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	<updated>2026-05-05T05:14:07Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://comp.tf/index.php?title=Soldier&amp;diff=58114</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=58114"/>
		<updated>2018-05-04T01:21:30Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to most of different situations and is very mobile. He has the second highest base health in the game (200), but is also the second slowest class behind the Heavy. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan. But some could change this up to the gunboats for their  team to be more mobile in fights, although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his own team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is considered the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the pocket will usually become the main caller. This means that the pocket will be calling plays such as pushing or falling back. Another thing the pocket should call is when to pop the Übercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, The Original or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link = Rocket_Launcher&lt;br /&gt;
|description = The '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every Soldier.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&lt;br /&gt;
|description = The '''Original''' is considered by many as a reskin of the '''Rocket Launcher'''. This is objected by others due to the fact that this weapon shoots from the centre of the player model as opposed from the right side, or the left for players using left hand sided view models. It was banned from use in early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link = Direct_Hit&lt;br /&gt;
|description = The '''Direct Hit''' is a primary that allows for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and destroying level 3 buildings in 2 shots, the Direct Hit is a great weapon to counter jumping Soldiers, or to take out the enemy sentry. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link = Black_Box&lt;br /&gt;
|description = The '''Black Box''' has identical stats to the stock Rocket Launcher, except for the fact that there is one less rocket in a clip, but the user can gain up to 20 health for every attack. This makes the Black Box ideal for roaming around the map without a Medic. Pioneered by Vhalin, the black box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link = Rocket_Jumper&lt;br /&gt;
|description = The '''Rocket Jumper''' deals no damage, to the user or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers, as it denies the Soldier one of his greatest strengths through the use of large, area-of-effect damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link = Liberty_Launcher&lt;br /&gt;
|description = The '''Liberty Launcher''' is not often seen in competitive. It grants faster moving rockets, an extra rocket in the clip, and 25% less self-damage, at the cost of dealing 25% less damage to enemies. The extra projectile speed and clip size makes it excellent for easily catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps. The damage penalty is negligible when accounting for all five rockets, so it is a good choice all around. However, It is not a good weapon against a heavy, as a soldier would need to dish out damage quickly to counter the prior's high health pool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link = Cow_Mangler_5000&lt;br /&gt;
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that minicrits, disables buildings and applies afterburn on hit, but the weapon itself only does 20% damage to buildings, and minicrits when it would normally crit. The Cow Mangler is very bad at dealing with Sentries and Mini-Sentries as a result, but its charged shot can allow co-ordinated allies to take down buildings. Medics using [[Medic#Secondary|Kritzkrieg]] should not use their Ubercharge to help Cow Mangler users, as the crit boost will only give minicrits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link = Beggar's_Bazooka&lt;br /&gt;
|description = The '''Beggar's Bazooka''' is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. The Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. This attribute was once often used to bomb into the enemy from far away with 3 rockets already loaded. However, the Bazooka was changed to remove a rocket for every overload and later given 20% less blast radius, limiting the power of soldier bombs with this weapon. Bazooka is also very inaccurate at mid-to-long range due to its random projectile deviation.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link = Air_Strike&lt;br /&gt;
|description = The Air Strike is a community-created primary weapon. While rocket jumping, its attack speed is increased by 65%. In addition, on each kill using the weapon, its clip size is increased by one, up to 8 rockets after 5 kills. The projectiles fired by this weapon deal 15% less damage (both to enemies and the Soldier when rocket jumping) and have a 10% smaller explosion radius. Its blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Shotgun''' is the go-to secondary for pocket Soldiers in the 6v6 game style. It is useful in a variety in situations. For instance, the Shotgun provides the user with extra firepower should the user have no rockets loaded or if the user is out of ammo. This extra damage can help protect a Medic should he be harassed while out of rockets.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies up to 5 seconds after switching to this secondary. The Reserve Shooter has 4 shots in its clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link = Righteous_Bison&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Righteous Bison''' functions as an alternative to the Shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the Rocket Launcher or Sticky Launcher's damage curve), and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the Gunboats or Shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Gunboats''' give the user a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming Soldier role in 6v6, and for Soldiers in Highlander. The reduced rocket jump damage further allows Soldier's to perform what is called a [[bomb]]. For more information on this item, see [[Gunboats]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The Mantreads give the Soldier a passive -75% knockback reduction, the ability to deal 3x falling damage to an opposing player that he lands on, and 200% more air control. This weapon is not seen often in competitive play, as its benefits are too situational.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link = Buff_Banner&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Buff Banner''' grants the user and his teammates nearby Mini-Crits. It is not widely used in competitive sixes, but is sometimes used in Highlander. It can be useful during big pushes, especially on King of the Hill maps.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link = Battalion's_Backup&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Battalions Backup''' provides a defensive boost to all nearby teammates, with an additional resistance to sentries while activated. It also counters the effect of the [[Kritzkrieg]] and grants the Soldier +20 max health. This makes it useful to run during pushes, and as a way to co-ordinate a retreat without getting wiped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate but with. 50% less air control. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Concheror''', while its effect is activated, provides a speed boost and returns 35% of damage dealt as health for nearby teammates, as well as giving the Soldier passive health regeneration, starting at 1 heath/second and scaling up as more time passes without taking damage to a maximum of 8 heath/second. This is very useful for large pushes, especially for slower, tanky classes.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shovel&lt;br /&gt;
|description = The '''Shovel''' is a stock weapon, however in competitive, it's rare to see it used as most other melee's for the soldier are considered straight upgrades as melee is hardly used in competitive Team Fortress 2.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link = Escape_Plan&lt;br /&gt;
|description = Once the '''Escape Plan''' is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks 90% of healing from all Medic weapons while active, and all damage taken will become mini-crits seconds after being deployed. This weapon is especially useful to flee from fights when the user has open ground to run through. The Escape Plan is a common weapon used by [[6v6]] Soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool during rollout. Pocket Soldiers in 6v6 will sometimes call this the &amp;quot;Escape Plan Rollout&amp;quot;.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&lt;br /&gt;
|description = The '''Equalizer''' increases the damage done as the user's health decreases. It is generally overlooked for the increased mobility provided by the Escape Plan. The difference between the two being: The Equalizer can aid a player in trying to stop damage coming in when low health (kill the enemy) to survive; whilst the Escape Plan helps the player to escape the damage to survive. As it is rare to be in an opportune melee position against another proficient player, escaping damage is more reliable. Coupled with the rollout ability provided by the Escape Plan, the Equalizer is not particularly useful in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the Demoman often equips the Pain Train, however it's still viable for a Soldier to equip it, especially the roamer.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Soldier 50% max health upon a kill, however, it has the downside of dealing 50 points of self damage when putting it away if no kill was attained. If the user drops below 50 health, the sword cannot be put away until the soldier has more than 50 health or gets a kill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link = Disciplinary_Action&lt;br /&gt;
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The only downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade in most cases.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link = Market_Gardener&lt;br /&gt;
|description = The '''Market Gardener''' is used as a pick weapon, most often by roaming Soldiers. The weapon delivers a critical hit if the wielder deals damage whilst in the air from an explosive jump. This means it is able to one hit kill the Medic, but is therefore viable for only proficient rocket jumpers to use. It is far less popular than the Escape Plan because an opportunity to &amp;quot;Market Garden&amp;quot; a player without running the risk of taking significant airshot damage against proficient players is very low.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=58113</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=58113"/>
		<updated>2018-05-04T01:19:58Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to most of different situations and is very mobile. He has the second highest base health in the game (200), but is also the second slowest class behind the Heavy. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan. But you can change this up to the gunboats for your team to be more mobile in fights although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his own team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is considered the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the pocket will usually become the main caller. This means that the pocket will be calling plays such as pushing or falling back. Another thing the pocket should call is when to pop the Übercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, The Original or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link = Rocket_Launcher&lt;br /&gt;
