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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sanctus</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=Sanctus"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Sanctus"/>
	<updated>2026-05-05T01:05:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=66618</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=66618"/>
		<updated>2021-09-14T05:09:39Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2 and is labeled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[Glossary#Spam|spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easily chunk the enemy teams health if they are careless with their positioning. The demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the Demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a Roaming Soldier. On many maps such as Sunshine, Process, Gullywash and Metalworks, the Demoman may be assigned the task of calling which side to approach.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|link = Grenade_Launcher&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) does 100 damage when it is a direct hit. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 30 to 60 damage depending on the distance from the person they are near. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|link = Ali_Baba's_Wee_Booties&lt;br /&gt;
|description = The '''Ali Baba's Wee Booties''' increase the Demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|description = The '''Loch n' Load''' deals 20% more damage to buildings, and the projectile moves 25% faster, but only holds 3 pipes in a clip (25% less), has lower splash radius, and will not turn into rollers upon hitting a surface. It is much less spammy than the stock grenade launcher. It is more dangerous to yourself, as you take more damage from close range direct pipes, but it can two shot level three sentry guns, compared to the stock taking three pills. The Loch n load is easier to aim than stock pills since you don't have to lead as much due to the faster projectile. It is not used in competitive often because it has less spam capability.&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 = Loose Cannon&lt;br /&gt;
|link = Loose_Cannon&lt;br /&gt;
|description = The '''Loose Cannon''' fires cannonballs that explode after one second, and can be &amp;quot;cooked&amp;quot; by holding down the fire button to make them explode sooner. They don't explode on contact with the target, and instead knock the target back, which can be used to deny Über pushes. If the cannonball hits a target and then explodes within half a second, the explosion will mini-crit. However, it deals significantly less damage than the other primaries (50 damage on a direct hit to the grenade launcher's 100). In practice, the low damage, range, and firing speed gives it little flexibility and demands more effort on the player's part to achieve results that are more easily gotten with other options. As such, it is rarely used in comp.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Iron Bomber&lt;br /&gt;
|link = Iron_Bomber&lt;br /&gt;
|description = The '''Iron Bomber''' is a community-created primary weapon. The grenades fired by the Iron Bomber are spherical in shape, glow, and do not bounce or roll much at all, leaving them to explode in mostly the same place as where they first collided with an object (aside from the effects of gravity). They have a 15% smaller blast radius (except for the Demoman who fired it) and a 30% shorter fuse 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 End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|link = Stickybomb_Launcher&lt;br /&gt;
|description = The '''Stickybomb Launcher''' is the most versatile weapon for the Demoman, and almost all upper-level competitive Demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the Demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too far away for pills to reach. The weapon is also used to plant &amp;quot;stickytraps&amp;quot;, small, packed together groups of stickies walls or ceilings outside of a choke point that are detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. The Stickybomb Launcher is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting from a failed stickyjump). &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|link = Sticky_Jumper&lt;br /&gt;
|description = The '''Sticky Jumper''' can be used in combination with the Ullapool Caber to attempt a pick on the medic or other important class. It is occasionally used as a way of flanking the other team. Usage of this weapon is rare, as Demoman loses the potential to deal massive damage to groups of enemies. It is typically used in desperation to rush to the point, or simply to humiliate the enemy team. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|link = Chargin'_Targe&lt;br /&gt;
|description = The '''Chargin' Targe''' is a shield that replaces the Demo's stickybomb launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge. Charging moves the Demoman forward a medium distance extremely fast and deals 50 damage at the end of the charge if he collides with an enemy. Charging also removes any debuffs the Demoman may have, such as fire or bleeding. Few 6v6 players use this weapon, as they lose the ability to arrive at midfights first and it has a fraction of the damage and versatility that the stickybomb launcher has. Despite this, the Chargin' Targe is used rarely, mainly in Highlander, for a pick based playstyle or for early game med picks on Payload.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|link = Splendid_Screen&lt;br /&gt;
|description = The '''Splendid Screen''' functions the same as the Chargin' Targe, but only has 20% fire resistance and 15% explosive resistance. Charging will always deal damage from any range and will deal 70% more damage. The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the stickybomb launcher or the damage resistance of the Chargin' Targe.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|link = Scottish_Resistance&lt;br /&gt;
|description = The '''Scottish Resistance''' has a 25% faster firing rate and allows 6 more stickybombs to be placed at any given moment. In combination with the ability to detonate stickies separately, this allows for the Demoman to set up multiple traps and cover multiple entrances to a location. The stickies have a 0.8 second longer arm time, which makes spamming out areas and use in direct combat much less effective. When it is equipped, it is usually used to set up traps on Attack/Defend maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tide Turner&lt;br /&gt;
|link = Tide_Turner&lt;br /&gt;
