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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shroobus</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=Shroobus"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Shroobus"/>
	<updated>2026-05-05T01:04:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=User:Shroobus&amp;diff=10524</id>
		<title>User:Shroobus</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User:Shroobus&amp;diff=10524"/>
		<updated>2014-07-01T00:01:53Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=4410</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=4410"/>
		<updated>2013-08-06T00:49:26Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Trickstabs==&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. Other trickstabs include corner stabs, and possibly the most difficult to apply, matador (or strafe) stabs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=4409</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=4409"/>
		<updated>2013-08-06T00:48:51Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and by baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_Sniper_Primary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Melee_Table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=4408</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=4408"/>
		<updated>2013-08-06T00:47:34Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The Medic is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. One of the two soldiers, known as the pocket, is supposed to protect the medic. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Soldier]] - In some cases the Medic may have to leave his teammates while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Quick_fix Quick-Fix] and [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] are also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix is occasionally used, and the Vaccinator is rarely used. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[High Rollers Gaming|HRG]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[Mirelin]]   - [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]]   ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_medic_primary_table}}&lt;br /&gt;
{{Template:Class_medic_secondary_table}}&lt;br /&gt;
{{Template:Class_medic_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=4407</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=4407"/>
		<updated>2013-08-06T00:46:52Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EngineerIcon.png|200px|right]]&lt;br /&gt;
An invaluable defense tool, the '''Engineer''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Engineer is able to consolidate the ground gained by his team, and assist them in getting to the battle.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Engineer (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Engineer is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Engineer is only used to defend last on most maps.&lt;br /&gt;
The main purpose of the Engineer and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later.  Occasionally, it may get a few kills as well, but for the most part the engineer waits for his sentry to die, then switches to his main class to get cleanup frags.&lt;br /&gt;
It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Engineer's Sentry is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Engineer (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Engineer's main job in [[Highlander]] is to defend points and deny areas to the other team.  Through the use of the Sentry Gun, the Engineer is easily able to defend and stall for a point in time.  However, Highlander presents a new risk in the form of the [[Spy]], whose Sapper can destroy the Engineer's buildings.  The Engineer can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Engineer is also often used to push the cart on Payload maps.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Template:Class_Engineer_Primary_Table}}&lt;br /&gt;
{{Template:Class_Engineer_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Engineer_Melee_Table}}&lt;br /&gt;
{{Template:Class_Engineer_PDA_Table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Engineer (6v6)]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=4406</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=4406"/>
		<updated>2013-08-06T00:46:16Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as he is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground due to his high weapon pushback. Alongside with these roles, Heavy also serves a purpose in tanking damage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health margin when buffed. Because heavy is so slow and fat he is almost usless without his 450 buff so you usually never stray from your medic. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=4405</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=4405"/>
		<updated>2013-08-06T00:45:29Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2, and is labelled 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 control, 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 hitpoints. &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 [[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 easy chunk the enemy teams health if they are careless with their positioning. 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 [[roamer]] soldier.&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;
== Primary ==&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Grenade_Launcher&lt;br /&gt;
|imgname = Backpack_Grenade_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. 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 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ali_Baba's_Wee_Booties&lt;br /&gt;
|imgname = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loch-n-Load&lt;br /&gt;
|imgname = Backpack_Loch-n-Load.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loose_Cannon&lt;br /&gt;
|imgname = Backpack_Loose_Cannon.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Loose Cannon''' is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Stickybomb_Launcher&lt;br /&gt;
|imgname = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is 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. It 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 in a failed stickyjump). &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Sticky_Jumper&lt;br /&gt;
|imgname = Backpack_Sticky_Jumper.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Chargin'_Targe&lt;br /&gt;