|description = The '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every Soldier.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&lt;br /&gt;
|description = The '''Original''' is considered by many as a reskin of the '''Rocket Launcher'''. This is objected by others due to the fact that this weapon shoots from the centre of the player model as opposed from the right side, or the left for players using left hand sided view models. It was banned from use in early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link = Direct_Hit&lt;br /&gt;
|description = The '''Direct Hit''' is a primary that allows for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and destroying level 3 buildings in 2 shots, the Direct Hit is a great weapon to counter jumping Soldiers, or to take out the enemy sentry. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link = Black_Box&lt;br /&gt;
|description = The '''Black Box''' has identical stats to the stock Rocket Launcher, except for the fact that there is one less rocket in a clip, but the user can gain up to 20 health for every attack. This makes the Black Box ideal for roaming around the map without a Medic. Pioneered by Vhalin, the black box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link = Rocket_Jumper&lt;br /&gt;
|description = The '''Rocket Jumper''' deals no damage, to the user or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers, as it denies the Soldier one of his greatest strengths through the use of large, area-of-effect damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link = Liberty_Launcher&lt;br /&gt;
|description = The '''Liberty Launcher''' is not often seen in competitive. It grants faster moving rockets, an extra rocket in the clip, and 25% less self-damage, at the cost of dealing 25% less damage to enemies. The extra projectile speed and clip size makes it excellent for easily catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps. The damage penalty is negligible when accounting for all five rockets, so it is a good choice all around. However, It is not a good weapon against a heavy, as a soldier would need to dish out damage quickly to counter the prior's high health pool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link = Cow_Mangler_5000&lt;br /&gt;
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that minicrits, disables buildings and applies afterburn on hit, but the weapon itself only does 20% damage to buildings, and minicrits when it would normally crit. The Cow Mangler is very bad at dealing with Sentries and Mini-Sentries as a result, but its charged shot can allow co-ordinated allies to take down buildings. Medics using [[Medic#Secondary|Kritzkrieg]] should not use their Ubercharge to help Cow Mangler users, as the crit boost will only give minicrits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link = Beggar's_Bazooka&lt;br /&gt;
|description = The '''Beggar's Bazooka''' is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. The Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. This attribute was once often used to bomb into the enemy from far away with 3 rockets already loaded. However, the Bazooka was changed to remove a rocket for every overload and later given 20% less blast radius, limiting the power of soldier bombs with this weapon. Bazooka is also very inaccurate at mid-to-long range due to its random projectile deviation.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link = Air_Strike&lt;br /&gt;
|description = The Air Strike is a community-created primary weapon. While rocket jumping, its attack speed is increased by 65%. In addition, on each kill using the weapon, its clip size is increased by one, up to 8 rockets after 5 kills. The projectiles fired by this weapon deal 15% less damage (both to enemies and the Soldier when rocket jumping) and have a 10% smaller explosion radius. Its blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Shotgun''' is the go-to secondary for pocket Soldiers in the 6v6 game style. It is useful in a variety in situations. For instance, the Shotgun provides the user with extra firepower should the user have no rockets loaded or if the user is out of ammo. This extra damage can help protect a Medic should he be harassed while out of rockets.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies up to 5 seconds after switching to this secondary. The Reserve Shooter has 4 shots in its clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link = Righteous_Bison&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Righteous Bison''' functions as an alternative to the Shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the Rocket Launcher or Sticky Launcher's damage curve), and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the Gunboats or Shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Gunboats''' give the user a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming Soldier role in 6v6, and for Soldiers in Highlander. The reduced rocket jump damage further allows Soldier's to perform what is called a [[bomb]]. For more information on this item, see [[Gunboats]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The Mantreads give the Soldier a passive -75% knockback reduction, the ability to deal 3x falling damage to an opposing player that he lands on, and 200% more air control. This weapon is not seen often in competitive play, as its benefits are too situational.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link = Buff_Banner&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Buff Banner''' grants the user and his teammates nearby Mini-Crits. It is not widely used in competitive sixes, but is sometimes used in Highlander. It can be useful during big pushes, especially on King of the Hill maps.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link = Battalion's_Backup&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Battalions Backup''' provides a defensive boost to all nearby teammates, with an additional resistance to sentries while activated. It also counters the effect of the [[Kritzkrieg]] and grants the Soldier +20 max health. This makes it useful to run during pushes, and as a way to co-ordinate a retreat without getting wiped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate but with. 50% less air control. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Concheror''', while its effect is activated, provides a speed boost and returns 35% of damage dealt as health for nearby teammates, as well as giving the Soldier passive health regeneration, starting at 1 heath/second and scaling up as more time passes without taking damage to a maximum of 8 heath/second. This is very useful for large pushes, especially for slower, tanky classes.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shovel&lt;br /&gt;
|description = The '''Shovel''' is a stock weapon, however in competitive, it's rare to see it used as most other melee's for the soldier are considered straight upgrades as melee is hardly used in competitive Team Fortress 2.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link = Escape_Plan&lt;br /&gt;
|description = Once the '''Escape Plan''' is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks 90% of healing from all Medic weapons while active, and all damage taken will become mini-crits seconds after being deployed. This weapon is especially useful to flee from fights when the user has open ground to run through. The Escape Plan is a common weapon used by [[6v6]] Soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool during rollout. Pocket Soldiers in 6v6 will sometimes call this the &amp;quot;Escape Plan Rollout&amp;quot;.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&lt;br /&gt;
|description = The '''Equalizer''' increases the damage done as the user's health decreases. It is generally overlooked for the increased mobility provided by the Escape Plan. The difference between the two being: The Equalizer can aid a player in trying to stop damage coming in when low health (kill the enemy) to survive; whilst the Escape Plan helps the player to escape the damage to survive. As it is rare to be in an opportune melee position against another proficient player, escaping damage is more reliable. Coupled with the rollout ability provided by the Escape Plan, the Equalizer is not particularly useful in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the Demoman often equips the Pain Train, however it's still viable for a Soldier to equip it, especially the roamer.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Soldier 50% max health upon a kill, however, it has the downside of dealing 50 points of self damage when putting it away if no kill was attained. If the user drops below 50 health, the sword cannot be put away until the soldier has more than 50 health or gets a kill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link = Disciplinary_Action&lt;br /&gt;
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The only downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade in most cases.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link = Market_Gardener&lt;br /&gt;
|description = The '''Market Gardener''' is used as a pick weapon, most often by roaming Soldiers. The weapon delivers a critical hit if the wielder deals damage whilst in the air from an explosive jump. This means it is able to one hit kill the Medic, but is therefore viable for only proficient rocket jumpers to use. It is far less popular than the Escape Plan because an opportunity to &amp;quot;Market Garden&amp;quot; a player without running the risk of taking significant airshot damage against proficient players is very low.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=58112</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=58112"/>
		<updated>2018-05-04T01:11:24Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
&lt;br /&gt;
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him extremely difficult to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which can deal tremendous damage to an opponent in close quarters. With such high movement speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the [[Glossary#Flank|flank]], and be able to clean up the damage put out by heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the [[Roaming Soldier]]. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the [[Demoman]] is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are fairly limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of this, the Scout is used often more as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. A scout can also be used to focus classes, which can cause large problems for a team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to the map's tendency to clump everyone together, but on certain King of the Hill maps, a good scout can score a high amount of points, due to a large amount of flanking routes, which are available. &lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks, like Mad Milk and Bonk! Atomic Punch. The scout's role can be enhanced by any of these, leading to be a more supportive class that splashes Mad Milk during pushes, or a pick/harassment class that runs to enemy spawn with Bonk! As long as the Scout plays smart and stays alive, opportunities to flank and fight directly come up just like in 6v6.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scattergun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The stock '''Scattergun''' is by far the most widely used primary weapon for the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Force-A-Nature&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Force-A-Nature''' (often abbreviated to '''FaN''') is sparsely used in most formats but can sometimes be seen in [[Highlander]], where a scout's damage capability is less important to the team. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon suffers from inconsistent damage because of its very small clip size, and because its knockback sends enemies out of the Scout's range.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shortstop&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Shortstop''' only has 4 shots per clip but reloads all shots at once, and has tighter weapon spread making it more accurate at long range. It also has a rarely useful melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced pellet size (4 pellets per shot); resulting in marginally less damage at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Soda Popper&lt;br /&gt;
