<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quietfellow</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quietfellow"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Quietfellow"/>
	<updated>2026-05-05T00:02:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Sniper&amp;diff=68537</id>
		<title>Talk:Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Sniper&amp;diff=68537"/>
		<updated>2023-03-21T11:03:50Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: /* Page is outdated, allow editing. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A friendly reminder that it's not our job to describe the weapons. What ''is'' our job is describing how they're used in competitive play. --[[User:Drought|Drought]] ([[User talk:Drought|talk]]) 10:08, 3 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
== Page is outdated, allow editing. ==&lt;br /&gt;
&lt;br /&gt;
This paged is based on outdated whitelists. Re-allow editing so it can be brought up to date.&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=68536</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=68536"/>
		<updated>2023-03-21T10:51:11Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EngineerIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Engineer]]&lt;br /&gt;
An invaluable defense tool, '''Engineer's''' Sentry Gun, Dispenser, and Teleporter are very helpful support utilities that greatly assist a team in defending a Control Point or Payload Cart. On offense, Engineer cannot attack directly, but can defend his team's territory, heal them as they retreat from combat, and bring them to the objective much faster.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Engineer (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard [[6v6]] format, Engineer is an [[offclass]] on most maps, used primarily to defend last on most 5CP maps. When pushed back to the last point, a Scout or Soldier will often switch to Engineer and build a Sentry Gun to soak up damage and delay the enemy ÜberCharge - once it runs out, his team can counterattack. If his Sentry goes down, he will generally switch back to his main class and attempt to clean up damaged enemies.&lt;br /&gt;
It is important to note that a well-placed Sentry will often prevent the other team from pushing in with a Kritzkrieg ÜberCharge, as it provides no defensive bonus, and the Engineer's buildings are unaffected by critical hits.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Engineer (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
A far cry from his minor role in 6v6, Engineer's buildings form the backbone of his team in [[Highlander]]. His Sentry shreds overextending enemies, his Dispenser restores injured teammates to full health without Medic's help, and his Teleporter summons a teammate from spawn to the battle every 3 seconds. On Defense, his&lt;br /&gt;
main job is to defend the objective, deny the other team's pushes, and stall for time until the clock runs out. On Offense, his job is to get teammates to the front lines as quickly as possible and defend the ground they gain. However, Highlander presents a new risk in the form of [[Spy]], whose Sapper can disable and destroy Engineer's buildings. Engineer can also use such tools as The Wrangler and The Gunslinger to extend his effective range on Defense, or to fight alongside his team on Offense. On Offense, his life isn't as important, so he may be expected to sacrifice his life to push the payload cart or capture control points.&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 = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is Engineer's stock primary. It fires 10 bullets every 0.625 seconds, each dealing 3-9 damage, depending on range. As the most reliable primary for direct combat, Engineer will often run it on offense, as his full attention is not required to maintain his buildings. Its large clip allows it to kill up to 3 enemies at full health, and doesn't punish Engineer harshly for missing a shot in 1v1 fights.&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 = Frontier Justice&lt;br /&gt;
|link = Frontier_Justice&lt;br /&gt;
|description = The '''Frontier Justice''' has only 3 shots in its clip. When Engineer's sentry is destroyed, however, it will gain two stored critical hits for each kill his Sentry landed, and one stored critical hit for each assist. Its small clip size prevents Engineer from taking Medic's ÜberCharge and charging into the enemy team; rather, he must use it sparingly, in self-defense or when supporting his team. The weapon is most commonly seen in [[King of the Hill]] maps, though most players will stick to the stock Shotgun for its larger clip size. After dying, Engineer may choose to equip the Frontier Justice if his Sentry is about to go down, use the crits, then switch back to stock in his next life.&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 = Widowmaker&lt;br /&gt;
|description = When fired, the '''Widowmaker''' consumes 30 metal, and regains 1 metal for each point of damage dealt to enemies, effectively reloading it. Engineer can only use the Widowmaker effectively by attacking enemies at close range, which is extremely risky and will get him killed most of the time. While it deals 10% more damage to the enemy his Sentry is targeting, this slight damage bonus is only noticeable at close range. It cannot be spammed at long range, as it consumes a lot of metal, which may be needed for maintaining Engineer's buildings. As such, the Widowmaker is rarely seen in competitive play, as it heavily punishes missing enemies.&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 = Pomson 6000&lt;br /&gt;
|link = Pomson_6000&lt;br /&gt;
|description = The '''Pomson 6000''' has 4 shots in its clip and has infinite reserve ammo, but fires 28% slower than the stock Shotgun, with a 0.8 second attack interval. It launches a slow-traveling laser projectile that cannot be airblasted or destroyed and deals the same base damage as the Shotgun (60), but only ramps up to 72 damage at point-blank range. When a Medic or Spy is hit by the projectile, he will lose up to 10% ÜberCharge or 20% Cloak, respectively, but this draining effect falls off at range. While the Pomson has the potential to deny the enemy Medic's ÜberCharge, the projectile is easy to dodge and is easily blocked by the rest of the enemy combo before reaching the Medic. Thus, the weapon sees little use in competitive games.&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 = Rescue Ranger&lt;br /&gt;
|link = Rescue_Ranger&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 '''Rescue Ranger''' has only 4 shots in its clip and 16 reserve ammo, and fires bolts that move quickly and are affected by gravity. The weapon deals 40 base damage (the same as Spy's Revolver), making it a poor choice for direct combat. However, the bolt will heal friendly buildings for up to 60 health, consuming 1 metal for every 4 damage healed. This makes it more metal-efficient than Engineer's other wrenches, which heal buildings for 3 health per unit of metal. When the Rescue Ranger is deployed, Engineer can use the alt-fire button (Right-Click by default) to pick up any building within his line of sight, teleporting it to himself at the cost of 100 metal. However, he will be marked for death while hauling any building, making it more difficult for him to survive while doing so. &lt;br /&gt;
&lt;br /&gt;
The Rescue Ranger is Engineer's go-to primary on defense, as it allows him to maintain buildings at a safe distance, and snatch them out of danger if needed. This allows him to stop turtling in a nest and spread out his buildings to more advantageous locations to aid his team more efficiently. However, this makes Engineer more vulnerable to Spy, as buildings cannot be healed or hauled while sapped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a primary weapon for Engineer, and a secondary weapon for [[Soldier]], [[Pyro]], and [[Heavy]]. It deals 20% less damage per bullet, but fires 50% more bullets in a wide spread and deploys 50% faster. While it deals somewhat more damage at point-blank range (108, compared to the stock Shotgun's 90), it is fairly useless at mid-to-long range, thanks to its low accuracy. It is useful in tight corridors which force enemies into close combat, but is inferior to the stock Shotgun in open areas, as enemies will keep their distance from Engineer, preventing him from dealing much damage.&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 = Pistol&lt;br /&gt;
|description = Engineer's '''Pistol''' functions similar to [[Scout]]'s [[Pistol]], but has 200 reserve ammo and reloads 23.6% slower (1.36 s vs 1.10 s). It has 12 bullets in its clip, fires every 0.15 seconds, and reloads its entire clip at once. Each bullet deals 15 base damage, which ramps up to 22 damage at point-blank range. While it might seem weak, it can deal up to 140 damage per second at close range if Engineer can hit every shot, making it an excellent backup weapon should Engineer run out of Shotgun ammo. It is often equipped alongside the Gunslinger, which gives Engineer a more combat-oriented role, and can be used to harass enemies at long range.&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 = Wrangler&lt;br /&gt;
|description = The '''Wrangler''' allows Engineer to manually control his Sentry Gun, greatly extending its range, increasing its firing speed, and giving it a 66% damage resistance, and a 66% resistance to repair and reloading. When aiming near an enemy, the Sentry will automatically lock on to their chest. While its moderate bullet spread prevents Engineer from sniping enemies at long range, it still deals respectable damage at this range. The Wrangler gives his Sentry a massive effective health pool, making Engineer's and his Sentry like a second Heavy, able to shred overextending enemies. However, Engineer can only attack targets that both he and his Sentry can see, and he must focus on tracking targets, opening him up to being backstabbed or headshot. Once Engineer holsters the Wrangler or dies, the Sentry will be disabled for 3 seconds before resuming normal operations - during this time, it will still have its 66% resistance to damage, repair, and reloading. Despite increasing Engineer's vulnerability to Spy, the Wrangler is undoubtedly his best secondary for defending, and is far more effective than the Pistol or Short Circuit when locking down an area.&lt;br /&gt;
&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Short Circuit&lt;br /&gt;
|link = Short_Circuit&lt;br /&gt;
|description = On primary fire, the '''Short Circuit''' consumes 5 metal and fires a burst of electricity that deals 10 damage at point-blank range. Outside of this range, it does nothing. On secondary fire, it consumes 65 metal and fires a large ball of energy that destroys most projectiles in its radius and deals 15 damage every 0.5 seconds to all nearby enemies. While sometimes useful for finishing off damaged enemies or tracking down cloaked Spies, it is more often used to destroy incoming projectiles like rockets, grenades and stickybombs before they can reach Engineer's team. It may be used on Payload Offense, as the card dispenses an infinite supply of metal.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&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;
}}&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 = Wrench&lt;br /&gt;
|description = The '''Wrench''' is Engineer's stock melee weapon. By hitting friendly buildings, he can accelerate their deployment, repair damage, and upgrade their effectiveness. It swings every 0.8 seconds, and deals 65 damage. Like most other wrenches, it takes 5 swings to build a Sentry Gun, and heals buildings up to 102 health per swing. Hitting a building at full health will spend up to 25 metal to build its &amp;quot;upgrade meter&amp;quot; - once the meter is full, the building will level up and the meter will reset.&lt;br /&gt;
&lt;br /&gt;
While the stock Wrench is a well-rounded &amp;quot;jack of all trades,&amp;quot; Engineer's other wrenches can often be used to increase his effectiveness in various specific situations, making it somewhat uncommon in competitive play.&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 = Gunslinger&lt;br /&gt;
|description = The '''Gunslinger''' grants Engineer +25 max health, and replaces his Sentry Gun with a Mini-Sentry, which costs 100 metal, has 100 health (though it spawns with 50 health), cannot be upgraded, and deals 25% less damage than a Level 1 Sentry. When destroyed, its fragments will restore ammo but not metal. The weapon is often used in Highlander games, especially during offense, as turtling is not an option in this situation, and mobility is of great importance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|ugc4s = false&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 = Southern Hospitality&lt;br /&gt;
|link = Southern_Hospitality&lt;br /&gt;
|description = The '''Southern Hospitality''' functions identically to the stock Wrench, but causes enemies to bleed for 5 seconds on hit, dealing up to 40 additional damage. Engineer will also gain a 20% fire damage vulnerability, but this drawback rarely comes into play, as Pyro's limited range and average speed will rarely enable them to even come close to Engineer's Sentry Gun. The Southern Hospitality is useful for tracking Spies, who will emit damage particles for at least 2.5 seconds after being hit. Most-often used in Highlander when turtling on the last point, it is almost always a slight upgrade to the stock Wrench, unless the map has good flank routes which allow the enemy Pyro to ambush Engineer.&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 = Jag&lt;br /&gt;