|description = The '''Tide Turner''' is a community-created shield. Its functions are similar to the Chargin' Targe but it gives a player full control of turning while charging and a kill will replenish 75% of the charge meter. Being damaged whilst charging reduces the remaining charge time. It provides 15% fire and explosive damage resistance. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of 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 Row&lt;br /&gt;
|weaponname = Quickiebomb Launcher&lt;br /&gt;
|link = Quickiebomb_Launcher&lt;br /&gt;
|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon.  The stickybombs are armed 0.2 seconds faster, and can detonate after roughly half a second. This makes it optimal for direct-combat detonations (or &amp;quot;airbursting&amp;quot;). Additionally, due to a 70% decrease in max charge time, the charge meter is filled up after only two seconds instead of four, allowing long-range &amp;quot;sticky sniping&amp;quot; at a much higher rate of fire. This is complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's utility is limited by its 50% smaller clip size (loading only 4 bombs at a time) and 15% damage penalty.  &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 = Bottle&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman. It will break when it strikes something with a critical hit. The broken bottle is only cosmetic.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' lets you cap control points and push the payload bomb cart at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize capture time and therefore also maximize their team's chances of winning the game. It is also commonly used in 5cp maps to capture control points faster.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Demoman 50% base health gain upon a kill, and 37% longer melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, unless the Demoman lands a melee kill with it, it deals 50 damage to him when he switches weapons. If he has less than 51 health, the weapon cannot be put away. This &amp;quot;honorbound&amp;quot; mechanic severely limits its viability in competitive.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|link = Ullapool_Caber&lt;br /&gt;
|description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It can still be equipped as the Demoman's rarely used Melee, and can be used to deal extra damage in desperate situations. Partnered with a shield, Demoman gains the ability to land a critical explosion on demand, which will kill a Medic instantly, and severely damage anyone near him. However, the Kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his slow movement speed and short attack radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|description = The '''Eyelander''' gives 37% longer melee range and allows the Demoman to gain &amp;quot;heads&amp;quot; from killing enemies. Each kill increases his max health by 15 points and boosts his movement speed by 8%, up to four kills. A maxed-out Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. However, the weapon will take away 25 max health from Demoman will spawn with only 150 health. The health reduction makes an Eyelander-wielding Demoman too fragile for competitive play - it is extremely difficult to gain the two melee kills necessary to offset its downsides.&lt;br /&gt;
&lt;br /&gt;
The only way to land melee kills consistently is by equipping a shield, which takes away Demoman's incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated enemies - charging into melee range of a group of enemies is suicide.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|link = Scotsman's_Skullcutter&lt;br /&gt;
|description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage over the stock Bottle. However, its decreased switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worst melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from attacking or fleeing; enemies will simply stay out of his melee range and fight back. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr&lt;br /&gt;
|link = Claidheamh_Mòr&lt;br /&gt;
|description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|link = Persian_Persuader&lt;br /&gt;
|description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, where he can be killed fairly easily. &lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=66617</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=66617"/>
		<updated>2021-09-14T05:07:11Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2 and is labeled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[Glossary#Spam|spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easily chunk the enemy teams health if they are careless with their positioning. The demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the Demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a Roaming Soldier. On many maps such as Sunshine, Process, Gullywash and Metalworks, the Demoman may be assigned the task of calling which side to approach.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|link = Grenade_Launcher&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) does 100 damage when it is a direct hit. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 30 to 60 damage depending on the distance from the person they are near. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|link = Ali_Baba's_Wee_Booties&lt;br /&gt;
|description = The '''Ali Baba's Wee Booties''' increase the Demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|description = The '''Loch n' Load''' deals 20% more damage to buildings, and the projectile moves 25% faster, but only holds 3 pipes in a clip (25% less), has lower splash radius, and will not turn into rollers upon hitting a surface. It is much less spammy than the stock grenade launcher. It is more dangerous to yourself, as you take more damage from close range direct pipes, but it can two shot level three sentry guns, compared to the stock taking three pills. The Loch n load is easier to aim than stock pills since you don't have to lead as much due to the faster projectile. It is not used in competitive often because it has less spam capability.&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 = Loose Cannon&lt;br /&gt;
|link = Loose_Cannon&lt;br /&gt;
|description = The '''Loose Cannon''' fires cannonballs that explode after one second, and can be &amp;quot;cooked&amp;quot; by holding down the fire button to make them explode sooner. They don't explode on contact with the target, and instead knock the target back, which can be used to deny Über pushes. If the cannonball hits a target and then explodes within half a second, the explosion will mini-crit. However, it deals significantly less damage than the other primaries (50 damage on a direct hit to the grenade launcher's 100). In practice, the low damage, range, and firing speed gives it little flexibility and demands more effort on the player's part to achieve results that are more easily gotten with other options. As such, it is rarely used in comp.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Iron Bomber&lt;br /&gt;