|link = Soda_Popper&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Soda Popper''' is similar to the FaN with an increased fire rate and two shot clip, but it also gives five extra jumps upon activating its 'Hype' mechanic, and faster reloading. The additional mobility granted by Hype makes the scout extremely difficult to hit for projectile based classes ([[Soldier]] and [[Demoman]]), and the quicker shooting and reloading makes Scout deal more damage both in the short-term and long-term, so to give other classes a balanced chance to kill Scout, the Soda Popper remains banned.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Baby Face's Blaster&lt;br /&gt;
|link = Baby_Face's_Blaster&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Baby Face's Blaster''' is arguably the weakest Scout primary. It allows the Scout build a &amp;quot;Boost&amp;quot; meter when he deals damage in order to move much faster, in exchange for moving 10% slower by default and a smaller clip size. However, taking damage or double jumping lowers Boost, which forces the user to play extremely passively in order to make use of the weapon's only upside. This can make for a very difficult and overall less effective playstyle.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scatter&lt;br /&gt;
|link = Back_Scatter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Back Scatter''' is typically ignored by most players primarily due to its single strength, mini-crits from behind, not occurring enough to outweigh its weaknesses, lower clip size and accuracy. The weapon is most useful when flanking the enemy, as it can one-shot all light classes from behind (without overheal).&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Pistol''' is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. It is used almost always in 6v6 as it is the best secondary for dispatching hurt enemies and doing damage. It is often considered the most reliable secondary in competitive play. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonk! Atomic Punch&lt;br /&gt;
|link = Bonk!_Atomic_Punch&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = '''Bonk! Atomic Punch''' is a Scout secondary that allows the user to go into an invincible state for a short amount of time. After the effects end the user is slowed for 5 seconds based on damage taken. It is most often used in Highlander (9v9) to flank or get behind the enemy team in situations where the scout would otherwise be having trouble doing work. Bonk can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. Bonk is also great for distracting a sentry gun from the rest of a team when that team wishes to attack a point without uber, however this is risky.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crit-a-Cola&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = '''Crit-a-Cola''' is a Scout secondary that allows a user to gain  mini-crits on all weapons for 8 seconds, and are marked for death for 5 seconds after every attack while under the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mad Milk&lt;br /&gt;
|link = Mad_Milk&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = '''Mad Milk''' is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It can often be used in highlander on koth maps, or maps in which players can easily get bunched together, because the increase healing which it allows give a significant advantage over an opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Winger&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Winger''' is a Scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. The player gains 25% higher jumps when it is deployed. This makes it easier for scouts to get height advantage and also dodge.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pretty Boy's Pocket Pistol&lt;br /&gt;
|link = Pretty_Boy's_Pocket_Pistol&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol that grants +3 health per hit to the wearer as well as a +15% firing speed. This comes at a cost of 25% less clip, giving the user only 9 shots. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flying Guillotine&lt;br /&gt;
|link = Flying_Guillotine&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will increase the recharge by 1.5 seconds. It takes ~6 seconds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bat&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandman&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Sandman''' has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will slow the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Boston Basher&lt;br /&gt;
|link = Boston_Basher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit. If the hit is missed, it will cause self-bleed instead. However, this self-bleeding can be used to build up the Medic's charge, which is very useful, especially in 6v6 matches.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Candy Cane&lt;br /&gt;
|link = Candy_Cane&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Candy Cane''' does the same exact damage as the Bat, however, when a opponent is killed while this item is equipped they will drop a small health kit. Any explosive damage taken by the wearer will do an extra 25% damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fan O'War&lt;br /&gt;
|link = Fan_O'War&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Fan O'War''' does 75% less damage than the default Bat. Upon hitting the opponent, it will mark them for death. (A skull icon will appear above their head.) This will cause all damage taken by the enemy to be mini-crits for 15 seconds. The weapon itself will crit instead of whenever it should normaly mini-crit.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sun-on-a-Stick&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Sun-on-a-Stick''' gives you a 100% chance of dealing critical hits against burning players, but it only deals 25% base melee damage. Works well if a friendly Pyro applies afterburn to enemies, so the Scout can deliver the finishing blow. It deals 79 crit-damage. It also has a 25% resistance to fire damage while active.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Atomizer&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out. It also has 15% reduced damage towards players but it mini-crits when airborne. The mini-crit damage will do 40 damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrap Assassin&lt;br /&gt;
|link = Wrap_Assassin&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The glass ball will shatter and inflict bleed damage on the enemy for 5 seconds. This item takes 11.25 seconds to recharge. The weapon itself does 65% less damage than the default bat.  &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scout (6v6)]]&lt;br /&gt;
*[[Scout (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=58111</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=58111"/>
		<updated>2018-05-04T00:57:27Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, 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 two downsides. The first is 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. As a result the Heavy is often 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]]. Secondly the Heavy lacks any significant long range damage. 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 the Heavy 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. Heavy is generally run at lasts where his team is at a Uber advantage as his health and knockback can help him tank.&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 pool when buffed. However, as the Heavy is very slow, he is rather vulnerable without a medic to rely on for overheal and as a pocket. All players on the team should work around the two, helping the team secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Minigun&lt;br /&gt;
|description = The '''Minigun''' is one of the staple primary Heavy weapons in competitive TF2. It is superior to most other primary weapons at close range, and is chosen in maps where close range combat will occur more.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Natascha&lt;br /&gt;
|description = The slowdown effect of the '''Natascha''' is weak at medium range and does not counteract the opportunity cost of the damage otherwise put out by the default minigun, given that weapon spins up faster and affords higher DPS. The knockback due to getting hit by the Natascha creates a higher need for the Heavy to micromanage their damage output. If not intending to play the Heavy strictly for his damage capabilities, the Natascha's slowdown effect can be useful. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Natascha whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' weapon further accentuates the Heavy's strengths and weaknesses, thereby making the Heavy even more of a niche class, as the Heavy is only able to be useful in a smaller subset of situations. The heavy becomes alike a Sentry Gun which is able to pick itself up and move (relatively quickly if paired with the GRU). It is never used when playing seriously. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Brass Beast whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is suited to a roaming playstyle and is best paired with the Sandvich and GRU for higher survivability without a Medic. The weapon's silent spin up is useful for preparing ambushes, and makes the heavy more viable as a flanking class. The 20% increase in accuracy also gives the Heavy better long range capability. This is the weapon of choice for most competitive players and is only ever swapped out for the '''Minigun''' if the map is particularly enclosed or if the Heavy isn't confident in his tracking ability.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' uses ammo even when only revved up and not firing. This weapon is used by heavies who stick to the cart or to kill multiple people at once with its fire. In Highlander it can be used for more aggressive playstyles- The damage bonus can be useful if a friendly Pyro can consistently ignite enemies-although it is seen as a gimmick and doesn't provide reliable damage output.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The Shotgun is useful for situations where the Heavy can't afford to slow down and use the Minigun - during transition plays and chasing down weakened targets.  The lack of spinup means it deals with ambushes better, although it has significantly less DPS.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The Family Business's lower damage makes it generally inferior to the Shotgun and for this reason it's used less than the shotgun (in competitive).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandvich&lt;br /&gt;