|imgname = Backpack_Chargin'_Targe.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge scripts, many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Splendid_Screen&lt;br /&gt;
|imgname = Backpack_Splendid_Screen.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Splendid Screen Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scottish Resistance&lt;br /&gt;
|imgname = Backpack_Scottish_Resistance.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scottish Resistance Info.&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;
|itemquality = Stock&lt;br /&gt;
|wikilink = Bottle&lt;br /&gt;
|imgname = Backpack_Bottle.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Pain_Train&lt;br /&gt;
|imgname = Backpack_Pain_Train.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Pain Train''' lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize cap time and therefore also their team's chances of having the faster time.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ullapool_Caber&lt;br /&gt;
|imgname = Backpack_Ullapool_Caber.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Ullapool Caber is usually used to get a medic pick at the start of a round. This strategy is most often used on [[Badwater]] and [[Lakeside]]. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Eyelander&lt;br /&gt;
|imgname = Backpack_Eyelander.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Eyelander Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scotsman's_Skullcutter&lt;br /&gt;
|imgname = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scotsman's Skullcutter info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr ‎&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Claidheamh_Mor ‎&lt;br /&gt;
|imgname = Backpack_Claidheamh_Mòr.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Claidheamh Mor Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Persian_Persuader&lt;br /&gt;
|imgname = Backpack_Persian_Persuader.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out. &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>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=4404</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=4404"/>
		<updated>2013-08-06T00:44:57Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&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 jobs of displacing and neutralizing enemy ubers, [[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 off your team to co-ordinate a push. Alternatively, if his team is aware enough off 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 your team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Template: Class Pyro Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Template: Class Pyro Melee Table}}&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>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=4123</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=4123"/>
		<updated>2013-08-02T02:34:45Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled 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 control, 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 hitpoints. &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 [[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 easy chunk the enemy teams health if they are careless with their positioning. 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 [[roamer]] soldier.&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;
== Primary ==&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Grenade_Launcher&lt;br /&gt;
|imgname = Backpack_Grenade_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. 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 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ali_Baba's_Wee_Booties&lt;br /&gt;
|imgname = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loch-n-Load&lt;br /&gt;
|imgname = Backpack_Loch-n-Load.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loose_Cannon&lt;br /&gt;
|imgname = Backpack_Loose_Cannon.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Loose Cannon''' is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Stickybomb_Launcher&lt;br /&gt;
|imgname = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is 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. It 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 in a failed stickyjump). &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Sticky_Jumper&lt;br /&gt;
|imgname = Backpack_Sticky_Jumper.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Chargin'_Targe&lt;br /&gt;
|imgname = Backpack_Chargin'_Targe.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge scripts, many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Splendid_Screen&lt;br /&gt;
|imgname = Backpack_Splendid_Screen.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Splendid Screen Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scottish Resistance&lt;br /&gt;
|imgname = Backpack_Scottish_Resistance.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scottish Resistance Info.&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;
|itemquality = Stock&lt;br /&gt;
|wikilink = Bottle&lt;br /&gt;
|imgname = Backpack_Bottle.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Pain_Train&lt;br /&gt;
|imgname = Backpack_Pain_Train.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Pain Train''' lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize cap time and therefore also their team's chances of having the faster time.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ullapool_Caber&lt;br /&gt;
|imgname = Backpack_Ullapool_Caber.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Ullapool Caber is usually used to get a medic pick at the start of a round. This strategy is most often used on [[Badwater]] and [[Lakeside]]. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Eyelander&lt;br /&gt;
|imgname = Backpack_Eyelander.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Eyelander Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scotsman's_Skullcutter&lt;br /&gt;
|imgname = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scotsman's Skullcutter info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr ‎&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Claidheamh_Mor ‎&lt;br /&gt;
|imgname = Backpack_Claidheamh_Mòr.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Claidheamh Mor Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Persian_Persuader&lt;br /&gt;
|imgname = Backpack_Persian_Persuader.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=4122</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=4122"/>