|description = The '''Jag''' has a 25% damage penalty and repairs buildings by only 81 health per swing, but allows Engineer to construct buildings 30% faster and upgrade them 15% faster. In 6v6, it is an extremely common choice when defending the last point, as the increased building and upgrade rate may allow Engineer to upgrade his Sentry to Level 2 before the enemy reaches him. In Highlander, it is useful when pushed back by the enemy for the same reason. Once his buildings are fully upgraded, Engineer may opt to switch to a more defensive wrench: the Southern Hospitality when defending the last point, and the Eureka Effect when further from spawn.&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 = Eureka Effect&lt;br /&gt;
|link = Eureka_Effect&lt;br /&gt;
|description = The '''Eureka Effect''' boosts building's construction 50% less, and reduces metal pickups by 20%, but allows Engineer to teleport to spawn or his Teleporter Exit with the Reload button (R by default). Upon selecting a destination, Engineer will perform a taunt, lasting approximately 2 seconds, before teleporting. Additionally, if both his Teleporter Entrance and Exit were constructed with the Eureka Effect, upgrading them will cost 50% less metal, making the weapon a great choice for constructing a defense during Setup Time. On larger maps Spy will often travel to the enemy spawn to destroy the enemy Engineer's Teleporter; the Eureka Effect allows Engineer to quickly rebuild it, or confront the enemy Spy directly.&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;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = PDA&lt;br /&gt;
|description = The '''PDA''' allows Engineer to construct buildings at the cost of metal.&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;
&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Destruction PDA&lt;br /&gt;
|link = Destruction_PDA&lt;br /&gt;
|description = The '''Destruction PDA''' allows Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides ammo for teammates. If Engineer destroys his own Sentry while the Frontier Justice is equipped, he will be granted Revenge crits if the Sentry landed a kill or assist.&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 End}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Engineer (6v6)]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=68535</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=68535"/>
		<updated>2023-03-21T10:49:14Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
Pyro is a class who wields a Flamethrower as their [[pyro#Primary|primary weapon]]. Along with the ability to inflict burn damage and a moderate but consistent damage output, Pyro also has the [[airblast]] mechanic, which can prevent the enemy from gaining ground even with an Ubercharge, reflect projectiles like rockets and grenades, and extinguish burning teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 format, Pyro is an [[offclass]] on most maps, thanks to their average movement speed and limited range. Most commonly run on [[5CP]] maps when their team has an Uber disadvantage while defending the last point, Pyro's job is to neutralize the enemy team's Ubercharge and protect their team from projectiles from the enemy Soldier and Demoman. This buys time for Pyro's team to organize a counterattack, potentially saving the game. While Pyro is run full-time in other [[Competitive_Formats#Other|competitive formats]], their average speed, low range, and mediocre damage prevents them from excelling in the fast-paced 6v6 leagues.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, Pyro is their team's bodyguard. Their main job is to protect their team's combo, especially the [[Medic]]. They also are responsible for delaying or neutralizing enemy Ubercharges, [[spychecking]] to prevent the enemy [[Spy]] from landing a pick, protecting their team's Sentry Gun by deflecting projectiles, and providing flank support when required. Pyro most commonly positions themself near the combo, and is their defense against pick classes, allowing the combo to deal damage to enemies without being harassed by the enemy Spy, Scout, or Soldier. If they are not needed to shut down pick classes, Pyro may attempt to flank and ambush the enemy team and attempt a pick on the enemy combo, especially the Medic.&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 = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides slightly better damage than the Degreaser as well as a relatively cheap airblast. It lacks the potential to ambush or switch weapons quickly, and as such promotes a more defensive playstyle. Pyro will often use the stock Flamethrower to guard their team, though the Degreaser can do the same - as long as the enemy Medic is alive, afterburn is easily negated. This weapon is most effective when the enemy Medic is dead or far away, and health packs are scarce, as afterburn damage will be maximized against retreating pick classes.&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 = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made that rewards flanking and ambushing. When Pyro attacks an enemy from behind, the Backburner will deal critical hits, killing them in seconds. As a downside, airblasts become far more expensive, reducing Pyro's ability to protect their team's Medic or Engineer. This often requires Pyro's team to make a significant change to their playstyle, and as such, is rarely used in Highlander. In 6v6, Pyro's primary responsibility is to push the enemy team away from their team's final point, and the Backburner prevents them from doing so.&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 = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most popular flamethrower in all competitive formats. The weapon allows  Pyro to switch weapons much faster, which makes using weapon combos (such as the Flare Gun or the Axtinguisher) far easier and allows them to alternate between attacking the enemy team and airblasting projectiles. As a downside, Pyro's afterburn deals less damage, which rarely comes into play; Pyro's primary responsibility is to protect their team, not search for kills.&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 = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' places Pyro into a completely different role by removing their ability to airblast while granting critical hits after they deal enough fire damage. By dealing fire damage, Pyro will charge &amp;quot;Mmmph&amp;quot; at a rate of 1% per 3 fire damage dealt. Once the Mmmph meter is full, Pyro can activate it by taunting, making them invulnerable until the taunt ends. They will also gain crits for 10 seconds after the taunt ends. If Pyro becomes airborne while taunting, the taunt will be cancelled, but not the invulnerability. Guaranteed critical hits on Pyro will shred an unprepared team, but a enemy team expecting them can neutralize them with ease: Demoman can sticky-trap the area around Pyro, Sniper can headshot them from a distance, and Spy can backstab them as soon as the invulnerability ends. Without their ability to airblast, Pyro is left vulnerable to Soldier as well. Thus, Pyro must activate their Mmmph in a safe area, then ambush the enemies to land as many kills as possible. The Phlogistonator may be used in combination with Medic's stock Ubercharge to force enemies to retreat, allowing the rest of the team to move in.&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 = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' acts as a single-shot flamethrower, firing a fireball that travels somewhat further than other flamethrowers' fire, dealing about as much damage as a Flare Gun and igniting enemies for 3 seconds (1 second against enemy Pyros). It takes 0.8 seconds to reload - this time is shortened to 0.53 seconds if Pyro hits an enemy with the fireball. If the fireball hits a burning enemy dead-on, it will deal 3x damage, making the weapon a sort of rapid-fire Flare Gun. Airblasting with the weapon takes 1.6 seconds to reload, making Pyro unable to effectively reflect the enemy Soldier's rocket spam. In direct confrontations with a single opponent, however, it allows Pyro to match the damage output of generalist classes.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = false&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 = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is Pyro's stock Secondary. It is identical to the [[Engineer]]’s, [[Heavy]]’s and [[Soldier]]’s. It is a hitscan weapon and carries 6 shots in its clip, and has 32 reserve ammo. Pyro can use the Shotgun to kill enemies outside their effective range, or to finish off a weakened enemy. The Shotgun deals respectable damage at close-range and gives Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows them to harass enemies from a distance and support his teammates on occasion. Note that Pyro's flare guns allow them to harass enemies at distance more effectively, but give them less close-range staying power.&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 = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows Pyro to harass and even pick off targets at long-range. It fires a single projectile which deals 30 damage and lights the target on fire - dealing critical hits (90 damage) against burning players, the equivalent of a point-blank Shotgun attack. It takes 2 seconds to reload, making Pyro weaker in close range combat against multiple enemies. Like their other flare guns, the standard Flare Gun is a projectile weapon and Pyro must predict the enemy's movement to use it effectively.&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 = Detonator&lt;br /&gt;
|description = The '''Detonator''' functions like the Flare Gun, but gives up burst damage in favor of mobility and long-range harassment. While it deals only 23 damage on a direct hit, and only mini-crits against burning players, it can be detonated mid-air to light groups of enemies on fire, or to ignite hard-to-hit targets like Scout. Upon hitting a surface, the flare creates an explosion that only harms the Pyro who fired it. If the flare is detonated as soon as it is fired, the explosion will launch Pyro a short distance, at the cost of a significant amount of health. This gives Pyro the ability to ambush enemies from unexpected locations. Additionally, the Detonator explosion destroys Demoman's stickybombs, allowing Pyro to dismantle sticky-traps without putting themself in danger.&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 = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which Valve removed its ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league.&lt;br /&gt;
|ugc4s = false&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since the Flare Gun is superior to it in most situations. It has an unlimited supply of ammo and can extinguish teammates - extinguishing a teammate will grant the Manmelter one stored critical hit, much like the Diamondback or Frontier Justice. However, with good aim, the Flare Gun can deal crits on demand as well, making the Manmelter redundant in most cases.&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 = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies and lighting groups of enemies on fire. While Pyro can flare-jump with the Scorch Shot, the explosion deals less damage, and barely launches Pyro at all. It deals 50% less damage when compared to the standard Flare Gun and only mini-crits burning targets, which significantly decreases Pyro's offensive capabilities. However, it allows Pyro to harass enemies at long range without having to aim precisely or time flare detonations, making the Scorch Shot the go-to weapon in many competitive formats. It is especially useful against Sniper, who flinches repeatedly while on fire, making him unable to hit shots consistently. While Medic's healing is reduced by 50% for burning teammates, they will be extinguished after one second, making the Scorch Shot somewhat less useful against the enemy combo.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a 20% damage penalty per bullet compared to the stock shotgun and is much less accurate, but it fires 50% more bullets per shot, making the weapon deal up to 108 damage at point-blank range, but minimal damage at medium to long range. The weapon deploys 50% faster, allowing Pyro to follow up on their Flamethrower with a large burst of damage. This weapon is good with ambush-based strategies due to its faster deploy time, but cannot harass enemies at a distance.&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 = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = The '''Gas Passer''' allows Pyro to throw a cloud of gas on the ground that inflicts the &amp;quot;gas&amp;quot; debuff on enemies that walk through it. Enemies with the &amp;quot;gas&amp;quot; debuff will be set on fire for 10 seconds, even enemy Pyros. While this weapon may seem like a balanced area denial tool on paper, this gives Pyro a decent area denial tool, its long charge time and easily-cured debuff make it a minor nuisance at best; enemies will typically ignore the gas cloud when pushing in.&lt;br /&gt;