|description = The Sandvich is extremely useful, allowing the Heavy to fully-heal himself with the 4 second taunt, saving Medics the time of healing 300 hp on one target and allowing him to roam more.  Its secondary function acts as a disposable medium health pack, letting him heal lit targets, especially useful for pocket Heavies healing their Medics or tossing them near the team's holding position so any who are lit can get healed quickly without waiting for their Medics to tend to them.  The Sandvich recharges when the Heavy takes a health pack at full health, useful for converting small health kits into medium ones.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The Buffalo Steak Sandvich is generally a downgrade to the Sandvich, since Heavy melees aren't strong enough to justify using them to kill people, but it has some use on long 5CP rollouts if the Soldier is doing a fast Gunboats rollout, unable to give a Disciplinary Action speed boost, and the Heavy has no Gloves of Running Urgently. On occasion it has the niche potential to two-shot a medic. If combined with the Fists of Steel, the heavy has a theoretical 400 heath against ranged damage sources, which can force/drop a medic if the heavy isn't focused or airblasted away.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The Dalokohs Bar is a tool for roaming Heavies, as 350 hp allows him to tank important thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots.  Because it can be used infinitely without recharge, it's also useful for healing damage taken during fights without going to the Medic or taking health packs, although taunting is slow and leaves the Heavy vulnerable.  It can be used to drop a Small health pack (20%) every 10 seconds, compared to the Sandviches 50% every 30 seconds. This can prove useful for supportive heavies to heal multiple allies in dense maps, for instance koth_product.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The Second Banana is a secondary weapon for the Heavy. It recharges 50% faster, although heals 33% less (200 health). In addition, it only drops a small health kit (20% of the targets maximum health) which makes it much weaker as a support weapon, although the faster recharge rate allows the Heavy to produce health kits quickly, similar to the Dalakohs Bar. It supports a &amp;quot;solo&amp;quot; heavy playstyle, since the Heavy would have comparatively little use giving health kits to teammates if he works alone, away from everyone. The other downside of only healing 200 health is deceivingly small. If the heavy eats the Banana at 100 health or more, this downside doesn't exist. Similarly, if the heavy eats the Banana at 50 health, he would still have 250 health, which is still significant. Overall, the weapon performs well given the Heavy can properly utilize the flank playstyle, and is usually worse than the Sandvich otherwise. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are the heavy's default melee weapon. They deal 65 damage per hit.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists.  On kills, the Heavy gains a 100% critical chance for five seconds.  This is offset by a 20% longer swing time per punch.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are a unique melee for the Heavy.  While active, the Heavy will instantly loose 20 max health and afterwards, 10 health per second until he reaches 100 maximum health. The maximum health goes back up after the weapon is holstered.  The GRU allow the Heavy to run at almost normal speed (99.67% speed) while they are active. Switching off the weapon takes 50% longer than normal. This weapon sees a large amount of usage in the Highlander community for the increased mobility of the main damage class in Highlander.  It is important to note that the speed boost provided by the GRU does not stack with speed boosts from items like the Disciplinary Action.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more base damage (from 65 to 85) in exchange for 30% increased damage taken whilst active. It also gives the heavy 50 health upon killing someone. It is not seen competitively as the upsides only come into effect if you melee someone, which is very difficult to achieve and provides no other utility.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = The '''Fists of Steel''' are a pair of metal fists for the Heavy.  When the Fists are active, all incoming non-melee damage (be it hitscan or projectile) is reduced by 40%.  While active, all melee damage towards the heavy is doubled.  In addition, all weapon switches made by the Heavy from the fists of steel are twice as slow. Healing from healers is reduced by 40% while active as well as a 40% overheal penalty (also while active). (  This is often considered the &amp;quot;second best&amp;quot; Heavy melee and is often run on maps/situations where the heavy doesn't have to be mobile (defending lasts on PL/5CP, KOTH, etc).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a pair of brass knuckles for the heavy.  The fists swing 40% faster as compared to the default Fists but deal 60% less base damage (from a base dmg of 65 to 26). It also grants the heavy a 3 second speedboost on hit, which can help him to catch up to enemies. More importantly, it provides 15% faster movespeed whilst active, but it drain's the user's max health when active by 5 per second until the Heavy's max health is at 100. Like the Gloves of Running Urgently, the Eviction Notice has a &amp;quot;max health drained&amp;quot; stat, but it doesn't drain as fast. It also doesn't have a 50% slower holster time. This makes it a decent sidegrade to the GRU. It is used mostly in 6s, where competing weapons are banned.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is a pair of mittens for the Heavy.  This weapon functions like the default Fists except for one mechanic: the Holiday Punch will always crit when behind an enemy (similar to the [[Spy|Spy's]] backstab ability).  All crits on the Holiday Punch do no damage, but cause the target to enter a taunting state for several seconds where they cannot move.  This weapon used to be banned from competitive leagues as [[Übercharge|Übercharged]] targets are forced to laugh as well, effectively ending the Über, but was unbanned because it very rarely comes into play. It has been experimented with as a means of denying Übers since, but is completely countered if the heavy gets called out.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58110</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58110"/>
		<updated>2018-05-04T00:55:40Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning 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 and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to co-ordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = 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;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in 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;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. 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. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = Provides extra mobility for the pyro, but it is held back by it's long holster time and the fact it has only two charges to jump with. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The default melee weapon for the Pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It allows you to crit a burning enemy from the back which will deal 195 damage. However, hitting a burning enemy from the front will minicrit and deal 88 damage. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = This glove is considered a strait downgrade to other Pyro melee weapons because of it's lack of utility and damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=58109</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=58109"/>
		<updated>2018-05-04T00:53:56Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to most of different situations and is very mobile. He has the second highest base health in the game (200), but is also the second slowest class behind the Heavy. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan. But you can change this up to the gunboats for your team to be more mobile in fights although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his own team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the pocket will usually become the main caller. This means that the pocket will be calling plays such as pushing or falling back. Another thing the pocket should call is when to pop the Übercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link = Rocket_Launcher&lt;br /&gt;
|description = The '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every Soldier.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&lt;br /&gt;
|description = The '''Original''' is considered by many as a reskin of the '''Rocket Launcher'''. This is objected by others due to the fact that this weapon shoots from the centre of the player model as opposed from the right side, or the left for players using left hand sided view models. It was banned from use in early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link = Direct_Hit&lt;br /&gt;
|description = The '''Direct Hit''' is a primary that allows for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and destroying level 3 buildings in 2 shots, the Direct Hit is a great weapon to counter jumping Soldiers, or to take out the enemy sentry. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link = Black_Box&lt;br /&gt;
|description = The '''Black Box''' has identical stats to the stock Rocket Launcher, except for the fact that you have one less rocket, but can gain up to 20 health for every attack. This makes the Black Box ideal for roaming around the map without a Medic. Pioneered by Vhalin, the black box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link = Rocket_Jumper&lt;br /&gt;
|description = The '''Rocket Jumper''' deals no damage, to yourself or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers, as it denies the Soldier one of his greatest strengths through the use of large, area-of-effect damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link = Liberty_Launcher&lt;br /&gt;
|description = The '''Liberty Launcher''' is not often seen in competitive. It grants faster moving rockets, an extra rocket in the clip, and 25% less self-damage, at the cost of dealing 25% less damage to enemies. The extra projectile speed and clip size makes it excellent for easily catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps. The damage penalty is negligible when accounting for all five rockets, so it is a good choice all around. However, It is not a good weapon against a heavy, as you need to dish out damage quickly.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link = Cow_Mangler_5000&lt;br /&gt;
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that minicrits, disables buildings and applies afterburn on hit, but the weapon itself only does 20% damage to buildings, and minicrits when it would normally crit. The Cow Mangler is very bad at dealing with Sentries and Mini-Sentries as a result, but its charged shot can allow co-ordinated allies to take down buildings for you. Medics using [[Medic#Secondary|Kritzkrieg]] should not use their Ubercharge to help Cow Mangler users, as the crit boost will only give minicrits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link = Beggar's_Bazooka&lt;br /&gt;
|description = The '''Beggar's Bazooka''' is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. The Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. This attribute was once often used to bomb into the enemy from far away with 3 rockets already loaded. However, the Bazooka was changed to remove a rocket for every overload and later given 20% less blast radius, limiting the power of soldier bombs with this weapon. Bazooka is also very inaccurate at mid-to-long range due to its random projectile deviation.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link = Air_Strike&lt;br /&gt;