|link = Iron_Bomber&lt;br /&gt;
|description = The '''Iron Bomber''' is a community-created primary weapon. The grenades fired by the Iron Bomber are spherical in shape, glow, and do not bounce or roll much at all, leaving them to explode in mostly the same place as where they first collided with an object (aside from the effects of gravity). They have a 20% smaller blast radius (except for the Demoman who fired it) and deal 10% less damage than normal grenades if they explode on their timer (as opposed to directly hitting an enemy). &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|link = Stickybomb_Launcher&lt;br /&gt;
|description = The '''Stickybomb Launcher''' is the most versatile weapon for the Demoman, and almost all upper-level competitive Demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the Demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too far away for pills to reach. The weapon is also used to plant &amp;quot;stickytraps&amp;quot;, small, packed together groups of stickies walls or ceilings outside of a choke point that are detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. The Stickybomb Launcher is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting from a failed stickyjump). &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|link = Sticky_Jumper&lt;br /&gt;
|description = The '''Sticky Jumper''' can be used in combination with the Ullapool Caber to attempt a pick on the medic or other important class. It is occasionally used as a way of flanking the other team. Usage of this weapon is rare, as Demoman loses the potential to deal massive damage to groups of enemies. It is typically used in desperation to rush to the point, or simply to humiliate the enemy team. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|link = Chargin'_Targe&lt;br /&gt;
|description = The '''Chargin' Targe''' is a shield that replaces the Demo's stickybomb launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge. Charging moves the Demoman forward a medium distance extremely fast and deals 50 damage at the end of the charge if he collides with an enemy. Charging also removes any debuffs the Demoman may have, such as fire or bleeding. Few 6v6 players use this weapon, as they lose the ability to arrive at midfights first and it has a fraction of the damage and versatility that the stickybomb launcher has. Despite this, the Chargin' Targe is used rarely, mainly in Highlander, for a pick based playstyle or for early game med picks on Payload.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|link = Splendid_Screen&lt;br /&gt;
|description = The '''Splendid Screen''' functions the same as the Chargin' Targe, but only has 20% fire resistance and 15% explosive resistance. Charging will always deal damage from any range and will deal 70% more damage. The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the stickybomb launcher or the damage resistance of the Chargin' Targe.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|link = Scottish_Resistance&lt;br /&gt;
|description = The '''Scottish Resistance''' has a 25% faster firing rate and allows 6 more stickybombs to be placed at any given moment. In combination with the ability to detonate stickies separately, this allows for the Demoman to set up multiple traps and cover multiple entrances to a location. The stickies have a 0.8 second longer arm time, which makes spamming out areas and use in direct combat much less effective. When it is equipped, it is usually used to set up traps on Attack/Defend maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tide Turner&lt;br /&gt;
|link = Tide_Turner&lt;br /&gt;
|description = The '''Tide Turner''' is a community-created shield. Its functions are similar to the Chargin' Targe but it gives a player full control of turning while charging and a kill will replenish 75% of the charge meter. Being damaged whilst charging reduces the remaining charge time. It provides 15% fire and explosive damage resistance. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of 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 Row&lt;br /&gt;
|weaponname = Quickiebomb Launcher&lt;br /&gt;
|link = Quickiebomb_Launcher&lt;br /&gt;
|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon.  The stickybombs are armed 0.2 seconds faster, and can detonate after roughly half a second. This makes it optimal for direct-combat detonations (or &amp;quot;airbursting&amp;quot;). Additionally, due to a 70% decrease in max charge time, the charge meter is filled up after only two seconds instead of four, allowing long-range &amp;quot;sticky sniping&amp;quot; at a much higher rate of fire. This is complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's utility is limited by its 50% smaller clip size (loading only 4 bombs at a time) and 15% damage penalty.  &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 = Bottle&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman. It will break when it strikes something with a critical hit. The broken bottle is only cosmetic.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' lets you cap control points and push the payload bomb cart at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize capture time and therefore also maximize their team's chances of winning the game. It is also commonly used in 5cp maps to capture control points faster.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Demoman 50% base health gain upon a kill, and 37% longer melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, unless the Demoman lands a melee kill with it, it deals 50 damage to him when he switches weapons. If he has less than 51 health, the weapon cannot be put away. This &amp;quot;honorbound&amp;quot; mechanic severely limits its viability in competitive.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|link = Ullapool_Caber&lt;br /&gt;
