your team an opening to push or get an advantage. Bonk is also great distracting a sentry gun from the rest of your team when you wish to try to attack a point without uber, however risky.&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;
|description = '''Crit-a-Cola''' is a Scout secondary that allows a user to gain a +25% speed increase as well as the scout gaining mini-crits on all weapons, and taking 10% more damage for the 8 seconds that this item lasts. Due to the massive damage increase for very little downside, this weapon remains 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 = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = '''Mad Milk''' is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It can often be used in highlander on koth maps, or maps in which players can easily get bunched together, because the increase healing which it allows give a significant advantage over your opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster&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;
|description = The '''Winger''' is a Scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. The player gains 25% higher jumps when it is deployed. This makes it easier for scouts to get height advantage and also dodge.&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 = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol that grants plus +5 health per hit to the wearer and no fall damage when deployed at the cost of 25% slower firing rate and 20% more damage from all sources.&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 = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will mini-crit. Hitting a stunned enemy will do critical damage (150). This item takes ~6 seconds to recharge.&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;
|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandman&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Sandman''' has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will stun the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer.&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;
|description = The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit. If the hit is missed, it will cause self-bleed instead. However, this self-bleeding can be used to build up the Medic's charge, which is very useful, especially in 6v6 matches.&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;
|description = The '''Candy Cane''' does the same exact damage as the Bat, however, when a opponent is killed while this item is equipped they will drop a small health kit. Any explosive damage taken by the wearer will do an extra 25% damage.&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;
|description = The '''Fan O'War''' does 75% less damage than the default Bat. Upon hitting the opponent, it will mark them for death. (A skull icon will appear above their head.) This will cause all damage taken by the enemy to be mini-crits for 15 seconds. The weapon itself will crit instead of whenever it should normaly mini-crit.&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;
|description = The '''Sun-on-a-Stick''' gives you a 100% chance of dealing critical hits against burning players, but it only deals 25% base melee damage. Works well if a friendly Pyro applies afterburn to enemies, so the Scout can deliver the finishing blow. It deals 90 crit-damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Atomizer&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Atomizer''' grants a Scout a third jump that deals 10 damage to the Scout when activated. It also has 20% reduced damage towards players and a 30% slower swing time making it a very ineffective option for base melee damage.&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;
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The glass ball will shatter and inflict bleed damage on the enemy for 5 seconds. This item takes 15 seconds to recharge. The weapon itself does 70% less damage than the default bat.  &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>BagheadProd</name></author>
		
	</entry>
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