		<updated>2013-08-02T02:34:14Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: updated melee table. weapon bans need checking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled 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 control, 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 hitpoints. &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 [[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 easy chunk the enemy teams health if they are careless with their positioning. 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 [[roamer]] soldier.&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;
== Primary ==&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Grenade_Launcher&lt;br /&gt;
|imgname = Backpack_Grenade_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. 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 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ali_Baba's_Wee_Booties&lt;br /&gt;
|imgname = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loch-n-Load&lt;br /&gt;
|imgname = Backpack_Loch-n-Load.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loose_Cannon&lt;br /&gt;
|imgname = Backpack_Loose_Cannon.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Loose Cannon''' is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Stickybomb_Launcher&lt;br /&gt;
|imgname = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is 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. It 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 in a failed stickyjump). &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Sticky_Jumper&lt;br /&gt;
|imgname = Backpack_Sticky_Jumper.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Chargin'_Targe&lt;br /&gt;
|imgname = Backpack_Chargin'_Targe.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge scripts, many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Splendid_Screen&lt;br /&gt;
|imgname = Backpack_Splendid_Screen.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Splendid Screen Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scottish Resistance&lt;br /&gt;
|imgname = Backpack_Scottish_Resistance.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scottish Resistance Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bottle&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Bottle&lt;br /&gt;
|imgname = Backpack_Bottle.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Pain_Train&lt;br /&gt;
|imgname = Backpack_Pain_Train.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Pain Train''' lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize cap time and therefore also their team's chances of having the faster time.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ullapool_Caber&lt;br /&gt;
|imgname = Backpack_Ullapool_Caber.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Ullapool Caber is usually used to get a medic pick at the start of a round. This strategy is most often used on [[Badwater]] and [[Lakeside]]. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Eyelander&lt;br /&gt;
|imgname = Backpack_Eyelander.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Eyelander Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scotsman's_Skullcutter&lt;br /&gt;
|imgname = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scotsman's Skullcutter info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr ‎&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Claidheamh_Mor ‎&lt;br /&gt;
|imgname = Backpack_Claidheamh_Mòr.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Claidheamh Mor Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Persian_Persuader&lt;br /&gt;
|imgname = Backpack_Persian_Persuader.png ‎&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=4121</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=4121"/>
		<updated>2013-08-02T02:21:40Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: updated secondary table. weapon bans need checking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled 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 control, 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 hitpoints. &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 [[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 easy chunk the enemy teams health if they are careless with their positioning. 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 [[roamer]] soldier.&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;
== Primary ==&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Grenade_Launcher&lt;br /&gt;
|imgname = Backpack_Grenade_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. 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 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ali_Baba's_Wee_Booties&lt;br /&gt;
|imgname = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loch-n-Load&lt;br /&gt;
|imgname = Backpack_Loch-n-Load.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loose_Cannon&lt;br /&gt;
|imgname = Backpack_Loose_Cannon.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Loose Cannon''' is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Stickybomb_Launcher&lt;br /&gt;
|imgname = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is 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. It 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 in a failed stickyjump). &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Sticky_Jumper&lt;br /&gt;
|imgname = Backpack_Sticky_Jumper.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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 typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Chargin'_Targe&lt;br /&gt;
|imgname = Backpack_Chargin'_Targe.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge scripts, many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Splendid_Screen&lt;br /&gt;
|imgname = Backpack_Splendid_Screen.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Splendid Screen Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Scottish Resistance&lt;br /&gt;
|imgname = Backpack_Scottish_Resistance.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Scottish Resistance Info.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle&lt;br /&gt;
| image = Backpack_Bottle.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in [[Stopwatch]] games on Offense to maximize cap time and therefore also their team's chances of having the faster time.  10% vulnerability to bullets effectively means that an unbuffed demo fighting a scout starts with 158 base hp instead of 175.  This is a very small difference (and not enough to kill the demo in a single sniper headshot), so the weapon is generally considered a near upgrade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Ullapool Caber''' is usually used to get a medic pick at the start of a round. This strategy is most often used on [[Badwater]] and [[Lakeside]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=4120</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=4120"/>