|description = The Air Strike is a community-created primary weapon. While rocket jumping, its attack speed is increased by 65%. In addition, on each kill using the weapon, its clip size is increased by one, up to 8 rockets after 5 kills. The projectiles fired by this weapon deal 15% less damage (both to enemies and the Soldier when rocket jumping) and have a 10% smaller explosion radius. Its blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Shotgun''' is the go-to secondary for pocket Soldiers in the 6v6 game style. It is useful in a variety in situations. For instance, the Shotgun provides you with extra firepower should you have no rockets loaded or if you're out of ammo. This extra damage can help protect your Medic should he be harassed while you're out of rockets.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies up to 5 seconds after you switch to your secondary. The Reserve Shooter has 4 shots in its clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link = Righteous_Bison&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Righteous Bison''' functions as an alternative to the Shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the Rocket Launcher or Sticky Launcher's damage curve), and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the Gunboats or Shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Gunboats''' give you a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming Soldier role in 6v6, and for Soldiers in Highlander. The reduced rocket jump damage further allows Soldier's to perform what is called a [[bomb]]. For more information on this item, see [[Gunboats]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The Mantreads give the Soldier a passive -75% knockback reduction, the ability to deal 3x falling damage to an opposing player that he lands on, and 200% more air control. This weapon is not seen often in competitive play, as its benefits are too situational.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link = Buff_Banner&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Buff Banner''' grants the user and his teammates nearby Mini-Crits. It is not widely used in competitive sixes, but is sometimes used in Highlander. It can be useful during big pushes, especially on King of the Hill maps.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link = Battalion's_Backup&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Battalions Backup''' provides a defensive boost to all nearby teammates, with an additional resistance to sentries while activated. It also counters the effect of the [[Kritzkrieg]] and grants the Soldier +20 max health. This makes it useful to run during pushes, and as a way to co-ordinate a retreat without getting wiped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate but with. 50% less air control. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Concheror''', while its effect is activated, provides a speed boost and returns 35% of damage dealt as health for nearby teammates, as well as giving the Soldier passive health regeneration, starting at 1 heath/second and scaling up as more time passes without taking damage to a maximum of 8 heath/second. This is very useful for large pushes, especially for slower, tanky classes.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shovel&lt;br /&gt;
|description = The '''Shovel''' is a stock weapon, however in competitive, it's rare to see it used as most other melee's for the soldier are considered straight upgrades as melee is hardly used in competitive Team Fortress 2.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link = Escape_Plan&lt;br /&gt;
|description = Once the '''Escape Plan''' is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks 90% of healing from all Medic weapons while active, and all damage taken will become mini-crits seconds after being deployed. This weapon is especially useful to flee from fights when you have open ground to run through. The Escape Plan is a common weapon used by [[6v6]] Soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool during rollout. Pocket Soldiers in 6v6 will sometimes call this the &amp;quot;Escape Plan Rollout&amp;quot;.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&lt;br /&gt;
|description = The '''Equalizer''' increases the damage done as the user's health decreases. It is generally overlooked for the increased mobility provided by the Escape Plan. The difference between the two being: The Equalizer can aid a player in trying to stop damage coming in when low health (kill the enemy) to survive; whilst the Escape Plan helps the player to escape the damage to survive. As it is rare to be in an opportune melee position against another proficient player, escaping damage is more reliable. Coupled with the rollout ability provided by the Escape Plan, the Equalizer is not particularly useful in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' increases your capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the Demoman often equips the Pain Train, however it's still viable for a Soldier to equip it, especially the roamer.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Soldier 50% max health upon a kill, however, it has the downside of dealing 50 points of self damage when putting it away if no kill was attained. If the user drops below 50 health, the sword cannot be put away until the soldier has more than 50 health or gets a kill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link = Disciplinary_Action&lt;br /&gt;
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The only downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade in most cases.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link = Market_Gardener&lt;br /&gt;
|description = The '''Market Gardener''' is used as a pick weapon, most often by roaming Soldiers. The weapon delivers a critical hit if the wielder deals damage whilst in the air from an explosive jump. This means it is able to one hit kill the Medic, but is therefore viable for only proficient rocket jumpers to use. It is far less popular than the Escape Plan because an opportunity to &amp;quot;Market Garden&amp;quot; a player without running the risk of taking significant airshot damage against proficient players is very low.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=58108</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=58108"/>
		<updated>2018-05-04T00:52:56Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EngineerIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Engineer]]&lt;br /&gt;
An invaluable defense tool, 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  faster.&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 will only take base damage from 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;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is the default weapon for Engineer. Most engineers will stick to this shotgun for its reliability. Unlike other shotguns, the &amp;quot;stock&amp;quot; Shotgun has a clip large enough to kill three enemies without stored crits, allowing Engineers to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish engineers for missing a few shots.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Frontier Justice&lt;br /&gt;
|link = Frontier_Justice&lt;br /&gt;
|description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the Engineer's sentry earns. The Frontier Justice is useful when the Engineer stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective.  The weapon is most commonly seen in [[King of the Hill]] maps, though overall most Engineers prefer a larger clip and don't use it in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Widowmaker&lt;br /&gt;
|description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly &amp;quot;reloaded&amp;quot; by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Engineers rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Engineer effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pomson 6000&lt;br /&gt;
|link = Pomson_6000&lt;br /&gt;
|description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Engineer to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic).&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rescue Ranger&lt;br /&gt;
|link = Rescue_Ranger&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit with a 4 hp to 1 metal cost. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Engineer can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Engineer takes mini-crit damage. Engineers use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Engineer to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|description = The '''Pistol''' acts the same as the [[Scout]]'s [[Pistol]], except it has 200 spare shots instead of 36, which is, in practice, limitless. It holds 12 shots, and all of them reload at once. It will usually be paired up the Gunslinger to constantly damage the enemy even after running out of Shotgun ammo or to conserve Frontier Justice crits.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrangler&lt;br /&gt;
|description = The '''Wrangler''' allows you to manually control your sentry giving you the ability to shoot farther ranges the sentry won't attack on it's own. When controlling it, the sentry will get a protective shield around it that makes all incoming damage do 66% to it but also reduces ammo and repair given to a shielded sentry. It is extremely useful at holding a point on a [[Payload]] map, however it will be much easier for you to be backstabbed since you'll have to focus more. The Wrangler doubles the firing speed of the sentry, and has a slight &amp;quot;aim-assist&amp;quot; that locks the sentry's aim to the enemy's chest, but at longer ranges, there is significant bullet spread, although there is no damage falloff. Upon death, a wrangled sentry will be protected for 3 seconds but also disabled, similar with switching off the wrangler.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Short Circuit&lt;br /&gt;
|link = Short_Circuit&lt;br /&gt;
|description = The '''Short Circuit''' fires a medium-range projectile ball that clears projectiles and damages players for 60 metal per shot fired. With this weapon active, the Engineer can not draw metal from allied Dispensers or Payload carts and not pick up buildings.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrench&lt;br /&gt;
|description = The '''Wrench''' is the default melee weapon for the Engineer. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunslinger&lt;br /&gt;
|description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Engineer +25 hp. It will usually be used when attacking on a [[Payload]] map or in a [[5CP]] and [[KOTH]], since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Southern Hospitality&lt;br /&gt;
|link = Southern_Hospitality&lt;br /&gt;
|description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Engineer will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a [[Dead Ringer]] Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jag&lt;br /&gt;
|description = The '''Jag''' has a -25% damage penalty, but it allows the Engineer to build 30% faster. The improvement to build speed for buildings is negligible, however some Engineers find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eureka Effect&lt;br /&gt;
|link = Eureka_Effect&lt;br /&gt;
|description = The '''Eureka Effect''' allows the Engineer to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Engineer to gain 20% less metal from dispensers and ammo pick ups. The wrench also gives teleporters a 50% reduction in metal cost, reducing it from 50 to 25, as well as a reduction in upgrade costs, making it only 200 metal to fully upgrade from level 1 to level 3.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = PDA&lt;br /&gt;
|description = The '''PDA''' allows the Engineer to create his buildings at the cost of reserve metal.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Destruction PDA&lt;br /&gt;
|link = Destruction_PDA&lt;br /&gt;
|description = The '''Destruction PDA''' allows the Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Engineer (6v6)]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=58107</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=58107"/>
		<updated>2018-05-04T00:42:52Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EngineerIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Engineer]]&lt;br /&gt;