|ugc4s = false&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 = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = The '''Thermal Thruster''' is a jetpack that allows Pyro to move around the map quickly, at the cost of their Secondary. It holds two charges; each one takes 15 seconds to recharge. Each charge gives Pyro burst mobility similar to Soldier's rocket jump - while airborne, Pyro will take increased knockback and reduced fall damage. Like the Mantreads, Pyro deals 3x fall damage to enemies they land on during this time. When paired with the Backburner, Pyro can get behind an unaware enemy and deal critical hits, but this prevents them from guarding their team's combo and harassing enemies. Competent players will simply shoot Pyro down before they can cause much damage. &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;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The '''Fire Axe''' is Pyro's stock melee weapon. Like most other stock melees, it deals 65 damage every 0.8 seconds. It is never used in serious games, as it is a direct downgrade to the Third Degree. Melee weapons are rarely used in direct combat in competitive, especially for Pyro - their Flamethrower deals damage at a greater range. As such, other utility weapons are preferable such as the Homewrecker or Powerjack.&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 = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' promotes an ambush-oriented playstyle, deals 44 damage per hit, and holsters 35% slower. Against burning players, however, it increases its base damage by the afterburn damage the target would have taken, and mini-crits). Thus, against a recently ignited player, it deals up to 167 damage. Killing an burning enemy grants Pyro a 4-second speed boost. The Axtinguisher is an exception to the &amp;quot;ineffective melee&amp;quot; rule, as it greatly out-damages Pyro's other weapons against burning players. When paired with the Detonator, Pyro can land key picks near-instantly by approaching from an unexpected location (often above), igniting a key target, and Axtinguishing them, killing them. Note that this strategy is similar to that of Soldier's Market Gardener - if Pyro is detected by enemies, they will be shut down before they can approach.&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 = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do double damage against enemy buildings compared to the stock Fire Axe, destroying most in 1-2 hits, but its main use is to remove Spy's sappers in one hit. As a downside, it deals 25% less damage to players. This weapon is one of Pyro's most common melee weapons, as it allows them to protect Engineer's buildings while he is away or dead. It sees little to no use against enemy Engineer buildings.&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 = Powerjack&lt;br /&gt;
|description = When deployed, the '''Powerjack''' increases Pyro's movement speed by 15%, at the cost of a 20% damage vulnerability. Killing an enemy with this weapon heals Pyro 25 health. The Powerjack is Pyro's melee weapon of choice, along with the Homewrecker. It is used similar to Soldier's Escape Plan when fleeing, but also allows Pyro to roam the map faster when out of combat.&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 = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage than the stock Fire Axe, increases the health gained from health packs by 50%, and reduces healing from Medics and Dispensers by 75%. This weapon sees little use in competitive, as Pyro is weak in mid-ranged combat, making it a bad idea to leave their team. Most often, Pyro will guard their team from enemy pick classes, and will be healed by their Medic more often than by health packs.&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 = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default Fire Axe, but will ignite enemies on hit. This weapon is never used seriously, as Pyro's Flamethrower already sets players on fire and deals more damage, at a far greater range.&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 = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' is a straight upgrade to the stock Fire Axe. It functions like stock, but when striking an enemy, all players connected to the enemy via Medi-Gun beam will take damage as well. While objectively better than the Fire Axe in all situations, Pyro is almost never able to get within melee range of the enemy combo without being killed, making this weapon a rare sight in the competitive scene.&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 = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper, compared to the Homewrecker's one swing. It does 20% less damage to players, but deals critical hits to wet players (covered in water, [[Jarate]], or [[Mad Milk]]); a crit will deal 156 damage. Water is rare on most competitive maps, making this weapon highly situational.&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 =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = The '''Hot Hand''' gives Pyro a 1-second speed boost on hit and fires twice per attack, dealing 28 damage per half-swing - 56, if both slaps connect. It is only used as a joke, as it lacks both utility and damage output.&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;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=68534</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=68534"/>
		<updated>2023-03-21T10:43:24Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: /* Secondary */&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 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''' is arguably the worst Scout primary for competitive play. It allows the Scout to build a &amp;quot;Boost&amp;quot; meter by dealing damage. At high Boost levels, he moves much faster, but this advantage is offset by the weapon's reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost drastically, forcing the Scout to play extremely passively in order to utilize the weapon's only benefit. As Scout's main responsibility is to flank and ambush the enemy team with his high mobility, this weapon often hampers his effectiveness rather than enhancing it.&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''' is rarely used in competitive play; increased damage from behind seldom outweighs its weaknesses: decreased clip size and reduced accuracy. When used correctly, the Back Scatter can kill any light class in one hit, but this advantage is usually more useful against other flank classes; the enemy Pocket Scout is usually overhealed, which renders this weapon useless by allowing him to survive a mini-crit.&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''' (often abbreviated to '''FaN''') is most often seen in [[Highlander]], where Scout's damage output is less vital. The weapon's unique knockback ability can allow Scout to position himself in unexpected places by increasing his effective jump height. It can also push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent Scout from effectively following up on an ambush.&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''' has 4 shots per clip and has tighter weapon spread making it more accurate at long range, and reloads its entire clip at once, similar to the Pistol. It also has a nearly-useless melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload, which leaves him helpless for much longer. However, the weapon's biggest downfall is in its reduced damage; it only fires four pellets per shot, significantly reducing Scout's firepower at close range and allowing enemies more time to fight back.&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 an increased fire rate and two shot clip, but deals no extra knockback and reloads faster, allowing Scout to deal up to 208 damage in less than half a second. Upon activating its 'Hype' mechanic, it grants five double jumps, allowing Scout to dodge attacks much more easily. Its stellar damage and great evasion boost make a good Scout extremely difficult to fight against; as such, it is banned in many competitive leagues.&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 = '''Bonk! Atomic Punch''' is a Scout secondary that makes Scout invulnerable for 8 seconds, 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! Atomic Punch is most often used in Highlander (9v9) to get behind the enemy team, especially when there are no flank routes available. Bonk! can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. One of its most common uses is to kite a Sentry Gun's fire, giving the rest of Scout's team time to destroy it.&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 = When used, '''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, reducing his effective health pool to 92 HP. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while simultaneously dodging enemy fire.&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 consumable that is thrown at enemy players. It deals 50 base damage, plus up to 40 bleed damage over 5 seconds, and hitting an enemy at long range will reduce its recharge time by 1.5 seconds. Otherwise, it takes just over 5 seconds to recharge. This weapon is seldom used in competitive play, as it deals underwhelming damage and is easily dodged at mid to long-range. Consider using other, more reliable secondaries such as the Pistol.&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 = '''Mad Milk''' is a consumable that is thrown at enemy players. Upon colliding with an enemy player or the ground, it explodes, inflicting a debuff on all enemies in its radius. All players who attack an enemy under this debuff will heal 60% of the damage they deal, though they will not gain overheal. Mad Milk is most often used in Highlander, where Scout's movement is harshly restricted and his damage output less vital. Thanks to its area-of-effect nature, it is most effective on KOTH and Attack/Defense maps; players are forced to group together, allowing Scout to debuff multiple enemies at once. In a pinch, Mad Milk can also be used to extinguish teammates, reducing its cooldown time by 4 seconds. Otherwise, it takes 20 seconds to recharge.&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''' functions much like the stock Pistol, but fires +15% faster and heals Scout by 3 health for every shot that damages an enemy. This comes at a cost of a reduced clip size, giving Scout only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to negate some of the damage Scout will likely take. While its increased firing speed does allow Scout to finish off weakened enemies faster, the stock Pistol is usually more reliable Secondary.&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 deals 15% more damage and has a 60% smaller clip size, leaving Scout with only 5 shots. When deployed, Scout gains a 25% jump boost, allowing him to flank more effectively, dodge erratically, and gain a height advantage. In exchange for the extra mobility, it is fairly ineffective in combat, as its tiny clip size prevents Scout from finishing off weakened players as easily.&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, doing only 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Using a melee to deal damage is rarely a good idea; consider using other melee weapons that offer greater utility.&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 = While deployed, the '''Atomizer''' grants Scout a third jump, allowing him to place himself in unexpected locations. Its draw speed debuff prevents him from using it in direct combat, however. When on the ground, each attack deals 30 damage, and in the air, 40 damage. &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 causes the enemy to bleed, dealing 35 direct damage and up to 40 bleed damage over 5 seconds. If Scout misses, however, he will damage himself for 18 direct damage and 40 bleed damage. As such, it is unreliable in combat. However, it is the most common melee in 6v6 matches, as a Scout damaging himself will allow a Medic to build Übercharge twice as quickly compared to healing a fully-overhealed player.&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''' does the same damage as the Bat. However, whenever Scout kills an opponent with any weapon, they will drop a small health pack. This weapon is a double-edged sword, however, as the health packs can be picked up by either team. Additionally, Scout takes 25% more explosive damage, allowing enemy Soldiers and Demomen to kill him at full health with one direct hit. This weapon is seldom used in 6v6 matches, as it significantly reduces a Scout's survivability against three of the six enemy players.&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 75% less damage than the default Bat, amounting to a paltry 9 points. However, it will mark an enemy for death, causing them to take mini-crits for the next 15 seconds. However, if Scout hits another enemy, the &amp;quot;marked-for-death&amp;quot; effect will be transferred away from the first enemy to the one he just attacked. The weapon itself will crit whenever it should normally mini-crit, dealing 27 damage. Using this weapon is a gamble; Scout must get within melee range of an enemy to deal scratch damage, then retreat and use his other weapons to kill him, or rely on his team to follow up. Marked players will often retreat, reducing the effectiveness of the debuff.&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''' deals the same damage as the default bat. Alt-fire will launch a baseball which deals 15 damage and slows the enemy from 1-7 seconds depending on the distance. This item will reduce Scout's maximum health by 15 points, allowing him to be instantly killed by close-range direct hits from Soldier's rockets and Demoman's Stickybombs. The baseball's minor damage and weak debuff rarely outweighs the reduction in survivability; as such, the Sandman sees little use in competitive play.&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''' deals crits (79 damage) to burning players, but loses 25% of its base power (26 damage to non-burning players). When deployed, Scout takes 25% less fire damage. This weapon sees the most use in Highlander mode (however little), where both teams must have a Pyro. Because the Scattergun deals more damage at longer ranges than the Sun-on-a-Stick, it is inadvisable to attempt to kill enemies with it; use it only to reduce afterburn 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;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The ball deals 15 direct damage and inflicts 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4-13 direct damage and no bleed damage. This item takes 7.5 seconds to recharge. The weapon itself does 65% less damage than the default bat, for a total of 12 damage. This weapon is rarely used in 6v6; the ball deals relatively minor damage compared to the Scattergun. In Highlander, Scout's movement is greatly restricted, and the Wrap Assassin may be used to harass enemies at long range.&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>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=68533</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=68533"/>