|description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It can still be equipped as the Demoman's rarely used Melee, and can be used to deal extra damage in desperate situations. Partnered with a shield, Demoman gains the ability to land a critical explosion on demand, which will kill a Medic instantly, and severely damage anyone near him. However, the Kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his slow movement speed and short attack radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|description = The '''Eyelander''' gives 37% longer melee range and allows the Demoman to gain &amp;quot;heads&amp;quot; from killing enemies. Each kill increases his max health by 15 points and boosts his movement speed by 8%, up to four kills. A maxed-out Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. However, the weapon will take away 25 max health from Demoman will spawn with only 150 health. The health reduction makes an Eyelander-wielding Demoman too fragile for competitive play - it is extremely difficult to gain the two melee kills necessary to offset its downsides.&lt;br /&gt;
&lt;br /&gt;
The only way to land melee kills consistently is by equipping a shield, which takes away Demoman's incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated enemies - charging into melee range of a group of enemies is suicide.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|link = Scotsman's_Skullcutter&lt;br /&gt;
|description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage over the stock Bottle. However, its decreased switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worst melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from attacking or fleeing; enemies will simply stay out of his melee range and fight back. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr&lt;br /&gt;
|link = Claidheamh_Mòr&lt;br /&gt;
|description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|link = Persian_Persuader&lt;br /&gt;
|description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, where he can be killed fairly easily. &lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=66616</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=66616"/>
		<updated>2021-09-14T05:05:30Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2 and is labeled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[Glossary#Spam|spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easily chunk the enemy teams health if they are careless with their positioning. The demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the Demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a Roaming Soldier. On many maps such as Sunshine, Process, Gullywash and Metalworks, the Demoman may be assigned the task of calling which side to approach.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|link = Grenade_Launcher&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) does 100 damage when it is a direct hit. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 30 to 60 damage depending on the distance from the person they are near. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|link = Ali_Baba's_Wee_Booties&lt;br /&gt;
|description = The '''Ali Baba's Wee Booties''' increase the Demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|description = The '''Loch n' Load''' deals 20% more damage to buildings, and the projectile moves 25% faster, but only holds 3 pipes in a clip (25% less), has lower splash radius, and will not turn into rollers upon hitting a surface. It is much less spammy than the stock grenade launcher. It is more dangerous to yourself, as you take more damage from close range direct pipes, but it can two shot level three sentry guns, compared to the stock taking three pills. The Loch n load is easier to aim than stock pills since you don't have to lead as much due to the faster projectile. It is not used in competitive often because it has less spam capability.&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 = Loose Cannon&lt;br /&gt;
|link = Loose_Cannon&lt;br /&gt;
|description = The '''Loose Cannon''' fires cannonballs that explode after one second, and can be &amp;quot;cooked&amp;quot; by holding down the fire button to make them explode sooner. They don't explode on contact with the target, and instead knock the target back, which can be used to deny Über pushes. If the cannonball hits a target and then explodes within half a second, the explosion will mini-crit. However, it deals significantly less damage than the other primaries (60 damage on a direct hit to the grenade launcher's 100). In practice, the low damage, range, and firing speed gives it little flexibility and demands more effort on the player's part to achieve results that are more easily gotten with other options. As such, it is rarely used in comp.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Iron Bomber&lt;br /&gt;
|link = Iron_Bomber&lt;br /&gt;
|description = The '''Iron Bomber''' is a community-created primary weapon. The grenades fired by the Iron Bomber are spherical in shape, glow, and do not bounce or roll much at all, leaving them to explode in mostly the same place as where they first collided with an object (aside from the effects of gravity). They have a 20% smaller blast radius (except for the Demoman who fired it) and deal 10% less damage than normal grenades if they explode on their timer (as opposed to directly hitting an enemy). &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|link = Stickybomb_Launcher&lt;br /&gt;
|description = The '''Stickybomb Launcher''' is the most versatile weapon for the Demoman, and almost all upper-level competitive Demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the Demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too far away for pills to reach. The weapon is also used to plant &amp;quot;stickytraps&amp;quot;, small, packed together groups of stickies walls or ceilings outside of a choke point that are detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. The Stickybomb Launcher is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting from a failed stickyjump). &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|link = Sticky_Jumper&lt;br /&gt;
|description = The '''Sticky Jumper''' can be used in combination with the Ullapool Caber to attempt a pick on the medic or other important class. It is occasionally used as a way of flanking the other team. Usage of this weapon is rare, as Demoman loses the potential to deal massive damage to groups of enemies. It is typically used in desperation to rush to the point, or simply to humiliate the enemy team. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|link = Chargin'_Targe&lt;br /&gt;
|description = The '''Chargin' Targe''' is a shield that replaces the Demo's stickybomb launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge. Charging moves the Demoman forward a medium distance extremely fast and deals 50 damage at the end of the charge if he collides with an enemy. Charging also removes any debuffs the Demoman may have, such as fire or bleeding. Few 6v6 players use this weapon, as they lose the ability to arrive at midfights first and it has a fraction of the damage and versatility that the stickybomb launcher has. Despite this, the Chargin' Targe is used rarely, mainly in Highlander, for a pick based playstyle or for early game med picks on Payload.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|link = Splendid_Screen&lt;br /&gt;