An invaluable defense tool, 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  faster.&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 will only take base damage from 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;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is the default weapon for Engineer. Most engineers will stick to this shotgun for its reliability. Unlike other shotguns, the &amp;quot;stock&amp;quot; Shotgun has a clip large enough to kill three enemies without stored crits, allowing Engineers to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish engineers for missing a few shots.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Frontier Justice&lt;br /&gt;
|link = Frontier_Justice&lt;br /&gt;
|description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the Engineer's sentry earns. The Frontier Justice is useful when the Engineer stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective.  The weapon is most commonly seen in [[King of the Hill]] maps, though overall most Engineers prefer a larger clip and don't use it in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Widowmaker&lt;br /&gt;
|description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly &amp;quot;reloaded&amp;quot; by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Engineers rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Engineer effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pomson 6000&lt;br /&gt;
|link = Pomson_6000&lt;br /&gt;
|description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Engineer to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic).&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rescue Ranger&lt;br /&gt;
|link = Rescue_Ranger&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Engineer can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Engineer takes mini-crit damage. Engineers use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Engineer to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|description = The '''Pistol''' acts the same as the [[Scout]]'s [[Pistol]], except it has 200 spare shots instead of 36, which is, in practice, limitless. It holds 12 shots, and all of them reload at once. It will usually be paired up the Gunslinger to constantly damage the enemy even after running out of Shotgun ammo or to conserve Frontier Justice crits.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrangler&lt;br /&gt;
|description = The '''Wrangler''' allows you to manually control your sentry giving you the ability to shoot farther ranges the sentry won't attack on it's own. When controlling it, the sentry will get a protective shield around it that makes all incoming damage do 66% to it but also reduces ammo and repair given to a shielded sentry. It is extremely useful at holding a point on a [[Payload]] map, however it will be much easier for you to be backstabbed since you'll have to focus more. The Wrangler doubles the firing speed of the sentry, and has a slight &amp;quot;aim-assist&amp;quot; that locks the sentry's aim to the enemy's chest, but at longer ranges, there is significant bullet spread, although there is no damage falloff. Upon death, a wrangled sentry will be protected for 3 seconds but also disabled, similar with switching off the wrangler.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Short Circuit&lt;br /&gt;
|link = Short_Circuit&lt;br /&gt;
|description = The '''Short Circuit''' fires a medium-range projectile ball that clears projectiles and damages players for 60 metal per shot fired. With this weapon active, the Engineer can not draw metal from allied Dispensers or Payload carts and not pick up buildings.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrench&lt;br /&gt;
|description = The '''Wrench''' is the default melee weapon for the Engineer. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunslinger&lt;br /&gt;
|description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Engineer +25 hp. It will usually be used when attacking on a [[Payload]] map or in a [[5CP]] and [[KOTH]], since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Southern Hospitality&lt;br /&gt;
|link = Southern_Hospitality&lt;br /&gt;
|description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Engineer will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a [[Dead Ringer]] Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jag&lt;br /&gt;
|description = The '''Jag''' has a -25% damage penalty, but it allows the Engineer to build 30% faster. The improvement to build speed for buildings is negligible, however some Engineers find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eureka Effect&lt;br /&gt;
|link = Eureka_Effect&lt;br /&gt;
|description = The '''Eureka Effect''' allows the Engineer to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Engineer to gain 20% less metal from dispensers and ammo pick ups. The wrench also gives teleporters a 50% reduction in metal cost, reducing it from 50 to 25, as well as a reduction in upgrade costs, making it only 200 metal to fully upgrade from level 1 to level 3.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = PDA&lt;br /&gt;
|description = The '''PDA''' allows the Engineer to create his buildings at the cost of reserve metal.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Destruction PDA&lt;br /&gt;
|link = Destruction_PDA&lt;br /&gt;
|description = The '''Destruction PDA''' allows the Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Engineer (6v6)]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=58106</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=58106"/>
		<updated>2018-05-04T00:42:10Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EngineerIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Engineer]]&lt;br /&gt;
An invaluable defense tool, 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  faster.&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 will only take base damage from 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;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is the default weapon for Engineer. Most engineers will stick to this shotgun for its reliability. Unlike other shotguns, the &amp;quot;stock&amp;quot; Shotgun has a clip large enough to kill three enemies without stored crits, allowing Engineers to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish engineers for missing a few shots.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Frontier Justice&lt;br /&gt;
|link = Frontier_Justice&lt;br /&gt;
|description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the Engineer's sentry earns. The Frontier Justice is useful when the Engineer stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective.  The weapon is most commonly seen in [[King of the Hill]] maps, though overall most Engineers prefer a larger clip and don't use it in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Widowmaker&lt;br /&gt;
|description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly &amp;quot;reloaded&amp;quot; by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Engineers rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Engineer effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pomson 6000&lt;br /&gt;
|link = Pomson_6000&lt;br /&gt;
|description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Engineer to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic).&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rescue Ranger&lt;br /&gt;
|link = Rescue_Ranger&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Engineer can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Engineer takes mini-crit damage. Engineers use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Engineer to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|description = The '''Pistol''' acts the same as the [[Scout]]'s [[Pistol]], except it has 200 spare shots instead of 36, which is, in practice, limitless. It holds 12 shots, and all of them reload at once. It will usually be paired up the Gunslinger to constantly damage the enemy even after running out of Shotgun ammo or to conserve Frontier Justice crits.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrangler&lt;br /&gt;
|description = The '''Wrangler''' allows you to manually control your sentry giving you the ability to shoot farther ranges the sentry won't attack on it's own. When controlling it, the sentry will get a protective shield around it that makes all incoming damage do 66% to it but also reduces ammo and repair given to a shielded sentry. It is extremely useful at holding a point on a [[Payload]] map, however it will be much easier for you to be backstabbed since you'll have to focus more. The Wrangler doubles the firing speed of the sentry, and has a slight &amp;quot;aim-assist&amp;quot; that locks the sentry's aim to the enemy's chest, but at longer ranges, there is significant bullet spread, although there is no damage falloff. Upon death, a wrangled sentry will be protected for 3 seconds but also disabled, similar with switching off the wrangler.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Short Circuit&lt;br /&gt;
|link = Short_Circuit&lt;br /&gt;
|description = The '''Short Circuit''' fires a medium-range projectile ball that clears projectiles and damages players for a cost of 60 metal per shot. With this weapon active, the Engineer can not draw metal from allied Dispensers or Payload carts and not pick up buildings.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrench&lt;br /&gt;
|description = The '''Wrench''' is the default melee weapon for the Engineer. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunslinger&lt;br /&gt;
|description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Engineer +25 hp. It will usually be used when attacking on a [[Payload]] map or in a [[5CP]] and [[KOTH]], since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Southern Hospitality&lt;br /&gt;
|link = Southern_Hospitality&lt;br /&gt;
|description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Engineer will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a [[Dead Ringer]] Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jag&lt;br /&gt;
|description = The '''Jag''' has a -25% damage penalty, but it allows the Engineer to build 30% faster. The improvement to build speed for buildings is negligible, however some Engineers find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eureka Effect&lt;br /&gt;
|link = Eureka_Effect&lt;br /&gt;
|description = The '''Eureka Effect''' allows the Engineer to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Engineer to gain 20% less metal from dispensers and ammo pick ups. The wrench also gives teleporters a 50% reduction in metal cost, reducing it from 50 to 25, as well as a reduction in upgrade costs, making it only 200 metal to fully upgrade from level 1 to level 3.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = PDA&lt;br /&gt;
|description = The '''PDA''' allows the Engineer to create his buildings at the cost of reserve metal.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Destruction PDA&lt;br /&gt;
|link = Destruction_PDA&lt;br /&gt;
|description = The '''Destruction PDA''' allows the Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Engineer (6v6)]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Main_Page&amp;diff=58105</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Main_Page&amp;diff=58105"/>
		<updated>2018-05-04T00:38:29Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;div class=&amp;quot;front-page-orange-links&amp;quot; style=&amp;quot;position:absolute;bottom:7px;left:225px;color:black&amp;quot;&amp;gt;There are currently: [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom:0.2em; &amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Class guides}}&lt;br /&gt;
{{Weekmaps&lt;br /&gt;
 | ugc4s = Product&lt;br /&gt;
 | ugc4scomment = Week 8&lt;br /&gt;
&lt;br /&gt;
 | ugc6s = Playoffs&lt;br /&gt;
 | ugc6scomment = &lt;br /&gt;
&lt;br /&gt;
 | etf2l6s = Prolands&lt;br /&gt;
 | etf2l6s2 = Process&lt;br /&gt;