		<updated>2013-08-02T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: updated primary table. weapon bans need checking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled 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 control, 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 hitpoints. &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 [[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 easy chunk the enemy teams health if they are careless with their positioning. 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 [[roamer]] soldier.&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;
== Primary ==&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|itemquality = Stock&lt;br /&gt;
|wikilink = Grenade_Launcher&lt;br /&gt;
|imgname = Backpack_Grenade_Launcher.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = true&lt;br /&gt;
|ozf6s = true&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. 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 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Ali_Baba's_Wee_Booties&lt;br /&gt;
|imgname = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&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;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loch-n-Load&lt;br /&gt;
|imgname = Backpack_Loch-n-Load.png&lt;br /&gt;
|esea6s = no&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|itemquality = Craft&lt;br /&gt;
|wikilink = Loose_Cannon&lt;br /&gt;
|imgname = Backpack_Loose_Cannon.png&lt;br /&gt;
|esea6s = true&lt;br /&gt;
|etf2l6s = no&lt;br /&gt;
|ozf6s = no&lt;br /&gt;
|ozfHL = true&lt;br /&gt;
|ugcHL = true&lt;br /&gt;
|etf2lHL = true&lt;br /&gt;
|cevoHL = true&lt;br /&gt;
|description = The '''Loose Cannon''' is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Stickybomb Launcher&lt;br /&gt;
| image = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This 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 long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is 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. It 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 in a failed stickyjump.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sticky Jumper&lt;br /&gt;
| image = Backpack_Sticky_Jumper.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Sticky Jumper can be used in combination with the Ullapool Caber to attempt [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=efQ_CJOLLuY#t=1094s 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 typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Chargin' Targe&lt;br /&gt;
| image = Backpack_Chargin'_Targe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Splendid Screen&lt;br /&gt;
| image = Backpack_Splendid_Screen.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Splendid Screen info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scottish Resistance&lt;br /&gt;
| image = Backpack_Scottish_Resistance.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = ScoRes info &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle&lt;br /&gt;
| image = Backpack_Bottle.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in [[Stopwatch]] games on Offense to maximize cap time and therefore also their team's chances of having the faster time.  10% vulnerability to bullets effectively means that an unbuffed demo fighting a scout starts with 158 base hp instead of 175.  This is a very small difference (and not enough to kill the demo in a single sniper headshot), so the weapon is generally considered a near upgrade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Ullapool Caber''' is usually used to get a medic pick at the start of a round. This strategy is most often used on [[Badwater]] and [[Lakeside]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3357</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3357"/>
		<updated>2013-07-15T14:54:18Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: melee updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[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 jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's clip 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 through it's 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flare Gun&lt;br /&gt;
| image = flaregun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 critical hits 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Detonator&lt;br /&gt;
| image = detonator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Reserve Shooter''' is not as common as the most popular secondaries for the Pyro. The weapon provides both an extra boost in weapon switch speed (that stacks with the Degreaser's) and mini-crits airborne targets but only holds 3 shots in comparison with the regular shotgun. The Reserve Shooter is especially useful for a Pyro that can make the most out of the weapon switching boost and the Pyro's airblast to ensure massive up-close damage which allows the Pyro to become quite effective in 1v1 situations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Manmelter&lt;br /&gt;
| image = manmelter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. Additionally, the Manmelter's extinguishing ability is best used to make up for the Phlogistinator's lack of airblast (which is not even allowed in most competitive leagues).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scorch Shot&lt;br /&gt;
| image = scorchshot.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot also loses 50% damage when compared to the regular flare gun and this greatly hinders the Pyro in any combat situation. Therefore, this weapon is rarely used in competitive play in favor of the more “reliable” choices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fire Axe&lt;br /&gt;
| image = 100px-Fire_Axe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The default melee weapon for the Pyro.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Axtinguisher&lt;br /&gt;
| image = 100px-Axtinguisher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It allows you to Crit a burning enemy which will deal 195damage. If the Pyro were to somehow get close to the enemy team's [[Medic]], you could almost consider their Medic will die. It could also be used defensively to kill a class while their team is pushing. Try your best to keep the Axtinguisher Pyro away from your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Postal Pummeler&lt;br /&gt;