		<updated>2023-03-21T10:36:27Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: Updated to match RGL 6s S11 whitelist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, '''Heavy''' has the most health in the game, with a total of 300. Not only that but his primary weapon, the Minigun, does the most damage per second in the game at close range. However, he also has the lowest movement speed in the game, which diminishes to a crawl when his Minigun is spun up. As a result, Heavy is often unable to chase down damaged enemies to finish them off, and he has a hard time dodging high-damage attacks such as [[Demoman|Demoman's]] grenades and stickybombs, [[Soldier|Soldier's]] rockets, and [[Sniper|Sniper's]] headshots. Additionally, he has no long-range options - he can only deal chip damage when not in close range. Heavy will most often be found near his team's Medic, as the extra 150 health buff lets Heavy block damage intended for his teammates, while simultaneously protecting the Medic from any [[Spy]], [[Scout]], or rocket-jumping Soldier that threatens him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 format, Heavy is usually an [[offclass]], used primarily for repelling enemies on the last point of a 5CP map. Heavy will take the Pocket Soldier's role when in play, allowing the Pocket to roam the map more freely, as Heavy is much more effective as a bodyguard for Medic. In close quarters, he can easily shut down approaching Scouts, Soldiers, and Demomen with his Minigun, keeping them from getting close to his Medic or the objective. &lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, Heavy is the backbone of his team's combo along with Demoman and Medic, who cover his weaknesses. Where Heavy excels in close combat and is vulnerable at mid-to-long range, Demoman is powerful in mid-to-long range combat and suffers at close range. He provides good high damage when pushing forward or defending objectives, but needs his team nearby to operate at his full potential.&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 = Minigun&lt;br /&gt;
|description = The stock '''Minigun''' (&amp;quot;Sasha&amp;quot;) is the second-most common Heavy weapon. It consumes 10 ammo per second, firing 4 bullets per unit of ammo, and each bullet deals up to 13 damage. After being spun up, it deals only 50% damage and has only 50% accuracy for one second, preventing Heavy from easily killing enemies when caught off-guard. The Minigun shreds overextending enemies at close range with over 400 damage per second, but suffers at mid-to-long range thanks its wide cone of fire. It is selected in maps with cramped corridors and little open space, such as [[Steel]].&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 = Natascha&lt;br /&gt;
|description = The '''Natascha''' spins up slower and deals only 10 damage per bullet at close range, for a close-range DPS of around 300. In exchange for this significant damage penalty, its bullets slow enemies on hit. This slowdown effect is weak at medium-to-long range and rarely counteracts its reduced damage output, but may be useful as suppressive fire when preventing enemies from passing through a chokepoint. Also worth noting is that Heavy will gain a 20% damage resistance when spun up with the Natascha and under 150 health, making it somewhat easier for Medic to heal him.&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 = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' gives Heavy a role similar to that of a Sentry Gun; he is unable to move while attacking, and unable to defend himself until his gun is deployed. While he can &amp;quot;set up&amp;quot; fairly quickly with the Gloves of Running Urgently, his utter lack of mobility in combat makes him useless for anything except standing near a chokepoint or objective. This crippling overspecialization makes the Brass Beast near-useless in competitive games. As with the Natascha, Heavy will gain a 20% damage resistance when spun up and under 150 health.&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 = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is better suited to larger, more open spaces thanks to its increased accuracy. While it fires only 8 times a second, it deals more damage at mid-to-long range than the stock Minigun. It also spins up faster and quieter, and allows Heavy to remain on guard even while traveling long distances; he can jump, rev-up his gun, then un-rev if no enemies are nearby - all at near-full speed. When fully-spun up, the weapon is silent when not firing, making it useful for preparing an ambush. This makes it Heavy's go-to primary, and is only ever swapped out for the [[Minigun]] if the map is particularly enclosed or if Heavy isn't confident in his tracking ability.&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 = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' passively uses 4 ammo per second when spun up, and creates a ring of fire which deals minor damage and ignites enemies. It can be used when dropping down on a group of enemies, igniting them to take advantage of its damage bonus against burning players. Otherwise, it has less staying power and less damage output than the stock Minigun, making it a rare choice in competitive games.&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 = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is useful for situations where Heavy can't afford to slow down and use the Minigun, especially for transition plays and chasing down weakened enemies.  The lack of spin-up time means it deals with ambushes better, although it deals far less damage. It is generally ignored in favor of the Sandvich, which allows Heavy to heal himself or his teammates.&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 = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The '''Family Business's''' deals the same DPS as the Shotgun, but fires faster and deals less damage per shot. It takes longer to reload, making it generally inferior to the Shotgun.&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 = Sandvich&lt;br /&gt;
|description = The '''Sandvich''' is Heavy's go-to secondary. When used, it heals Heavy by 75HP per second over the course of a 4-second taunt. This is useful for saving Medic the trouble of healing him from near-death, or for roaming them map without a Medic. It can also be thrown as a medium health pack, which can save a teammate's life - especially a Medic. The Sandvich takes 30 seconds to recharge, but recharges instantly when Heavy picks up a health pack while at full health. This can be used to effectively convert a small health pack to a medium one.&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 = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The '''Buffalo Steak Sandvich''' is almost always worse than the Sandvich, since none of Heavy's melee weapons are nearly as effective as any of his miniguns, but it has some use on long rollouts if the Soldier is doing a fast Gunboats rollout and thus unable to give a Disciplinary Action speed boost. On exceedingly rare occasions, it can be used to kill a Medic in two melee hits. If combined with the [[Fists of Steel]], Heavy has an effective 400 heath against ranged damage sources, which can force or drop the enemy Medic if Heavy isn't focused or airblasted away. Aside from these rare scenarios, however, it sees no use.&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 = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The '''Dalokohs Bar''' is a tool for a roaming Heavy, as the extra 50 health it grants allows him to tank important damage thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it takes only 10 seconds to recharge, it has an effective 6-second cooldown, allowing Heavy to regularly dispense small amounts of health to near-death players. However, it cannot be used to provide a large burst of healing to a Medic, making it less common a choice than the Sandvich.&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 = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more pellets per shot, and deploys 50% faster. On other classes, it is used for combo-based tactics, but sees less use on Heavy, who takes too long to un-rev his minigun to make much use of the deploy speed. The Panic Attack deals more damage at point-blank range (108), but deals negligible damage past short range, thanks to its wide bullet spread.&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 = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The '''Second Banana''' is a Heavy's last lunchbox item. It recharges 50% faster (every 15 seconds) but heals Heavy 33% less (200 health) and only counts as a small health kit when dropped for teammates. It supports a &amp;quot;solo&amp;quot; Heavy playstyle for roaming the map away from teammates. Its other drawback of only healing 200 health is fairly small; Heavy seldom falls below 100 health and survives; enemy players will often hunt him down and kill him. If he uses the Banana above 100 health, the effect is identical to eating the Sandvich.&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;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are Heavy's default melee weapon, dealing 65 damage every 0.8 second. Melee weapons are rarely used to deal damage, especially on Heavy, who cannot quickly un-rev his gun and attack. Utility-providing weapons are almost always preferred. Thus, the stock Fists are never used in serious games.&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 = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists, but only swing every 0.96 seconds. On kill, Heavy gains guaranteed critical hits for 5 seconds. This weapon is rarely used, as most players will back out of Heavy's melee range before being punched to death. Even if Heavy does land a kill, a significant portion of the crits are wasted spinning up his minigun and waiting for it to warm up.&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 = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are Heavy's most versatile melee weapon. While active, Heavy will instantly lose 20 max health, plus 10 health per second until he reaches 100 maximum health, effectively saddling him with a damage vulnerability that increases from 7% to 300%. His max health will be restored at 10 health per second when the gloves are holstered. The GRU allow Heavy to run as fast as Pyro and Engineer while deployed, but the further he runs, the longer he takes to recover. Additionally, holstering the GRU takes 50% longer, though this can be mostly negated by switching to Heavy's secondary, then his minigun. This weapon sees a lot of usage in Highlander, as it grants one of the team's main damage-dealers increased mobility during rollouts and when retreating.&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 = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more damage (from 65 to 85) in exchange for a 30% damage vulnerability while active. It also heals Heavy 50 health on kill. Melee weapons are almost never used for dealing damage, especially for Heavy; he cannot un-rev his Minigun and run up to his enemy before being killed. Thus, the Warrior's Spirit sees little to no use in competitive games.&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 = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = When active, the '''Fists of Steel''' grant Heavy a 40% damage resistance to all ranged damage, but give him a 100% damage vulnerability to melee damage. Heavy also gains a 40% resistance to healing, and has his maximum overheal reduced to 390 health. The weapon also takes twice as long to holster, though this drawback can be negated by switching to Heavy's secondary, then to his minigun. Most often run when defending the last point, it increases Heavy's effective health when overhealed from 450 to 546, allowing him to stall for time and block damage intended for his teammates. It can also be used to cross a Sniper sightline, as not even a fully-charged headshot can kill him, assuming he is overhealed.&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 = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a slower version of the Gloves of Running Urgently. They swing 40% faster, but deal only 26 damage. Upon striking an enemy, Heavy gains a 40% speed boost for 3 seconds, in addition to the weapon's base 15% movement speed bonus. When deployed, Heavy loses 20 max health, which continues to drain by 5 health per second until he holsters it. Once holstered, his max health will increase by 5 health per second up to 300. The Eviction Notice is used most-often when the Gloves of Running Urgently are banned.&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 = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is identical to the stock Fists, but when Heavy punches an enemy from behind (similar to [[Spy|Spy's]] backstab ability), they will be forced to perform the Schadenfreude taunt, regardless of whether or not they own the taunt. This leaves them helpless, allowing Heavy to finish them off with no risk of retaliation. [[ÜberCharge|ÜberCharged]] targets are forced to laugh as well;  Heavy can completely shut down an ÜberCharge if he somehow manages to &amp;quot;backstab&amp;quot; an Übered target. This is rare, and will get Heavy killed more often than not, making it a rare sight in competitive games.&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;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=68532</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=68532"/>