 | etf2l6scomment = Week 7&lt;br /&gt;
&lt;br /&gt;
 | esea6s = Offseason&lt;br /&gt;
 | esea6scomment =&lt;br /&gt;
&lt;br /&gt;
 | ozf6s = Snakewater&lt;br /&gt;
 | ozf6s2 = Sunshine&lt;br /&gt;
 | ozf6scomment = Week 2&lt;br /&gt;
&lt;br /&gt;
 | af6s = Playoffs&lt;br /&gt;
 | af6s2 = &lt;br /&gt;
 | af6scomment =&lt;br /&gt;
&lt;br /&gt;
 | tfcl6s = Product&lt;br /&gt;
 | tfcl6scomment = &lt;br /&gt;
&lt;br /&gt;
 | ugchl = Playoffs&lt;br /&gt;
 | ugchlcomment = &lt;br /&gt;
&lt;br /&gt;
 | etf2lhl = Offseason&lt;br /&gt;
 | etf2lhl2 = &lt;br /&gt;
 | etf2lhlcomment = &lt;br /&gt;
&lt;br /&gt;
 | tfclhl = Offseason&lt;br /&gt;
 | tfclhlcomment = &lt;br /&gt;
}}&lt;br /&gt;
{| &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;mainpage&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #1c1c1c; width: 30px; vertical-align: top; text-align: left;&amp;quot; |&amp;lt;span class=&amp;quot;controls&amp;quot;&amp;gt;[&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[{{fullurl:Template:Featured}} edit]&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #1c1c1c;&amp;quot; |Featured article: {{Featured|display}}&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #1c1c1c; width: 30px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: justify; padding: 6px; margin-left: 2em;&amp;quot; | [[File:{{Featured|image}}|right|300px|link={{Featured|name}}]]&lt;br /&gt;
{{Featured|text}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: left; padding: 6px;&amp;quot; |  '''''[[{{Featured|name}}|Continue reading]]''''' · '''[[Template:Featured|Previously featured]]'''&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;right&amp;quot; style=&amp;quot;width:308px; border-collapse:collapse; margin-left:1px&amp;quot;&lt;br /&gt;
! class=&amp;quot;mainhead&amp;quot; style=&amp;quot;border-bottom:1px solid #1c1c1c; padding-bottom:2px;&amp;quot; | Upcoming Matches&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:0&amp;quot; | {{Upcoming and ongoing games}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width:310px;&amp;quot; | {{Events}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%; float:left; padding-right:1%&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; margin-bottom: 4px; border: 1px solid #ccc; background: white; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-size:100%; text-align: center; background-color: #1c1c1c; color: #ffffff; border: 1px solid #1c1c1c&amp;quot; | Editors' Noticeboard&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |{{Noticeboard|main page}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;mainpage-noticeboard&amp;quot; style=&amp;quot;border-top:1px solid #aaa; background-color: #d9d9d9&amp;quot; | Continue Reading&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%; float:right; padding-left:1%&amp;quot;&amp;gt;&lt;br /&gt;
{{CompetitiveFormats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Popular topics navbox}}{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=EVL_Gaming&amp;diff=58104</id>
		<title>EVL Gaming</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=EVL_Gaming&amp;diff=58104"/>
		<updated>2018-05-04T00:27:54Z</updated>

		<summary type="html">&lt;p&gt;Tandy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{TabsHeader&lt;br /&gt;
|name1=Overview |link1=EVL Gaming&lt;br /&gt;
|name2=Results |link2=EVL Gaming/Results&lt;br /&gt;
|This=1&lt;br /&gt;
}}&lt;br /&gt;
{{NewInfobox Team&lt;br /&gt;
|name=EVL Gaming&lt;br /&gt;
|image=EVL Gaming Logo.png&lt;br /&gt;
|tag=EVL&lt;br /&gt;
|location=North America&lt;br /&gt;
|location2=&lt;br /&gt;
|captain=Bdonski&lt;br /&gt;
|sponsor=[http://www.slothesports.com/ Sloth E-Sports]&lt;br /&gt;
|earnings=$14,025 &amp;lt;!-- FACEIT --&amp;gt;&lt;br /&gt;
|gamemode=6v6&lt;br /&gt;
|website=http://evl.gg/&lt;br /&gt;
|website2=&lt;br /&gt;
|esea=77431&lt;br /&gt;
|eseaold=132767&lt;br /&gt;
|twitter=&lt;br /&gt;
|steam=&lt;br /&gt;
|facebook=&lt;br /&gt;
|youtube=&lt;br /&gt;
|twitch=&lt;br /&gt;
|1stplace=&lt;br /&gt;
|2ndplace=&lt;br /&gt;
|3rdplace=&lt;br /&gt;
|4thplace=&lt;br /&gt;
|created= 2015-11-30&lt;br /&gt;
|disbanded= 2017-07-12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''EVL Gaming''' was an [[ESEA-I (Invite)|ESEA Invite]] TF2 team that last competed in [[ESEA Season 25/Invite|ESEA-Invite Season 25]].&lt;br /&gt;
&lt;br /&gt;
==Rosters==&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== [[ESEA-I Season 25|ESEA-I 25]] ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = {{Player link|us|corsa}}&lt;br /&gt;
| scout2 = {{Player link|us|yomps}}&lt;br /&gt;
| pocket = {{Player link|ca|paddie}}&lt;br /&gt;
| roamer = {{Player link|us|rando}}&lt;br /&gt;
| demoman = {{Player link|us|Bdonski}}&lt;br /&gt;
| medic = {{Player link|us|Nursey}}&lt;br /&gt;
| description2 = [[garbuglio]] left the team to join [[froyotech]],&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/41349/shade-and-garbuglio-join-froyotech shade and garbuglio join froyotech]&amp;lt;/ref&amp;gt; and [[cookiejake]] was cut. [[Nursey]] joined the team as medic&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/41324/nursey-leaves-froyotech-joins-evl-gaming Nursey leaves froyotech, joins EVL Gaming]&amp;lt;/ref&amp;gt; and [[paddie]] joined the team as pocket with [[rando]] switching to roamer. The roster was later picked up by [[Ascent]].&amp;lt;ref&amp;gt;https://evl.gg/evltf2-will-be-joining-ma3las-new-org-ascent-name-pending/&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
&lt;br /&gt;
=== [[Esports_Arena_Rewind_2017/Invite | Rewind LAN 2017]] / [[ESEA_Season_24/Invite | ESEA-I S24]] ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = {{Player link|us|corsa}}&lt;br /&gt;
| scout2 = {{Player link|us|yomps}}&lt;br /&gt;
| pocket = {{Player link|us|rando}}&lt;br /&gt;
| roamer = {{Player link|us|garbuglio}}&lt;br /&gt;
| demoman = {{Player link|us|Bdonski}}&lt;br /&gt;
| medic = {{Player link|us|cookiejake}}&lt;br /&gt;
| description2 = [[cookiejake]] and [[corsa]] join the team.&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/39360/cookiejake-joins-evl-gaming cookiejake joins EVL Gaming]&amp;lt;/ref&amp;gt; [[TheFragile]] also served as the teams [[coach]] during '''Rewind Lan 2017'''.&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
&lt;br /&gt;
=== [[ESEA_Season_23/Invite | ESEA-I S23]] ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = {{Player link|us|slemnish}}&lt;br /&gt;
| scout2 = {{Player link|us|yomps}}&lt;br /&gt;
| pocket = {{Player link|us|rando}}&lt;br /&gt;
| roamer = {{Player link|us|garbuglio}}&lt;br /&gt;
| demoman = {{Player link|us|Bdonski}}&lt;br /&gt;
| medic = {{Player link|us|dingo}}&lt;br /&gt;
| description2 = The roster was formed with half of the [[RONIN gg]]'s [[ESEA-I Season 22]] roster after the team disbanded.&amp;lt;ref name=&amp;quot;EVL Gaming shuffles for upcoming season&amp;quot;&amp;gt;[http://http://www.teamfortress.tv/36106/EVL-Gaming-shuffles-for-upcoming-season EVL Gaming shuffles for upcoming season]&amp;lt;/ref&amp;gt; The team initially had [[highfive]] on scout, but he left the team early into the season and was replaced by [[slemnish]].&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/36801/highfive-quits-slemnish-joins-evl-gaming highfive quits, slemnish joins EVL Gaming]&amp;lt;/ref&amp;gt; Medic [[zilly]] initially played for the team but quit after losing his second match to [[froyotech]].&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/37043/evl-medics-banned-by-esea EVL medics banned by ESEA]&amp;lt;/ref&amp;gt; In his stead the team picked up [[dingo]]&amp;lt;ref&amp;gt;[http://www.teamfortress.tv/37243/evl-gaming-picks-up-dingo EVL Gaming picks up dingo]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
&lt;br /&gt;
=== [[ESEA_Season_22/Invite | ESEA-I S22]] ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = {{Player link|us|Scizor}}&lt;br /&gt;
| scout2 = {{Player link|us|sen-}}&lt;br /&gt;
| pocket = {{Player link|us|highfive}}&lt;br /&gt;
| roamer = {{Player link|us|garbuglio}}&lt;br /&gt;
| demoman = {{Player link|ca|delpo}}&lt;br /&gt;
| medic = {{Player link|us|zilly}}&lt;br /&gt;
| description2 = Merely one day after EVL Gaming's [[ESEA-I Season 22]] roster disbanded, the organization picked up a brand new roster formed by a core of players who had previously played together on [[cafe monster]] during [[ESEA-I Season 19]].&amp;lt;ref name=&amp;quot;EVL Gaming sponsors new team&amp;quot;&amp;gt;[http://www.teamfortress.tv/33454/ EVL Gaming sponsors new team]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
&lt;br /&gt;
=== [[ESEA_Season_21/Invite | ESEA-I S21]] ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = {{Player link|us|arekk}}&lt;br /&gt;
| scout2 = {{Player link|us|slemnish}}&lt;br /&gt;
| pocket = {{Player link|us|aim}}&lt;br /&gt;
| roamer = {{Player link|us|botmode}}&lt;br /&gt;
| demoman = {{Player link|ca|hassassin}}&lt;br /&gt;
| medic = {{Player link|us|Nursey}}&lt;br /&gt;
| description2 = The team was first created for [[ESEA_Season_21 | Season 21]], with the core of the team being picked up from [[Getawhale Fanclub]]. This iteration of the team went on the finish 4th, but disbanded after the season due to time and personality conflicts.&amp;lt;ref name=&amp;quot;EVL Gaming disbands&amp;quot;&amp;gt;[http://www.teamfortress.tv/33402/ EVL Gaming disbands]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
==Latest Matches==&lt;br /&gt;
{{Team matches table|team=EVL Gaming}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
EVLGamingRewind2017.jpg|EVL Gaming at [[Esports Arena Rewind 2017]].&amp;lt;br /&amp;gt;From left to right: [[cookiejake]], [[garbuglio]], [[yomps]], [[Bdonski]], [[rando]], [[corsa]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist|1}}&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58027</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58027"/>
		<updated>2018-04-18T03:03:59Z</updated>

		<summary type="html">&lt;p&gt;Tandy: Updated two Jungle Inferno weapons and updated reserve shooter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning 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 and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to co-ordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = 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;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in 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;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. 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. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = Provides extra mobility for the pyro, but it is held back by it's long holster time and the fact it has only two charges to jump with. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The default melee weapon for the Pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It allows you to crit a burning enemy from the back which will deal 195 damage. However, hitting a burning enemy from the front will minicrit and deal 88 damage. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = This glove is considered a strait downgrade to other Pyro melee weapons because of it's lack of utility and damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=58026</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=58026"/>
		<updated>2018-04-18T02:45:58Z</updated>

		<summary type="html">&lt;p&gt;Tandy: Updated for Blue Moon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
&lt;br /&gt;