|description = The '''Splendid Screen''' functions the same as the Chargin' Targe, but only has 20% fire resistance and 15% explosive resistance. Charging will always deal damage from any range and will deal 70% more damage. The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the stickybomb launcher or the damage resistance of the Chargin' Targe.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|link = Scottish_Resistance&lt;br /&gt;
|description = The '''Scottish Resistance''' has a 25% faster firing rate and allows 6 more stickybombs to be placed at any given moment. In combination with the ability to detonate stickies separately, this allows for the Demoman to set up multiple traps and cover multiple entrances to a location. The stickies have a 0.8 second longer arm time, which makes spamming out areas and use in direct combat much less effective. When it is equipped, it is usually used to set up traps on Attack/Defend maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tide Turner&lt;br /&gt;
|link = Tide_Turner&lt;br /&gt;
|description = The '''Tide Turner''' is a community-created shield. Its functions are similar to the Chargin' Targe but it gives a player full control of turning while charging and a kill will replenish 75% of the charge meter. Being damaged whilst charging reduces the remaining charge time. It provides 15% fire and explosive damage resistance. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of 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 Row&lt;br /&gt;
|weaponname = Quickiebomb Launcher&lt;br /&gt;
|link = Quickiebomb_Launcher&lt;br /&gt;
|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon.  The stickybombs are armed 0.2 seconds faster, and can detonate after roughly half a second. This makes it optimal for direct-combat detonations (or &amp;quot;airbursting&amp;quot;). Additionally, due to a 70% decrease in max charge time, the charge meter is filled up after only two seconds instead of four, allowing long-range &amp;quot;sticky sniping&amp;quot; at a much higher rate of fire. This is complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's utility is limited by its 50% smaller clip size (loading only 4 bombs at a time) and 15% damage penalty.  &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 = Bottle&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman. It will break when it strikes something with a critical hit. The broken bottle is only cosmetic.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' lets you cap control points and push the payload bomb cart at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize capture time and therefore also maximize their team's chances of winning the game. It is also commonly used in 5cp maps to capture control points faster.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Demoman 50% base health gain upon a kill, and 37% longer melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, unless the Demoman lands a melee kill with it, it deals 50 damage to him when he switches weapons. If he has less than 51 health, the weapon cannot be put away. This &amp;quot;honorbound&amp;quot; mechanic severely limits its viability in competitive.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|link = Ullapool_Caber&lt;br /&gt;
|description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It can still be equipped as the Demoman's rarely used Melee, and can be used to deal extra damage in desperate situations. Partnered with a shield, Demoman gains the ability to land a critical explosion on demand, which will kill a Medic instantly, and severely damage anyone near him. However, the Kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his slow movement speed and short attack radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|description = The '''Eyelander''' gives 37% longer melee range and allows the Demoman to gain &amp;quot;heads&amp;quot; from killing enemies. Each kill increases his max health by 15 points and boosts his movement speed by 8%, up to four kills. A maxed-out Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. However, the weapon will take away 25 max health from Demoman will spawn with only 150 health. The health reduction makes an Eyelander-wielding Demoman too fragile for competitive play - it is extremely difficult to gain the two melee kills necessary to offset its downsides.&lt;br /&gt;
&lt;br /&gt;
The only way to land melee kills consistently is by equipping a shield, which takes away Demoman's incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated enemies - charging into melee range of a group of enemies is suicide.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|link = Scotsman's_Skullcutter&lt;br /&gt;
|description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage over the stock Bottle. However, its decreased switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worst melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from attacking or fleeing; enemies will simply stay out of his melee range and fight back. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr&lt;br /&gt;
|link = Claidheamh_Mòr&lt;br /&gt;
|description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|link = Persian_Persuader&lt;br /&gt;
|description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, where he can be killed fairly easily. &lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=66615</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=66615"/>
		<updated>2021-09-14T04:48:58Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full-time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to coordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&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 better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &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 with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &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 widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting 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''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits after burning enemies. By charging &amp;quot;Mmmph&amp;quot; he will be able to taunt (either with right-click or selected taunt button) to become invincible (visually looking like an Ubercharge) until the taunt ends and then gain crits. To counter the crits, enemy Demomen will sticky-trap the Pyro or the Sniper will aim at the Pyro's head, and the Spy will wait behind the Pyro