		<updated>2023-03-21T10:29:11Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: Updated to match etf2l winter 23 Hl whitelist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important [[Glossary#Metagame terms|Picks]] when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]]. Against Medics, Spy's goal is to either force Medic to use his [[Übercharge]] or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the [[Engineer]]'s buildings with his Sapper.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, Spy is an [[offclass]] due to his poor damage output and low health, generally run when [[Sniper]] cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy [[Medic]] has a large Über advantage during a stalemate in order to kill an enemy - especially [[Demoman]] - before his team makes a push.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of [[Sniper]] sightlines and deny [[Roamer]] bombings. However, keep in mind that Spy is still much less versatile than [[Sniper]]. &lt;br /&gt;
&lt;br /&gt;
Spy's other major use is to ''spy'' on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is used as a pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time [[Pyro]] and will spycheck more often, leaving him with fewer opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called &amp;quot;trickstabbing,&amp;quot; and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.&lt;br /&gt;
&lt;br /&gt;
Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The [[Ambassador]] is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to [[Sniper]] in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Revolver&lt;br /&gt;
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon, along with the Ambassador, is Spy's go-to weapon for dealing damage. While underwhelming compared to other classes' Primary weapons, its damage is not to be underestimated, as Spy can kill light classes in under two seconds with proper aim.&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 = Ambassador&lt;br /&gt;
|description = The '''Ambassador''' has only 34 base damage compared to the stock Revolver's 40, but deals crits if Spy lands a headshot, for an impressive 102 damage. However, the weapon is hampered by a cooldown period, during which it will not deal critical hits. At mid to long-range, headshot damage will decay significantly, preventing Spy from sniping targets from afar.&lt;br /&gt;
&lt;br /&gt;
While less reliable than the stock Revolver in an extended fight, the Ambassador allows Spy to deal heavy burst damage like Sniper. Two well-placed shots can kill light classes in under a second at close-to-mid range, making it ideal for quickly dispatching a single enemy.&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 = L'Etranger&lt;br /&gt;
|description = The '''L'Etranger''' deals a base damage of 32. In exchange for its damage penalty, it passively increases Spy's maximum cloak time by 40%. On every hit, his cloak is instantly restored by 15%. It is one of the two ways to manually recharge the [[Dead Ringer]], and can extend the [[Cloak and Dagger]]'s cloak time rival that of the Invis Watch. This weapon is often used when gathering information on the enemy and waiting for an opportunity to backstab, rather than gun them down.&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 = Enforcer&lt;br /&gt;
|description = The '''Enforcer''' deals as much damage as the stock Revolver, but has a base damage of 48 when Spy is disguised. As a drawback, it suffers from a 20% firing speed penalty. While it is overshadowed by the stock Revolver in most situations, it ignores damage resistances and deals full damage against Wrangled Sentries, Vaccinator shields, and Fists of Steel.&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 = Diamondback&lt;br /&gt;
|description = The '''Diamondback''' deals a base damage of 34.  For every Engineer building Spy saps and destroys and for every backstab kill, he will get one guaranteed critical hit (102 damage) for the Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat. Unlike the Ambassador, it does not suffer from damage falloff, which allows Spy to snipe enemies from across the map with minimal risk of retaliation.&lt;br /&gt;
&lt;br /&gt;
This weapon is banned in most leagues, as it allows Spy to out-damage every class in the game at mid to long-range.&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;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sapper&lt;br /&gt;
|description = The '''Sapper''' is the Spy's main tool for disabling and destroying enemy Engineers' buildings. The stock Sapper will disable an enemy building when placed, but if an enemy Engineer removes the sapper with his Wrench, the building will resume operation. One of the most common strategies for attacking an Engineer's buildings is to backstab the Engineer, then sap his buildings. If your team is making a push, simply sapping his Sentry Gun may disable it long enough for your team to destroy it.&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 = Red-Tape Recorder&lt;br /&gt;
|link = Red-Tape_Recorder&lt;br /&gt;
|description = Much like the stock sapper, the '''Red-Tape Recorder''' also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps; rather, it reverses the construction of the building - if not removed immediately, it will almost always de-level a building at least once. While inferior to the stock Sapper in most situations, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.&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;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Knife&lt;br /&gt;
|description = The '''Knife''' is Spy's melee of choice. Attacking an enemy from behind will instantly kill them, regardless of health or damage resistances - if they are not immune to damage, they will die. From the front, it deals a paltry 40 damage (known as butter-knifing), which can be used to kill a low-health enemy, but otherwise should be avoided. Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use his Knife to backstab a key target, often at the cost of his own life. When the element of surprise is lost, however, Spy must use his Revolver or cloak in order to escape.&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 = Your Eternal Reward&lt;br /&gt;
|link = Your_Eternal_Reward&lt;br /&gt;
|description = The '''Your Eternal Reward''' weakens Spy's cloak, but strengthens his disguises. If Spy disguises outside of spawn, he will lose all of his cloak, in addition to passively reducing his maximum cloak time by 33%. The only way for Spy to disguise without losing cloak is to backstab an enemy. Upon landing a backstab, he will instantly disguise as the victim, and their corpse will be cloaked in under a second. Backstabbed players will not scream, so enemies engaged in combat will seldom notice. This weapon is rarely seen in competitive play, as slain enemies will immediately call out Spy's position and disguise to their teammates, making the Your Eternal Reward's benefits useless in seconds. However, if Spy can act in the few seconds of confusion after a backstab, he may be able to land another kill before dying, or retreat safely.&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 = Spy-cicle&lt;br /&gt;
|description = The '''Spy-cicle''' partially protects Spy from Pyro's flamethrower. When Spy is ignited, the Spy-cicle will melt (preventing him from attacking with it) and protect Spy from all fire damage for one second. He will be immune to afterburn for 10 seconds, making him harder to track down while cloaked. After it melts, the Spy-cicle takes 15 seconds to recharge, though Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into distinctive ice statues, revealing Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style and the current state of the game into consideration before choosing the Spy-cicle over the stock Knife.&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 = Conniver's Kunai&lt;br /&gt;
|link = Conniver's_Kunai&lt;br /&gt;
|description = When the '''Conniver's Kunai''' is equipped, Spy's maximum health is reduced to 70, allowing him to be killed instantly by most close-range attacks, even while cloaked. On a backstab, however, Spy steals his victim's health, overhauling him up to 210 points of health. If he was previously on fire, backstabbing an enemy will extinguish him. Be cautious while using this knife; if caught before he can land a backstab, Spy will die to most attacks that hit him. Once he backstabs an enemy, he can either use the health to escape, attempt to land another stab, or simply distract the enemy team for a few seconds longer.&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 = Big Earner&lt;br /&gt;
|link = Big_Earner&lt;br /&gt;
|description = The '''Big Earner''' reduces Spy's base health to 100 points. Killing an enemy with this weapon, either with a backstab or a butter-knife, will recharge the Cloak meter by 30% and increase Spy's movement speed for 3 seconds. This knife is best used when enemies are spread out; the movement speed buff allows Spy to quickly close the distance between enemies before they can react. However, a point-blank attack from most classes will kill him instantly.&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;
=== Invisibility Watch ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Invis Watch&lt;br /&gt;
|link = Invis_Watch&lt;br /&gt;
|description = The default '''Invis Watch''' for Spy is time-based. It provides Spy with 10 seconds of cloak time, during which he will have a 20% damage resistance. It takes 30 seconds to recharge normally, but Spy can pick up ammo boxes to refill his cloak meter. The Invis Watch is best suited for an aggressive play style, allowing Spy to roam the map quickly, landing multiple kills. In competitive settings, however, players will tend to be more Spy-aware, and the 10-second window may not be enough to make a play.&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 = Cloak and Dagger&lt;br /&gt;
|link = Cloak_and_Dagger&lt;br /&gt;
|description = The '''Cloak and Dagger''' is motion-based; as long as Spy holds still, his cloak will regenerate. This watch has a doubled cloak recharge rate (15 seconds, compared to the Invis Watch's 30) but drains significantly faster. This watch's cloak cannot be replenished by ammo boxes while cloaked, requiring Spy to reveal himself briefly when trying to cover large amounts of ground. The Cloak and Dagger is best suited for a more passive playstyle, allowing Spy to hide and relay important information to his team, such as enemy positioning and Medic Übercharge. It is often paired with the L'Etranger in order to offset the reduced cloak time.&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 = Dead Ringer&lt;br /&gt;
|link = Dead_Ringer&lt;br /&gt;
|description = The '''Dead Ringer''' is unique among Spy's watches, trading stealth for survivability. Instead of cloaking Spy, deploying the Dead Ringer will &amp;quot;arm&amp;quot; it. Spy will not be able to attack while the Dead Ringer is armed, but when damaged, he will instantly turn invisible, drop a fake corpse, and gain a movement speed boost, allowing him to escape. The attack that activates the Dead Ringer will have its power reduced by 75%, allowing a full-health Spy to survive any attack short of a backstab. For the first 3 seconds after the first attack, Spy will have a 65% damage resistance which will soon fade to the standard 20%, and will not become visible when bumping enemy players. The Dead Ringer allows Spy to easily escape when confronted, but prevents him from cloaking on demand. Alternatively, he can briefly face his enemies in direct combat, dealing as much damage as possible before activating the Ringer and retreating. Regardless of his tactics, Spy must wait 10-20 seconds before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.&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;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=312421865# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=68531</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=68531"/>
		<updated>2023-03-21T10:25:22Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: Updated to match etf2l winter 23 Hl whitelist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, '''Heavy''' has the most health in the game, with a total of 300. Not only that but his primary weapon, the Minigun, does the most damage per second in the game at close range. However, he also has the lowest movement speed in the game, which diminishes to a crawl when his Minigun is spun up. As a result, Heavy is often unable to chase down damaged enemies to finish them off, and he has a hard time dodging high-damage attacks such as [[Demoman|Demoman's]] grenades and stickybombs, [[Soldier|Soldier's]] rockets, and [[Sniper|Sniper's]] headshots. Additionally, he has no long-range options - he can only deal chip damage when not in close range. Heavy will most often be found near his team's Medic, as the extra 150 health buff lets Heavy block damage intended for his teammates, while simultaneously protecting the Medic from any [[Spy]], [[Scout]], or rocket-jumping Soldier that threatens him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 format, Heavy is usually an [[offclass]], used primarily for repelling enemies on the last point of a 5CP map. Heavy will take the Pocket Soldier's role when in play, allowing the Pocket to roam the map more freely, as Heavy is much more effective as a bodyguard for Medic. In close quarters, he can easily shut down approaching Scouts, Soldiers, and Demomen with his Minigun, keeping them from getting close to his Medic or the objective. &lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, Heavy is the backbone of his team's combo along with Demoman and Medic, who cover his weaknesses. Where Heavy excels in close combat and is vulnerable at mid-to-long range, Demoman is powerful in mid-to-long range combat and suffers at close range. He provides good high damage when pushing forward or defending objectives, but needs his team nearby to operate at his full potential.&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 = Minigun&lt;br /&gt;