| image = Postal_Pummeler2.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Postal Pummeler''' is a reskin of the '''Axtinguisher'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Homewrecker&lt;br /&gt;
| image = 100px-Homewrecker.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Homewrecker''' will do +100% to enemy buildings destroying most in 1 or 2 hits. If you hit a sapped friendly building it will remove the [[Spy]]'s sapper. If the other team's Spy is causing your [[Engineer]] trouble and he's making it hard for him set up a defense, you could try to help him out with this weapon. This weapon frustrates Spies because when they think they finally got rid of the Engineer by killing him and sapping his buildings, a Pyro will show up and destroy all the sappers. You shouldn't use this weapon to melee enemies as it deals 20% damage less than the default axe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Maul&lt;br /&gt;
| image = 100px-Maul.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Maul''' is a reskin of the '''Homewrecker'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Powerjack&lt;br /&gt;
| image = 100px-Powerjack.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 +75 health. This weapon isn't great to use other than for the beginning of the match. It will allow you to get to mid a bit quicker which could help. Other than that it's ineffective since you be hurt more by all the damage. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Back Scratcher&lt;br /&gt;
| image = 100px-Back_Scratcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 any health packs, but he will gain 75% less health from Medics. 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. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sharpened Volcano Fragment&lt;br /&gt;
| image = 100px-Volcano Fragment.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default weapon, but it will ignite the enemy on hit. This will weapon is considered useless since you will always have a Primary weapon to deal fire damage to the enemy. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Third Degree&lt;br /&gt;
| image = 100px-Third_Degree.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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. Only on rare occasions will you be able to get close to the combo and be able to melee them. You will most likely get 1Hit (65Damage) before dying by the rest of the enemy team, which makes this weapon not sure a great choice competitively.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Lollichop&lt;br /&gt;
| image = 100px-Lollichop.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Lollichop''' is a reskin of the '''Fireaxe'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Neon Annihilator&lt;br /&gt;
| image = 100px-Neon_Annihilator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Neon Annihilator''' acts similarly to the '''Homewrecker''' it removes sappers on friendly buildings, however it will take more hits to remove one. It will deal Crits to wet players, this includes underwater, 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 156damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3356</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3356"/>
		<updated>2013-07-15T14:19:39Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: bolded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[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 jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's clip 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 through it's 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flare Gun&lt;br /&gt;
| image = flaregun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 critical hits 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Detonator&lt;br /&gt;
| image = detonator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Reserve Shooter''' is not as common as the most popular secondaries for the Pyro. The weapon provides both an extra boost in weapon switch speed (that stacks with the Degreaser's) and mini-crits airborne targets but only holds 3 shots in comparison with the regular shotgun. The Reserve Shooter is especially useful for a Pyro that can make the most out of the weapon switching boost and the Pyro's airblast to ensure massive up-close damage which allows the Pyro to become quite effective in 1v1 situations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Manmelter&lt;br /&gt;
| image = manmelter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. Additionally, the Manmelter's extinguishing ability is best used to make up for the Phlogistinator's lack of airblast (which is not even allowed in most competitive leagues).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scorch Shot&lt;br /&gt;
| image = scorchshot.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot also loses 50% damage when compared to the regular flare gun and this greatly hinders the Pyro in any combat situation. Therefore, this weapon is rarely used in competitive play in favor of the more “reliable” choices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fire Axe&lt;br /&gt;
| image = 100px-Fire_Axe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Axtinguisher&lt;br /&gt;
| image = 100px-Axtinguisher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Postal Pummeler&lt;br /&gt;
| image = Postal_Pummeler2.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Homewrecker&lt;br /&gt;
| image = 100px-Homewrecker.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Maul&lt;br /&gt;
| image = 100px-Maul.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Powerjack&lt;br /&gt;
| image = 100px-Powerjack.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Back Scratcher&lt;br /&gt;
| image = 100px-Back_Scratcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sharpened Volcano Fragment&lt;br /&gt;
| image = 100px-Volcano Fragment.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Third Degree&lt;br /&gt;
| image = 100px-Third_Degree.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Lollichop&lt;br /&gt;
| image = 100px-Lollichop.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Neon Annihilator&lt;br /&gt;
| image = 100px-Neon_Annihilator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User:Shroobus&amp;diff=3168</id>
		<title>User:Shroobus</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User:Shroobus&amp;diff=3168"/>
		<updated>2013-07-11T14:35:30Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player infobox&lt;br /&gt;