waiting to backstab, when the taunt ends the Demoman will activate the sticky bombs or the Sniper will fire, but Spy is less effective because the invincibility goes on a for a little while after until it visually ends and the Pyro can see the Spy behind him because the taunt activates third-person mode. Third-person taunt mode made useful in the sense that Pyro can see around corners and pick out his targets and come up with a plan of attack. Good communication is vital when &amp;quot;Mmmph&amp;quot; is used so that teammates know when they should make a push, or the team tells the Pyro when to use &amp;quot;Mmmph&amp;quot; or what targets to pick off with it. The crits are effective in small spaces where little to no strafing is available, or against large groups. When equipped Pyro can take down classes like Heavy who are soft counters again Pyro making him more effective. When using the &amp;quot;Mmmph&amp;quot; taunt, hiding around corners or where the enemy can't see you are effective to not get sticky-trapped or surrounded. The Phlogistinator is good for big pushes when the enemy team is distracted, sometimes used with the stock uber to have both invincibility and crits. When using the &amp;quot;Mmmph&amp;quot; taunt, if the Pyro is popped up in the air by an explosion or airblasted, the taunt instantly stops and the Pyro still receives crits. But the Phlogistinator is switched out for the Degreaser or the Stock for the airblast for a more passive playstyle that helps the team in a different way rather than the aggressive playstyle that allows Pyro to help his team by eliminating the enemy team. The Phlogistinator removes the responsibilities of protecting the Medic or helping the Engineer with the removed airblasts leading to a more roaming playstyle where Pyro picks off classes slowly and then uses &amp;quot;Mmmph&amp;quot; in a big push, so in many situations, this makes Pyro more like a Generalist in the case he has no special features like mainly being Defense or slow movement speed. Visually the Phlogistinator's flames are more transparent than normal flamethrowers (with normal flamethrowers it has lead to some debate) allowing Pyro to see the enemy easier, this is especially useful when in a big push so Pyro can pick his next target when attacking one.&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, when the enemy is on fire (doesn't matter from what) the weapon does more damage, allowing Pyro to pick off multiple lower health targets before they notice. This flamethrower plays to the strength of teamwork between two players of the same class, when two Pyros are on one team and one of them has this equipped sticking together is vital. The first one will burn the target or airblast them against a wall, and the second with the Dragon's Fury will land a few shots. Landing shots with the Dragon's Fury is not easy but any skillful Pyro can play with it well.&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 a default Pyro Weapon. It is identical to the [[Engineer]]’s, [[Heavy]]’s or [[Soldier]]’s. It is a hitscan weapon and has 6 ammo in its mag alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &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 the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to 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''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much 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 they removed the 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 mag 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 it has little going for it in most situations. It has an unlimited supply of ammo and can extinguish teammates, upon extinguishing teammates the Manmelter will gain crits, this is redundant because the Flare Gun already gives on-demand crits. This weapon relies on the enemy team having a Pyro. The Manmelter is also subjective to many visual glitches making it hard to know when you are able to shoot.&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, having the ability to light groups of enemies on fire and allowing the Pyro to use its knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. Even with its damage downsides, its effectiveness as a deadly nuisance makes this the go-to weapon in many competitive formats, the afterburn and splash damage allows Pyro to disable Snipers when they are able to drop the Uber of the Medic, because the repeated fire damage knocks their scope up and down making it difficult to hit shots. This is also evident with the Detonator.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&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 from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to its faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point-blank.&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 that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&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 the Pyro to move around the map quickly. Its two charges allow it to be a good mobility tool, when paired with the Backburner, Pyro can get behind the enemy and deal crits. Like the Mantreads when landing on an enemy, damage is dealt.&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 the default melee weapon for the pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Homewrecker or the 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''' is a more aggressive weapon for the Pyro. It mini-crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. The Axtinguisher is used rarely used due to its highly situational use and its nerf from being able to deal a crit to a mini-crit.&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 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&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 = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Homewrecker as the faster speed and health can allow the Pyro to maintain a roaming playstyle. This weapon allows Pyro when on low health, to get away to find a Medic or dispenser, but this is generally risking because run-in with a sentry or enemy still shooting at them is dangerous because of the 20% damage vulnerability.&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 that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic. But the Medic can easily bypass the restriction if they use the Crusader's Crossbow.&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 axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much.&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''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, which makes the Third Degree barely used 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. It deals crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&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 a speed boost on hit but does less damage. This glove is considered a straight downgrade to other Pyro melee weapons because of its lack of utility and 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;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=66614</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=66614"/>