|description = The stock '''Minigun''' (&amp;quot;Sasha&amp;quot;) is the second-most common Heavy weapon. It consumes 10 ammo per second, firing 4 bullets per unit of ammo, and each bullet deals up to 13 damage. After being spun up, it deals only 50% damage and has only 50% accuracy for one second, preventing Heavy from easily killing enemies when caught off-guard. The Minigun shreds overextending enemies at close range with over 400 damage per second, but suffers at mid-to-long range thanks its wide cone of fire. It is selected in maps with cramped corridors and little open space, such as [[Steel]].&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 = Natascha&lt;br /&gt;
|description = The '''Natascha''' spins up slower and deals only 10 damage per bullet at close range, for a close-range DPS of around 300. In exchange for this significant damage penalty, its bullets slow enemies on hit. This slowdown effect is weak at medium-to-long range and rarely counteracts its reduced damage output, but may be useful as suppressive fire when preventing enemies from passing through a chokepoint. Also worth noting is that Heavy will gain a 20% damage resistance when spun up with the Natascha and under 150 health, making it somewhat easier for Medic to heal him.&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 = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' gives Heavy a role similar to that of a Sentry Gun; he is unable to move while attacking, and unable to defend himself until his gun is deployed. While he can &amp;quot;set up&amp;quot; fairly quickly with the Gloves of Running Urgently, his utter lack of mobility in combat makes him useless for anything except standing near a chokepoint or objective. This crippling overspecialization makes the Brass Beast near-useless in competitive games. As with the Natascha, Heavy will gain a 20% damage resistance when spun up and under 150 health.&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 = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is better suited to larger, more open spaces thanks to its increased accuracy. While it fires only 8 times a second, it deals more damage at mid-to-long range than the stock Minigun. It also spins up faster and quieter, and allows Heavy to remain on guard even while traveling long distances; he can jump, rev-up his gun, then un-rev if no enemies are nearby - all at near-full speed. When fully-spun up, the weapon is silent when not firing, making it useful for preparing an ambush. This makes it Heavy's go-to primary, and is only ever swapped out for the [[Minigun]] if the map is particularly enclosed or if Heavy isn't confident in his tracking ability.&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 = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' passively uses 4 ammo per second when spun up, and creates a ring of fire which deals minor damage and ignites enemies. It can be used when dropping down on a group of enemies, igniting them to take advantage of its damage bonus against burning players. Otherwise, it has less staying power and less damage output than the stock Minigun, making it a rare choice in competitive games.&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 = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is useful for situations where Heavy can't afford to slow down and use the Minigun, especially for transition plays and chasing down weakened enemies.  The lack of spin-up time means it deals with ambushes better, although it deals far less damage. It is generally ignored in favor of the Sandvich, which allows Heavy to heal himself or his teammates.&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 = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The '''Family Business's''' deals the same DPS as the Shotgun, but fires faster and deals less damage per shot. It takes longer to reload, making it generally inferior to the Shotgun.&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 = Sandvich&lt;br /&gt;
|description = The '''Sandvich''' is Heavy's go-to secondary. When used, it heals Heavy by 75HP per second over the course of a 4-second taunt. This is useful for saving Medic the trouble of healing him from near-death, or for roaming them map without a Medic. It can also be thrown as a medium health pack, which can save a teammate's life - especially a Medic. The Sandvich takes 30 seconds to recharge, but recharges instantly when Heavy picks up a health pack while at full health. This can be used to effectively convert a small health pack to a medium one.&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 = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The '''Buffalo Steak Sandvich''' is almost always worse than the Sandvich, since none of Heavy's melee weapons are nearly as effective as any of his miniguns, but it has some use on long rollouts if the Soldier is doing a fast Gunboats rollout and thus unable to give a Disciplinary Action speed boost. On exceedingly rare occasions, it can be used to kill a Medic in two melee hits. If combined with the [[Fists of Steel]], Heavy has an effective 400 heath against ranged damage sources, which can force or drop the enemy Medic if Heavy isn't focused or airblasted away. Aside from these rare scenarios, however, it sees no use.&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 = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The '''Dalokohs Bar''' is a tool for a roaming Heavy, as the extra 50 health it grants allows him to tank important damage thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it takes only 10 seconds to recharge, it has an effective 6-second cooldown, allowing Heavy to regularly dispense small amounts of health to near-death players. However, it cannot be used to provide a large burst of healing to a Medic, making it less common a choice than the Sandvich.&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 = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more pellets per shot, and deploys 50% faster. On other classes, it is used for combo-based tactics, but sees less use on Heavy, who takes too long to un-rev his minigun to make much use of the deploy speed. The Panic Attack deals more damage at point-blank range (108), but deals negligible damage past short range, thanks to its wide bullet spread.&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 = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The '''Second Banana''' is a Heavy's last lunchbox item. It recharges 50% faster (every 15 seconds) but heals Heavy 33% less (200 health) and only counts as a small health kit when dropped for teammates. It supports a &amp;quot;solo&amp;quot; Heavy playstyle for roaming the map away from teammates. Its other drawback of only healing 200 health is fairly small; Heavy seldom falls below 100 health and survives; enemy players will often hunt him down and kill him. If he uses the Banana above 100 health, the effect is identical to eating the Sandvich.&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;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are Heavy's default melee weapon, dealing 65 damage every 0.8 second. Melee weapons are rarely used to deal damage, especially on Heavy, who cannot quickly un-rev his gun and attack. Utility-providing weapons are almost always preferred. Thus, the stock Fists are never used in serious games.&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 = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists, but only swing every 0.96 seconds. On kill, Heavy gains guaranteed critical hits for 5 seconds. This weapon is rarely used, as most players will back out of Heavy's melee range before being punched to death. Even if Heavy does land a kill, a significant portion of the crits are wasted spinning up his minigun and waiting for it to warm up.&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 = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are Heavy's most versatile melee weapon. While active, Heavy will instantly lose 20 max health, plus 10 health per second until he reaches 100 maximum health, effectively saddling him with a damage vulnerability that increases from 7% to 300%. His max health will be restored at 10 health per second when the gloves are holstered. The GRU allow Heavy to run as fast as Pyro and Engineer while deployed, but the further he runs, the longer he takes to recover. Additionally, holstering the GRU takes 50% longer, though this can be mostly negated by switching to Heavy's secondary, then his minigun. This weapon sees a lot of usage in Highlander, as it grants one of the team's main damage-dealers increased mobility during rollouts and when retreating.&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 = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more damage (from 65 to 85) in exchange for a 30% damage vulnerability while active. It also heals Heavy 50 health on kill. Melee weapons are almost never used for dealing damage, especially for Heavy; he cannot un-rev his Minigun and run up to his enemy before being killed. Thus, the Warrior's Spirit sees little to no use in competitive games.&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 = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = When active, the '''Fists of Steel''' grant Heavy a 40% damage resistance to all ranged damage, but give him a 100% damage vulnerability to melee damage. Heavy also gains a 40% resistance to healing, and has his maximum overheal reduced to 390 health. The weapon also takes twice as long to holster, though this drawback can be negated by switching to Heavy's secondary, then to his minigun. Most often run when defending the last point, it increases Heavy's effective health when overhealed from 450 to 546, allowing him to stall for time and block damage intended for his teammates. It can also be used to cross a Sniper sightline, as not even a fully-charged headshot can kill him, assuming he is overhealed.&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 = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a slower version of the Gloves of Running Urgently. They swing 40% faster, but deal only 26 damage. Upon striking an enemy, Heavy gains a 40% speed boost for 3 seconds, in addition to the weapon's base 15% movement speed bonus. When deployed, Heavy loses 20 max health, which continues to drain by 5 health per second until he holsters it. Once holstered, his max health will increase by 5 health per second up to 300. The Eviction Notice is used most-often when the Gloves of Running Urgently are banned.&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 = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is identical to the stock Fists, but when Heavy punches an enemy from behind (similar to [[Spy|Spy's]] backstab ability), they will be forced to perform the Schadenfreude taunt, regardless of whether or not they own the taunt. This leaves them helpless, allowing Heavy to finish them off with no risk of retaliation. [[ÜberCharge|ÜberCharged]] targets are forced to laugh as well;  Heavy can completely shut down an ÜberCharge if he somehow manages to &amp;quot;backstab&amp;quot; an Übered target. This is rare, and will get Heavy killed more often than not, making it a rare sight in competitive games.&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;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=68530</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=68530"/>