| alias = Shroobus&lt;br /&gt;
| image = Shroobusfix.png&lt;br /&gt;
| country = Saudi Arabia&lt;br /&gt;
| formats = HL&lt;br /&gt;
| class = Medic&lt;br /&gt;
| currentteam = Killing Adorable Teenagers (KAT)&lt;br /&gt;
| previousteams = B3TM3NG UNITED&lt;br /&gt;
&lt;br /&gt;
| steam = Shroobus&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Shroobusfix.png&amp;diff=3167</id>
		<title>File:Shroobusfix.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Shroobusfix.png&amp;diff=3167"/>
		<updated>2013-07-11T14:31:16Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Shroobus.jpg&amp;diff=3166</id>
		<title>File:Shroobus.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Shroobus.jpg&amp;diff=3166"/>
		<updated>2013-07-11T14:25:58Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: for user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for user page&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Ullapool_Caber.png&amp;diff=3165</id>
		<title>File:128px-Ullapool Caber.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Ullapool_Caber.png&amp;diff=3165"/>
		<updated>2013-07-11T14:22:05Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Stickybomb_Launcher.png&amp;diff=3164</id>
		<title>File:128px-Stickybomb Launcher.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Stickybomb_Launcher.png&amp;diff=3164"/>
		<updated>2013-07-11T14:21:53Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Sticky_Jumper.png&amp;diff=3163</id>
		<title>File:128px-Sticky Jumper.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Sticky_Jumper.png&amp;diff=3163"/>
		<updated>2013-07-11T14:21:38Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Splendid_Screen.png&amp;diff=3162</id>
		<title>File:128px-Splendid Screen.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Splendid_Screen.png&amp;diff=3162"/>
		<updated>2013-07-11T14:21:24Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Scottish_Resistance.png&amp;diff=3161</id>
		<title>File:128px-Scottish Resistance.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Scottish_Resistance.png&amp;diff=3161"/>
		<updated>2013-07-11T14:21:12Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Scotsman%27s_Skullcutter.png&amp;diff=3160</id>
		<title>File:128px-Scotsman's Skullcutter.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Scotsman%27s_Skullcutter.png&amp;diff=3160"/>
		<updated>2013-07-11T14:20:55Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Persian_Persuader.png&amp;diff=3159</id>
		<title>File:128px-Persian Persuader.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Persian_Persuader.png&amp;diff=3159"/>
		<updated>2013-07-11T14:20:36Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Pain_Train.png&amp;diff=3158</id>
		<title>File:128px-Pain Train.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Pain_Train.png&amp;diff=3158"/>
		<updated>2013-07-11T14:20:16Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Shroobus uploaded a new version of &amp;amp;quot;File:128px-Pain Train.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Loose_Cannon.png&amp;diff=3157</id>
		<title>File:128px-Loose Cannon.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Loose_Cannon.png&amp;diff=3157"/>
		<updated>2013-07-11T14:20:02Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Loch-n-Load.png&amp;diff=3156</id>
		<title>File:128px-Loch-n-Load.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Loch-n-Load.png&amp;diff=3156"/>
		<updated>2013-07-11T14:19:48Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Grenade_Launcher.png&amp;diff=3155</id>
		<title>File:128px-Grenade Launcher.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Grenade_Launcher.png&amp;diff=3155"/>
		<updated>2013-07-11T14:19:38Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Eyelander.png&amp;diff=3154</id>
		<title>File:128px-Eyelander.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Eyelander.png&amp;diff=3154"/>
		<updated>2013-07-11T14:19:22Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Chargin%27_Targe.png&amp;diff=3152</id>
		<title>File:128px-Chargin' Targe.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Chargin%27_Targe.png&amp;diff=3152"/>
		<updated>2013-07-11T14:18:53Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Ali_Baba%27s_Wee_Booties.png&amp;diff=3150</id>
		<title>File:Ali Baba's Wee Booties.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Ali_Baba%27s_Wee_Booties.png&amp;diff=3150"/>
		<updated>2013-07-11T14:18:20Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3149</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3149"/>
		<updated>2013-07-11T14:16:14Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: corrected &amp;quot;through&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[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 jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flame Thrower&lt;br /&gt;
| image = flamethrower.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
&lt;br /&gt;
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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Backburner&lt;br /&gt;
| image = Backburner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description =&lt;br /&gt;
&lt;br /&gt;
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 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 180 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;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Degreaser&lt;br /&gt;
| image = Degreaser.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
&lt;br /&gt;
The '''Degreaser''' is the most widely used flame thrower 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;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Phlogistinator&lt;br /&gt;
| image = Phlogistinator.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The '''Phlogistinator''' is banned is most competitive TF2 formats. It is also at a significant disadvantage to other pyro weapons, because it means that the pyro is unable to airblast, one the classes's key strengths in highlander and 6v6. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rainblower&lt;br /&gt;
| image = Rainblower.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Rainblower''' is a reskin of the stock flame thrower, which was released during the Pyromania update. When it is equipped the wearer enters the Pyroland view.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's clip 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 through it's 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flare Gun&lt;br /&gt;