		<updated>2021-09-13T17:49:53Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* 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 severely diminished in Highlander, as his movement is significantly limited by full-auto high-damage per second classes, such as the Heavy or the 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. In game modes that force players together, such Payload and Attack/Defend, Scout is often limited in his utility due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes.&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: he could pick a more supportive role, splashing Mad Milk during pushes; he could distract the enemy team and kite Sentry Gun fire with Bonk! Atomic Punch. As long as Scout stays alive and aware, opportunities to flank, and ambush still will 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 the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = 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 his reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost, 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, 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 for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent him 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. It reloads all four shots 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. 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.&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. 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 the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. As the most reliable Scout secondary, it is the Scout's most common secondary weapon, allowing him to finish off weakened enemies at short to mid-range, or simply harass distant enemies.&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 allows the user to go into an invincible state for 8 seconds, similar to an Übercharge. However, Scout cannot attack while invincible. After the buff's effects end he is slowed for 5 seconds. The more damage Scout &amp;quot;dodges&amp;quot; while under the buff, 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, even 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, hopefully allowing the rest of the team 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, causing him to take mini-crits as well. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while 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 = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will reduce the recharge time by 1.5 seconds. It takes about 6 seconds to recharge. This weapon is seldom used in competitive play, as it deals mediocre damage and is easily dodged at mid to long-range. Consider using other secondaries.&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 Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It is often be used in Highlander, where Scout's damage output is less vital. Thanks to its area-of-effect nature, it is most powerful 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, simultaneously restoring the Milk meter by 20%.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pretty Boy's Pocket Pistol&lt;br /&gt;
|link = Pretty_Boy's_Pocket_Pistol&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol. It fires +15% faster, and heals Scout by 3 health per hit. This comes at a cost of 25% less clip, giving him only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to offset some of the damage Scout takes. While its increased firing speed allows Scout to finish off weakened enemies faster, the stock Pistol is usually a 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. The Winger is rather ineffective in combat, as its tiny clip size prevents Scout from taking out 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 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Melee weapons are rarely used to deal damage, so 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 = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out, allowing Scout to position himself effectively out of combat. 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 for 5 seconds upon landing a successful hit, dealing 35 direct damage and an extra 40 bleed damage over time. If the hit is missed, however, it will cause Scout to 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 exact damage as the Bat. However, Scout kills an opponent, 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 with one direct hit. This weapon is not used often in 6v6 matches, as it significantly reduces a Scout's survivability against two out of the four standard classes.&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 fifteen 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 hope his team kills the marked player. 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''' has the same stats 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 low-power debuff rarely outweighs the reduction in survivability; as such, this weapon 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). This weapon sees the most use in Highlander mode, where both teams have a Pyro. Because the Scattergun deals more damage at longer distance than the Sun-on-a-Stick, the weapon is most often used to survive an enemy Pyro's afterburn, rather than attacking enemies.&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 inflict 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4 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 Competitive; it is outshined by the Boston Basher's self-damage capability, which allows friendly Medics to build Übercharge faster.&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>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=66613</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=66613"/>