		<updated>2023-03-21T10:19:22Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: Updated to match etf2l winter 23 Hl whitelist&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 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''' is arguably the worst Scout primary for competitive play. It allows the Scout to build a &amp;quot;Boost&amp;quot; meter by dealing damage. At high Boost levels, he moves much faster, but this advantage is offset by the weapon's reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost drastically, forcing the Scout to play extremely passively in order to utilize the weapon's only benefit. As Scout's main responsibility is to flank and ambush the enemy team with his high mobility, this weapon often hampers his effectiveness rather than enhancing it.&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''' is rarely used in competitive play; increased damage from behind seldom outweighs its weaknesses: decreased clip size and reduced accuracy. When used correctly, the Back Scatter can kill any light class in one hit, but this advantage is usually more useful against other flank classes; the enemy Pocket Scout is usually overhealed, which renders this weapon useless by allowing him to survive a mini-crit.&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''' (often abbreviated to '''FaN''') is most often seen in [[Highlander]], where Scout's damage output is less vital. The weapon's unique knockback ability can allow Scout to position himself in unexpected places by increasing his effective jump height. It can also push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent Scout from effectively following up on an ambush.&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''' has 4 shots per clip and has tighter weapon spread making it more accurate at long range, and reloads its entire clip at once, similar to the Pistol. It also has a nearly-useless melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload, which leaves him helpless for much longer. However, the weapon's biggest downfall is in its reduced damage; it only fires four pellets per shot, significantly reducing Scout's firepower at close range and allowing enemies more time to fight back.&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 an increased fire rate and two shot clip, but deals no extra knockback and reloads faster, allowing Scout to deal up to 208 damage in less than half a second. Upon activating its 'Hype' mechanic, it grants five double jumps, allowing Scout to dodge attacks much more easily. Its stellar damage and great evasion boost make a good Scout extremely difficult to fight against; as such, it is banned in many competitive leagues.&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 = '''Bonk! Atomic Punch''' is a Scout secondary that makes Scout invulnerable for 8 seconds, 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! Atomic Punch is most often used in Highlander (9v9) to get behind the enemy team, especially when there are no flank routes available. Bonk! can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. One of its most common uses is to kite a Sentry Gun's fire, giving the rest of Scout's team time to destroy it.&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   = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = When used, '''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, reducing his effective health pool to 92 HP. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while simultaneously dodging enemy fire.&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 consumable that is thrown at enemy players. It deals 50 base damage, plus up to 40 bleed damage over 5 seconds, and hitting an enemy at long range will reduce its recharge time by 1.5 seconds. Otherwise, it takes just over 5 seconds to recharge. This weapon is seldom used in competitive play, as it deals underwhelming damage and is easily dodged at mid to long-range. Consider using other, more reliable secondaries such as the Pistol.&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 = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = '''Mad Milk''' is a consumable that is thrown at enemy players. Upon colliding with an enemy player or the ground, it explodes, inflicting a debuff on all enemies in its radius. All players who attack an enemy under this debuff will heal 60% of the damage they deal, though they will not gain overheal. Mad Milk is most often used in Highlander, where Scout's movement is harshly restricted and his damage output less vital. Thanks to its area-of-effect nature, it is most effective on KOTH and Attack/Defense maps; players are forced to group together, allowing Scout to debuff multiple enemies at once. In a pinch, Mad Milk can also be used to extinguish teammates, reducing its cooldown time by 4 seconds. Otherwise, it takes 20 seconds to recharge.&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''' functions much like the stock Pistol, but fires +15% faster and heals Scout by 3 health for every shot that damages an enemy. This comes at a cost of a reduced clip size, giving Scout only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to negate some of the damage Scout will likely take. While its increased firing speed does allow Scout to finish off weakened enemies faster, the stock Pistol is usually more reliable Secondary.&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 deals 15% more damage and has a 60% smaller clip size, leaving Scout with only 5 shots. When deployed, Scout gains a 25% jump boost, allowing him to flank more effectively, dodge erratically, and gain a height advantage. In exchange for the extra mobility, it is fairly ineffective in combat, as its tiny clip size prevents Scout from finishing off weakened players as easily.&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, doing only 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Using a melee to deal damage is rarely a good idea; consider using other melee weapons that offer greater utility.&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 = While deployed, the '''Atomizer''' grants Scout a third jump, allowing him to place himself in unexpected locations. Its draw speed debuff prevents him from using it in direct combat, however. When on the ground, each attack deals 30 damage, and in the air, 40 damage. &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 causes the enemy to bleed, dealing 35 direct damage and up to 40 bleed damage over 5 seconds. If Scout misses, however, he will damage himself for 18 direct damage and 40 bleed damage. As such, it is unreliable in combat. However, it is the most common melee in 6v6 matches, as a Scout damaging himself will allow a Medic to build Übercharge twice as quickly compared to healing a fully-overhealed player.&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''' does the same damage as the Bat. However, whenever Scout kills an opponent with any weapon, they will drop a small health pack. This weapon is a double-edged sword, however, as the health packs can be picked up by either team. Additionally, Scout takes 25% more explosive damage, allowing enemy Soldiers and Demomen to kill him at full health with one direct hit. This weapon is seldom used in 6v6 matches, as it significantly reduces a Scout's survivability against three of the six enemy players.&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 75% less damage than the default Bat, amounting to a paltry 9 points. However, it will mark an enemy for death, causing them to take mini-crits for the next 15 seconds. However, if Scout hits another enemy, the &amp;quot;marked-for-death&amp;quot; effect will be transferred away from the first enemy to the one he just attacked. The weapon itself will crit whenever it should normally mini-crit, dealing 27 damage. Using this weapon is a gamble; Scout must get within melee range of an enemy to deal scratch damage, then retreat and use his other weapons to kill him, or rely on his team to follow up. Marked players will often retreat, reducing the effectiveness of the debuff.&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''' deals the same damage as the default bat. Alt-fire will launch a baseball which deals 15 damage and slows the enemy from 1-7 seconds depending on the distance. This item will reduce Scout's maximum health by 15 points, allowing him to be instantly killed by close-range direct hits from Soldier's rockets and Demoman's Stickybombs. The baseball's minor damage and weak debuff rarely outweighs the reduction in survivability; as such, the Sandman sees little use in competitive play.&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''' deals crits (79 damage) to burning players, but loses 25% of its base power (26 damage to non-burning players). When deployed, Scout takes 25% less fire damage. This weapon sees the most use in Highlander mode (however little), where both teams must have a Pyro. Because the Scattergun deals more damage at longer ranges than the Sun-on-a-Stick, it is inadvisable to attempt to kill enemies with it; use it only to reduce afterburn 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;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The ball deals 15 direct damage and inflicts 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4-13 direct damage and no bleed damage. This item takes 7.5 seconds to recharge. The weapon itself does 65% less damage than the default bat, for a total of 12 damage. This weapon is rarely used in 6v6; the ball deals relatively minor damage compared to the Scattergun. In Highlander, Scout's movement is greatly restricted, and the Wrap Assassin may be used to harass enemies at long range.&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>Quietfellow</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=68529</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=68529"/>
		<updated>2023-03-21T10:15:23Z</updated>

		<summary type="html">&lt;p&gt;Quietfellow: Updated to match etf2l winter 23 Hl whitelist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
As a good all-around combat class, '''Soldier''' is a class played in both 6v6 and Highlander. His high adaptability and mobility makes him vital on any 6v6 team, though his mobility comes at the expense of some health, via rocket jumping. When his rocket jumping is restricted by low health or cramped environments, he is the second slowest class behind the [[Heavy]]. His weapon of choice is the [[Rocket Launcher]], a projectile weapon with good splash damage and range, and he boasts the second highest base health in the game (200).&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, each Soldier will usually fulfill one of two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on defending the team's [[Medic]], using his high health to block damage intended for the Medic, gain advantageous positions during confrontations, and lead team pushes. The Roaming Soldier plays a fundamentally different role, and is the offense to the Pocket Soldier's defense. Instead of protecting his team, he controls the flank, utilizing his high mobility and health to rocket jump around the map. His job is to set up advantageous battles for his team by creating distractions or killing key targets.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping his team's Medic alive. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He and Demoman are often the recipients of an [[ÜberCharge]], allowing him to push forward with no fear of damage. Though he is often the third most important pick behind the Medic and Demoman, his massive health pool makes killing him difficult. The standard - &amp;quot;meta&amp;quot; - loadout for the Pocket Soldier is the [[Rocket Launcher]]/[[Original]], the [[Shotgun]] and the [[Escape Plan]]. While the [[Gunboats]] does allow him increased mobility during a battle, it reduces his ability to follow up after spending his Rocket Launcher ammo, making it fairly situational.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of the [[Scout|Scouts]] on the flank, and create weaknesses in the enemy combo so that his own combo can follow up. He is considered the most &amp;quot;disposable&amp;quot; unit of the team, and will often launch suicide attacks against the enemy combo in an attempt to force the enemy Medic to use his Übercharge - or kill him outright. In order to accomplish this, he must know all the nuances of a map - hiding spots, flanks, rocket-jumping patterns. By utilizing this knowledge, he can remain undetected or out-of-range until an opportunity presents itself. Even if he does not find a chance to attack, he can still relay information back to his team, who can exploit this knowledge to gain an advantage. To maximize his mobility while retaining his firepower, the most common loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the Pocket Soldier will usually be the main caller; he will lead team plays such as pushes, retreats, ambushes, and even directing ÜberCharges.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  He often functions like a Roaming Soldier would in 6v6. As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a mobile pick class, he is mostly run with Gunboats and the stock Rocket Launcher/Original, Black Box, or Direct Hit. A well-coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or destroying an Engineer nest. In most maps, Soldier is used to control the flank; his job is to prevent enemies from ambushing his team, or ambushing the enemy himself. Some teams will place Soldier closer to his team's combo so that he can defend them with his splash damage.&lt;br /&gt;
&lt;br /&gt;
==Rocket Launchers==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link    = Rocket_Launcher&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 '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. Its high area-of-effect damage, four-shot clip size, and good knockback make this the best choice for almost every game.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link    = Air_Strike&lt;br /&gt;
|ugc4s   = false&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true &lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true &lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = The '''Air Strike''' is an unlockable primary. Each kill Soldier gains with this weapon increases its clip size by one rocket, up to a maximum of eight. As a drawback, the projectiles fired by this weapon deal 15% less damage and have a 10% smaller explosion radius. While rocket jumping, its attack speed is increased by 65%, allowing Soldier to rain explosives down on his enemies. He must aim precisely during an &amp;quot;air strike,&amp;quot; however - his rockets' blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link    = Black_Box&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 '''Black Box''' deals the same damage as the stock Rocket Launcher, but heals Soldier by up to 20 health when he damages an enemy. To compensate for this increased survivability, his clip size is reduced, leaving him with only 3 rockets. In order to offset this downside, Soldier may choose to equip his stock shotgun in case he fails to kill his enemies before running out of ammo. &lt;br /&gt;
&lt;br /&gt;