| image = flaregun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 critical hits 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Detonator&lt;br /&gt;
| image = detonator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Reserve Shooter''' is not as common as the most popular secondaries for the Pyro. The weapon provides both an extra boost in weapon switch speed (that stacks with the Degreaser's) and mini-crits airborne targets but only holds 3 shots in comparison with the regular shotgun. The Reserve Shooter is especially useful for a Pyro that can make the most out of the weapon switching boost and the Pyro's airblast to ensure massive up-close damage which allows the Pyro to become quite effective in 1v1 situations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Manmelter&lt;br /&gt;
| image = manmelter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Manmelter is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. Additionally, the Manmelter's extinguishing ability is best used to make up for the Phlogistinator's lack of airblast (which is not even allowed in most competitive leagues).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scorch Shot&lt;br /&gt;
| image = scorchshot.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot also loses 50% damage when compared to the regular flare gun and this greatly hinders the Pyro in any combat situation. Therefore, this weapon is rarely used in competitive play in favor of the more “reliable” choices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Back Scratcher&lt;br /&gt;
| image = 100px-Back_Scratcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Postal Pummeler&lt;br /&gt;
| image = Postal_Pummeler2.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Third Degree&lt;br /&gt;
| image = 100px-Third_Degree.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fire Axe&lt;br /&gt;
| image = 100px-Fire_Axe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Axtinguisher&lt;br /&gt;
| image = 100px-Axtinguisher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Lollichop&lt;br /&gt;
| image = 100px-Lollichop.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sharpened Volcano Fragment&lt;br /&gt;
| image = 100px-Volcano Fragment.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Maul&lt;br /&gt;
| image = 100px-Maul.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Homewrecker&lt;br /&gt;
| image = 100px-Homewrecker.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Neon Annihilator&lt;br /&gt;
| image = 100px-Neon_Annihilator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3148</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3148"/>
		<updated>2013-07-11T13:40:28Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: updated melee images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[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 jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flame Thrower&lt;br /&gt;
| image = flamethrower.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
&lt;br /&gt;
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 (trough 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Backburner&lt;br /&gt;
| image = Backburner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description =&lt;br /&gt;
&lt;br /&gt;
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 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 180 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;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Degreaser&lt;br /&gt;
| image = Degreaser.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
&lt;br /&gt;
The '''Degreaser''' is the most widely used flame thrower 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;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Phlogistinator&lt;br /&gt;
| image = Phlogistinator.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The '''Phlogistinator''' is banned is most competitive TF2 formats. It is also at a significant disadvantage to other pyro weapons, because it means that the pyro is unable to airblast, one the classes's key strengths in highlander and 6v6. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rainblower&lt;br /&gt;
| image = Rainblower.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Rainblower''' is a reskin of the stock flame thrower, which was released during the Pyromania update. When it is equipped the wearer enters the Pyroland view.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's clip 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 through it's 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flare Gun&lt;br /&gt;
| image = flaregun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 critical hits 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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Detonator&lt;br /&gt;
| image = detonator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Reserve Shooter''' is not as common as the most popular secondaries for the Pyro. The weapon provides both an extra boost in weapon switch speed (that stacks with the Degreaser's) and mini-crits airborne targets but only holds 3 shots in comparison with the regular shotgun. The Reserve Shooter is especially useful for a Pyro that can make the most out of the weapon switching boost and the Pyro's airblast to ensure massive up-close damage which allows the Pyro to become quite effective in 1v1 situations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Manmelter&lt;br /&gt;
| image = manmelter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Manmelter is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. Additionally, the Manmelter's extinguishing ability is best used to make up for the Phlogistinator's lack of airblast (which is not even allowed in most competitive leagues).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scorch Shot&lt;br /&gt;
| image = scorchshot.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&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 it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot also loses 50% damage when compared to the regular flare gun and this greatly hinders the Pyro in any combat situation. Therefore, this weapon is rarely used in competitive play in favor of the more “reliable” choices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Back Scratcher&lt;br /&gt;
| image = 100px-Back_Scratcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Postal Pummeler&lt;br /&gt;
| image = Postal_Pummeler2.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Third Degree&lt;br /&gt;
| image = 100px-Third_Degree.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fire Axe&lt;br /&gt;