		<updated>2021-09-13T17:48:40Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* 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 severely diminished in Highlander, as his movement is significantly limited by full-auto high-damage per second classes, such as the Heavy or the 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. In game modes that force players together, such Payload and Attack/Defend, Scout is often limited in his utility due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes.&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: he could pick a more supportive role, splashing Mad Milk during pushes; he could distract the enemy team and kite Sentry Gun fire with Bonk! Atomic Punch. As long as Scout stays alive and aware, opportunities to flank, and ambush still will 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 the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = 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 his reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost, 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, 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 for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent him 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. It reloads all four shots 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. 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.&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. 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 the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. As the most reliable Scout secondary, it is the Scout's most common secondary weapon, allowing him to finish off weakened enemies at short to mid-range, or simply harass distant enemies.&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 allows the user to go into an invincible state for 8 seconds, similar to an Übercharge. However, Scout cannot attack while invincible. After the buff's effects end he is slowed for 5 seconds. The more damage Scout &amp;quot;dodges&amp;quot; while under the buff, 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, even 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, hopefully allowing the rest of the team 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, causing him to take mini-crits as well. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while 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 = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will decrease the recharge by 1.5 seconds. It takes about 6 seconds to recharge. This weapon is seldom used in competitive play, as it deals mediocre damage and is easily dodged at mid to long-range. Consider using other secondaries.&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 Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It is often be used in Highlander, where Scout's damage output is less vital. Thanks to its area-of-effect nature, it is most powerful 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, simultaneously restoring the Milk meter by 20%.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pretty Boy's Pocket Pistol&lt;br /&gt;
|link = Pretty_Boy's_Pocket_Pistol&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol. It fires +15% faster, and heals Scout by 3 health per hit. This comes at a cost of 25% less clip, giving him only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to offset some of the damage Scout takes. While its increased firing speed allows Scout to finish off weakened enemies faster, the stock Pistol is usually a 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. The Winger is rather ineffective in combat, as its tiny clip size prevents Scout from taking out 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 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Melee weapons are rarely used to deal damage, so 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 = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out, allowing Scout to position himself effectively out of combat. 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 for 5 seconds upon landing a successful hit, dealing 35 direct damage and an extra 40 bleed damage over time. If the hit is missed, however, it will cause Scout to 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 exact damage as the Bat. However, Scout kills an opponent, 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 with one direct hit. This weapon is not used often in 6v6 matches, as it significantly reduces a Scout's survivability against two out of the four standard classes.&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 fifteen 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 hope his team kills the marked player. 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''' has the same stats 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 low-power debuff rarely outweighs the reduction in survivability; as such, this weapon 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). This weapon sees the most use in Highlander mode, where both teams have a Pyro. Because the Scattergun deals more damage at longer distance than the Sun-on-a-Stick, the weapon is most often used to survive an enemy Pyro's afterburn, rather than attacking enemies.&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 inflict 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4 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 Competitive; it is outshined by the Boston Basher's self-damage capability, which allows friendly Medics to build Übercharge faster.&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>Sanctus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=66612</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=66612"/>
		<updated>2021-09-13T17:45:17Z</updated>

		<summary type="html">&lt;p&gt;Sanctus: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.&lt;br /&gt;
&lt;br /&gt;
== Speed == &lt;br /&gt;
Speed is measured using hammer units/sec. The standard is 300 hu/sec or 100%. This is the speed of the Pyro, Sniper, and Engineer. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''40%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With [[Powerjack]] Out:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''103%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''81%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]]&lt;br /&gt;
* Healing a [[Pyro]] using the [[Powerjack]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''117%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''105%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* Disguised as [[Scout]] [[Medic]] or [[Spy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|Badlands]].&lt;br /&gt;
&lt;br /&gt;
Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and right-clicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|MgNI36HPTY0|text=Engineer Jumping Tutorial}}&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|2IcWmpkjMKo|time=4m5s}} [http://youtu.be/2IcWmpkjMKo?t=4m5s Example]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* {{YouTube video|Dx8CHK_bhAU|text=Guide to Walking Backwards at Full Speed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Sanctus</name></author>
		
	</entry>
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