The Black Box is most often used by a Roamer attempting to create a distraction rather than kill enemies, especially in Highlander. First popularized by Vhalin, the Black Box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link    = Beggar's_Bazooka&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 '''Beggar's Bazooka''' is arguably the most unique rocket launcher out of Soldier's arsenal. Instead of firing rockets and then reloading, Soldier must load up to three rockets, then fire. Loading additional rockets will cause the launcher to overload, damaging Soldier and any enemies next to him. Soldier can intentionally overload, and use the damage to rocket jump across large areas extremely quickly. It cannot be used to fly across the map to bomb enemies, however - each overload jump removes a rocket from Soldier's clip, and its reduced blast radius prevents him from shredding the enemy combo. It also cannot be used at mid-to-long range, as its random projectile deviation makes it highly inaccurate at this range. The Beggar's Bazooka can be extremely powerful when holding a choke point, but is inferior to the stock launcher in most situations.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link    = Cow_Mangler_5000&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 '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that mini-crits, disables Engineer's buildings and sets enemies on fire. However, it only deals 20% damage to buildings and only mini-crits when it would normally crit, preventing Soldier from making much use of a [[Medic#Secondary|Kritzkrieg]] ÜberCharge. In the standard 6v6 format, however, Engineer is rarely run outside of last point holds, and Medics almost always run the stock Medi-Gun, making the Cow Mangler a direct upgrade to the stock Rocket Launcher in nearly all situations. As a result, this weapon is banned in most 6v6 leagues. In Highlander, it can be used to disable a Sentry, allowing Soldier's teammates to follow up without being killed.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link    = Direct_Hit&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 '''Direct Hit''' is a primary that rewards precise aim due and punishes inaccurate shots with its reduced spread and increased damage. While it can no longer be used to damage multiple enemies, it can destroy any Engineer buildings in two hits, and mini-crits blast-jumping enemies. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link    = Liberty_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;
|description = The '''Liberty Launcher''' fires faster rockets, has an extra rocket in its clip, and reduces self-damage by 25%, but deals 25% less damage. While the extra projectile speed and clip size make it excellent for catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps, its reduced base damage allows enemies more time to retreat or counter-attack. While it deals respectable damage, the stock Rocket Launcher grants Soldier much greater firepower, making the Liberty Launcher a rare sight in competitive games.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&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 = Some consider the '''Original''' to be a reskin of the '''Rocket Launcher'''. Others argue that the fact that it fires down the player's crosshair (as opposed to other weapons firing from the side of the crosshair) makes it more useful the stock launcher in most situations. It was banned from use in the early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]]. Aside from the mechanical difference in rocket jumping, there isn't much difference between the Original and stock launcher, making these weapons mostly interchangeable.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link    = Rocket_Jumper&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 '''Rocket Jumper''' deals no damage, to the user or enemies. It is often used as a training weapon for rocket jumping, and thus sees no significant use in competitive games, as it denies Soldier his main source of damage.&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 = Shotgun&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 '''Shotgun''' is the go-to secondary for Pocket Soldiers in the standard 6v6 format. It grants Soldier vastly increased staying power, which allows him to remain in battle after firing all of his rockets.&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;
|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 '''B.A.S.E. Jumper''' deploys a parachute when attempting to jump while midair. It allows Soldier to slowly glide to the ground, which can negate fall damage, but makes him extremely vulnerable to attacks, as its 50% reduced air control prevents him from dodging attacks while airborne.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link    = Battalion's_Backup&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 = When activated, the '''Battalions Backup''' provides a defensive boost to Soldier and all nearby teammates, with even greater resistance to Sentry Guns. It completely negates the effects of a [[Kritzkrieg]] ÜberCharge, blocks critical hits, and grants Soldier 20 extra points of max health. The buff, which requires 600 points of damage to charge, allows Soldier to protect his team during pushes and retreats, but shares a weakness with the other banners: Soldier loses his Shotgun, preventing him from following up after running out of rockets. As Soldier's team size increases, his buff becomes more powerful - as such, it is rarely run in 6s. In Highlander, it can be used for both offensive pushes and defensive holds.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link    = Buff_Banner&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 '''Buff Banner''' grants Soldier and nearby teammates mini-crits. It is not widely used in sixes due to requiring Soldier to deal 600 points of damage to charge, but is sometimes used in the slower-paced Highlander. It can be useful during team pushes, or to halt an enemy push, but replaces Soldier's shotgun, reducing his staying power. While rarely used in 6s, it can be used to great effect in Highlander, especially during defensive holds; Soldier and Demoman can use the mini-crits to quickly force enemies off the objective.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&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 '''Concheror''', requires 20% less damage to charge than the other banners, When activated, it provides a speed boost and heals Soldier and his teammates by 35% of damage dealt. When equipped, Soldier gains passive health regeneration, which starts at 1 HP/second increases to 4 HP/second if he avoids taking damage for a while. The buff, which requires only 480 points of damage to charge, is extremely useful for improving a team's survivability during a push or hold, but like the other banners, denies Soldier use of his Shotgun. In Highlander, it can be used similarly to the Battalion's Backup, though its protection is less potent than its counterpart.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&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 '''Gunboats''' reduce health lost from rocket jumps by 60%, at the cost of Soldier's Shotgun. The reduced rocket jumping damage allows Soldier to [[bomb]] enemies with a far lower health cost, making it the go-to Secondary for Roaming Soldiers in 6v6 and for many Soldiers in Highlander. For more information on this item, see [[Gunboats]].&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&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 '''Mantreads''' give the Soldier a passive 75% knockback resistance, the ability to deal 3x falling damage to enemies he lands on, and 200% more air control. This weapon is rarely used in competitive play, as the minor increase in movement control is almost never worth losing the Shotgun or Gunboats. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link    = Reserve_Shooter&lt;br /&gt;
|ugc4s   = false&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 '''Reserve Shooter''' deals mini-crits to airborne enemies. It has 4 shots in its clip, and deploys 15% faster. While the stock Shotgun is usually superior for the Pocket Soldier, the Reserve Shooter's stellar damage against explosive-launched opponents makes it extremely powerful for a Roamer to follow up with after bombing the enemy combo, as staying power is less of an issue. As such, this weapon is banned in most 6v6 leagues. In Highlander, Soldier's mobility is greatly restricted by Engineer and Heavy, so the weapon remains whitelisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link    = Righteous_Bison&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 '''Righteous Bison''' functions as an extremely situational alternative to the Shotgun that can only be used effectively when spamming through a choke point. It has four shots in its clip, reloads faster, and fires a single piercing energy bolt. While it can hit multiple opponents, enemies tend to spread out to avoid Soldier's splash damage, and the Bison projectile is slow and easy to dodge. This weapon is almost never seen in competitive matches, as it its damage output is severely lacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link    = Panic_Attack&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 '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more  bullets per shot, and deploys 50% faster. At point-blank range, it deals more damage than the stock shotgun, but even at short-to-mid range, it is often weaker, thanks to its reduced accuracy. This weapon excels at clearing out enemies at point-blank range, and can be used to follow up on Rocket Launcher damage near-instantly. However, it is nearly useless at medium range, leaving Soldier vulnerable to Scouts and Demomen, who can stay out of his effective range and attack with little threat of retaliation.&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 = Shovel&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 = Like most stock weapons, the '''Shovel''' deals 65 damage every 0.8 seconds, allowing Soldier to do moderate damage when out of ammo. In competitive games, however, melee weapons are almost never used to deal damage, as players will almost always be able to shoot down a melee attacker before he can reach his target. Thus, utility weapons are almost always preferred over straight damage. As the Shovel has no special qualities, it is never used in serious games.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link    = Disciplinary_Action&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 '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. It deals 25% less damage, but has a greatly increased melee range, making it arguably better than the stock Shovel in a fight. When Soldier hits a teammate with this weapon, both he and his teammate gain a significant speed boost for a few seconds. It is extremely powerful in getting teammates to the front lines, and thus is banned in most 6v6 leagues. In Highlander leagues, however, it is outclassed by Engineer's Teleporter, so it remains whitelisted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&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 '''Equalizer''' becomes more powerful as Soldier's health decreases. However, it sees little use, as melee weapons are ineffective in a fight - Soldier will almost always be killed before he can enter melee range. While it can be used to build ÜberCharge with a Medic, the Escape Plan can do the same, and is useful in more situations than the Equalizer.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link    = Escape_Plan&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 = When deployed, the '''Escape Plan''' increases Soldier's speed as he takes damage. The lower his health is, the faster Soldier will run; at 40 health and below, he becomes almost as fast as a Scout. As a downside, the weapon reduces Medic's healing (both Medi-Guns and Crossbow) by 90% while active, and all incoming attacks will mini-crit. This weapon is especially useful to flee from fights when Soldier has open ground to run through, and is the most common melee choice for all [[6v6]] Soldiers. Additionally, the increased movement speed paired with Soldier's ability to damage himself allows him to perform certain rollouts much faster. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&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 Half-Zatoichi''' heals Soldier by 100 health on kill, possibly overhealing him, but if he deploys and holsters it without landing a kill, he will lose 50 health. If holstering the weapon would kill him, Soldier will be unable to do so. As such, the Half-Zatoichi is rarely used in 6v6, but is sometimes equipped by roaming Highlander Soldiers to increase survivability.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link    = Market_Gardener&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 '''Market Gardener''' is used as a pick weapon, most often by Roaming Soldiers. If Soldier hits an enemy while airborne from a blast jump, he will deal a critical hit. This makes it a high-risk, high-reward weapon. If Soldier lands a hit on the enemy Medic, he is guaranteed a kill, as opposed to simply forcing the Medic to use his ÜberCharge. If Soldier misses, he will die and accomplish nothing. The Market Gardener is far less popular than the Escape Plan; unless Soldier can remain undetected until the last second, he will almost certainly be shot down by the enemy combo before reaching his target.&lt;br /&gt;
&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;
|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 '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of a 10% bullet damage vulnerability. In the standard 6v6 format, Demoman often equips the Pain Train in order to capture points faster, though Soldier can also do so to benefit his team.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Quietfellow</name></author>
		
	</entry>
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