| image = 100px-Fire_Axe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Axtinguisher&lt;br /&gt;
| image = 100px-Axtinguisher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Lollichop&lt;br /&gt;
| image = 100px-Lollichop.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sharpened Volcano Fragment&lt;br /&gt;
| image = 100px-Volcano Fragment.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Maul&lt;br /&gt;
| image = 100px-Maul.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Homewrecker&lt;br /&gt;
| image = 100px-Homewrecker.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Neon Annihilator&lt;br /&gt;
| image = 100px-Neon_Annihilator.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Axtinguisher.png&amp;diff=3147</id>
		<title>File:100px-Axtinguisher.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Axtinguisher.png&amp;diff=3147"/>
		<updated>2013-07-11T13:40:06Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Volcano_Fragment.png&amp;diff=3146</id>
		<title>File:100px-Volcano Fragment.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Volcano_Fragment.png&amp;diff=3146"/>
		<updated>2013-07-11T13:35:32Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Third_Degree.png&amp;diff=3145</id>
		<title>File:100px-Third Degree.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Third_Degree.png&amp;diff=3145"/>
		<updated>2013-07-11T13:35:18Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Powerjack.png&amp;diff=3144</id>
		<title>File:100px-Powerjack.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Powerjack.png&amp;diff=3144"/>
		<updated>2013-07-11T13:35:02Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Neon_Annihilator.png&amp;diff=3143</id>
		<title>File:100px-Neon Annihilator.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Neon_Annihilator.png&amp;diff=3143"/>
		<updated>2013-07-11T13:34:50Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Maul.png&amp;diff=3142</id>
		<title>File:100px-Maul.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Maul.png&amp;diff=3142"/>
		<updated>2013-07-11T13:34:38Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Lollichop.png&amp;diff=3141</id>
		<title>File:100px-Lollichop.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Lollichop.png&amp;diff=3141"/>
		<updated>2013-07-11T13:34:24Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Homewrecker.png&amp;diff=3140</id>
		<title>File:100px-Homewrecker.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Homewrecker.png&amp;diff=3140"/>
		<updated>2013-07-11T13:34:07Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Fire_Axe.png&amp;diff=3139</id>
		<title>File:100px-Fire Axe.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Fire_Axe.png&amp;diff=3139"/>
		<updated>2013-07-11T13:33:54Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:100px-Back_Scratcher.png&amp;diff=3138</id>
		<title>File:100px-Back Scratcher.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:100px-Back_Scratcher.png&amp;diff=3138"/>
		<updated>2013-07-11T13:33:34Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Postal_Pummeler2.png&amp;diff=3137</id>
		<title>File:Postal Pummeler2.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Postal_Pummeler2.png&amp;diff=3137"/>
		<updated>2013-07-11T13:31:38Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Shroobus uploaded a new version of &amp;amp;quot;File:Postal Pummeler2.png&amp;amp;quot;: 100px&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Postal_Pummeler2.png&amp;diff=3136</id>
		<title>File:Postal Pummeler2.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Postal_Pummeler2.png&amp;diff=3136"/>
		<updated>2013-07-11T13:16:49Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User_talk:Gromit&amp;diff=3109</id>
		<title>User talk:Gromit</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:Gromit&amp;diff=3109"/>
		<updated>2013-07-10T21:43:30Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Created page with &amp;quot;===Welcome=== Welcome to Comp.Tf ! :) --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Welcome===&lt;br /&gt;
Welcome to Comp.Tf ! :) --[[User:Shroobus|Shroobus]] ([[User talk:Shroobus|talk]]) 22:43, 10 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User_talk:Audie&amp;diff=3108</id>
		<title>User talk:Audie</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:Audie&amp;diff=3108"/>
		<updated>2013-07-10T21:42:48Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Created page with &amp;quot;Welcome to Comp.TF ! --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Comp.TF ! --[[User:Shroobus|Shroobus]] ([[User talk:Shroobus|talk]]) 22:42, 10 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User_talk:Voyanceged&amp;diff=3099</id>
		<title>User talk:Voyanceged</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:Voyanceged&amp;diff=3099"/>
		<updated>2013-07-10T20:30:33Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hey==&lt;br /&gt;
Welcome to comp.tf ! :D --[[User:Shroobus|Shroobus]] ([[User talk:Shroobus|talk]]) 21:30, 10 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User_talk:Voyanceged&amp;diff=3097</id>
		<title>User talk:Voyanceged</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:Voyanceged&amp;diff=3097"/>
		<updated>2013-07-10T20:29:37Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: Created page with &amp;quot;Welcome to comp.tf ! :D&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to comp.tf ! :D&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Movement&amp;diff=3094</id>
		<title>Talk:Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Movement&amp;diff=3094"/>
		<updated>2013-07-10T17:38:43Z</updated>

		<summary type="html">&lt;p&gt;Shroobus: /* Table sort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why not just port the table from [http://wiki.teamfortress.com/wiki/Speed#Speed the official wiki]. all the work has already been done. -[[User:Maxim|Maxim]] ([[User talk:Maxim|talk]]) 10:06, 3 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
== Table sort ==&lt;br /&gt;
&lt;br /&gt;
Any chance someone can convert table to be able to be sorted by speed?&lt;br /&gt;
https://meta.wikimedia.org/wiki/Help:Sorting&lt;br /&gt;
&lt;br /&gt;
--[[User:Kaneco|Kaneco]] ([[User talk:Kaneco|talk]]) 17:52, 10 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
What do you mean exactly? Explain it to me . Maybe I can just change it manually .&lt;br /&gt;
--[[User:Shroobus|Shroobus]] ([[User talk:Shroobus|talk]]) 18:38, 10 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Shroobus</name></author>
		
	</entry>
</feed>