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him extremely difficult to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which can deal tremendous damage to an opponent in close quarters. With such high movement speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the [[Glossary#Flank|flank]], and be able to clean up the damage put out by heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the [[Roaming Soldier]]. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the [[Demoman]] is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are fairly limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of this, the Scout is used often more as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. A scout can also be used to focus classes, which can cause large problems for your team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to the map's tendency to clump everyone together, but on certain King of the Hill maps, a good scout can score a high amount of points, due to a large amount of flanking routes, which are available. &lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks, like Mad Milk and Bonk! Atomic Punch. The scout's role can be enhanced by any of these, leading to be a more supportive class that splashes Mad Milk during pushes, or a pick/harassment class that runs to enemy spawn with Bonk! As long as the Scout plays smart and stays alive, opportunities to flank and fight directly come up just like in 6v6.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scattergun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The stock '''Scattergun''' is by far the most widely used primary weapon for the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Force-A-Nature&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Force-A-Nature''' (often abbreviated to '''FaN''') is sparsely used in most formats but can sometimes be seen in [[Highlander]], where a scout's damage capability is less important to the team. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon suffers from inconsistent damage because of its very small clip size, and because its knockback sends enemies out of the Scout's range.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shortstop&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Shortstop''' only has 4 shots per clip but reloads all shots at once, and has tighter weapon spread making it more accurate at long range. It also has a rarely useful melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced pellet size (4 pellets per shot); resulting in marginally less damage at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Soda Popper&lt;br /&gt;
|link = Soda_Popper&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Soda Popper''' is similar to the FaN with an increased fire rate and two shot clip, but it also gives five extra jumps upon activating its 'Hype' mechanic, and faster reloading. The additional mobility granted by Hype makes the scout extremely difficult to hit for projectile based classes ([[Soldier]] and [[Demoman]]), and the quicker shooting and reloading makes Scout deal more damage both in the short-term and long-term, so to give other classes a balanced chance to kill Scout, the Soda Popper remains banned.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Baby Face's Blaster&lt;br /&gt;
|link = Baby_Face's_Blaster&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Baby Face's Blaster''' is arguably the weakest Scout primary. It allows the Scout build a &amp;quot;Boost&amp;quot; meter when he deals damage in order to move much faster, in exchange for moving 10% slower by default and a smaller clip size. However, taking damage or double jumping lowers Boost, which forces the user to play extremely passively in order to make use of the weapon's only upside. This can make for a very difficult and overall less effective playstyle.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scatter&lt;br /&gt;
|link = Back_Scatter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Back Scatter''' is typically ignored by most players primarily due to its single strength, mini-crits from behind, not occurring enough to outweigh its weaknesses, lower clip size and accuracy. The weapon is most useful when flanking the enemy, as it can one-shot all light classes from behind (without overheal).&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pistol&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Pistol''' is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. It is used almost always in 6v6 as it is the best secondary for dispatching hurt enemies and doing damage. It is often considered the most reliable secondary in competitive play. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonk! Atomic Punch&lt;br /&gt;
|link = Bonk!_Atomic_Punch&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = '''Bonk! Atomic Punch''' is a Scout secondary that allows the user to go into an invincible state for a short amount of time. After the effects end you are slowed for 5 seconds based on damage taken. It is most often used in Highlander (9v9) to flank or get behind the enemy team in situations where the scout would otherwise be having trouble doing work. Bonk can also be used to distract the enemy team and give the other members of your team an opening to push or get an advantage. Bonk is also great distracting a sentry gun from the rest of your team when you wish to try to attack a point without uber, however risky.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crit-a-Cola&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = '''Crit-a-Cola''' is a Scout secondary that allows a user to gain  mini-crits on all weapons for 8 seconds, and are marked for death for 5 seconds after every attack while under the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mad Milk&lt;br /&gt;
|link = Mad_Milk&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = '''Mad Milk''' is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It can often be used in highlander on koth maps, or maps in which players can easily get bunched together, because the increase healing which it allows give a significant advantage over your opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Winger&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Winger''' is a Scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. The player gains 25% higher jumps when it is deployed. This makes it easier for scouts to get height advantage and also dodge.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pretty Boy's Pocket Pistol&lt;br /&gt;
|link = Pretty_Boy's_Pocket_Pistol&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol that grants +3 health per hit to the wearer as well as a +15% firing speed. This comes at a cost of 25% less clip, giving the user only 9 shots. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flying Guillotine&lt;br /&gt;
|link = Flying_Guillotine&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will increase the recharge by 1.5 seconds. It takes ~6 seconds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bat&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandman&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Sandman''' has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will slow the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Boston Basher&lt;br /&gt;
|link = Boston_Basher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit. If the hit is missed, it will cause self-bleed instead. However, this self-bleeding can be used to build up the Medic's charge, which is very useful, especially in 6v6 matches.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Candy Cane&lt;br /&gt;
|link = Candy_Cane&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Candy Cane''' does the same exact damage as the Bat, however, when a opponent is killed while this item is equipped they will drop a small health kit. Any explosive damage taken by the wearer will do an extra 25% damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fan O'War&lt;br /&gt;
|link = Fan_O'War&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Fan O'War''' does 75% less damage than the default Bat. Upon hitting the opponent, it will mark them for death. (A skull icon will appear above their head.) This will cause all damage taken by the enemy to be mini-crits for 15 seconds. The weapon itself will crit instead of whenever it should normaly mini-crit.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sun-on-a-Stick&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Sun-on-a-Stick''' gives you a 100% chance of dealing critical hits against burning players, but it only deals 25% base melee damage. Works well if a friendly Pyro applies afterburn to enemies, so the Scout can deliver the finishing blow. It deals 79 crit-damage. It also has a 25% resistance to fire damage while active.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Atomizer&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out. It also has 15% reduced damage towards players but it mini-crits when airborne. The mini-crit damage will do 40 damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Wrap Assassin&lt;br /&gt;
|link = Wrap_Assassin&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The glass ball will shatter and inflict bleed damage on the enemy for 5 seconds. This item takes 11.25 seconds to recharge. The weapon itself does 65% less damage than the default bat.  &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scout (6v6)]]&lt;br /&gt;
*[[Scout (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=58025</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=58025"/>
		<updated>2018-04-18T02:43:29Z</updated>

		<summary type="html">&lt;p&gt;Tandy: Updating Weapons for Jungle Inferno&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, 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 two downsides. The first is 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. As a result the Heavy is often 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]]. Secondly the Heavy lacks any significant long range damage. 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 the Heavy 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. Heavy is generally run at lasts where his team is at a Uber advantage as his health and knockback can help him tank.&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 pool when buffed. However, as the Heavy is very slow, he is rather vulnerable without a medic to rely on for overheal and as a pocket. All players on the team should work around the two, helping the team secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Minigun&lt;br /&gt;
|description = The '''Minigun''' is one of the staple primary Heavy weapons in competitive TF2. It is superior to most other primary weapons at close range, and is chosen in maps where close range combat will occur more.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Natascha&lt;br /&gt;
|description = The slowdown effect of the '''Natascha''' is weak at medium range and does not counteract the opportunity cost of the damage otherwise put out by the default minigun, given that weapon spins up faster and affords higher DPS. The knockback due to getting hit by the Natascha creates a higher need for the Heavy to micromanage their damage output. If not intending to play the Heavy strictly for his damage capabilities, the Natascha's slowdown effect can be useful. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Natascha whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' weapon further accentuates the Heavy's strengths and weaknesses, thereby making the Heavy even more of a niche class, as the Heavy is only able to be useful in a smaller subset of situations. The heavy becomes alike a Sentry Gun which is able to pick itself up and move (relatively quickly if paired with the GRU). It is never used when playing seriously. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Brass Beast whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is suited to a roaming playstyle and is best paired with the Sandvich and GRU for higher survivability without a Medic. The weapon's silent spin up is useful for preparing ambushes, and makes the heavy more viable as a flanking class. The 20% increase in accuracy also gives the Heavy better long range capability. This is the weapon of choice for most competitive players and is only ever swapped out for the '''Minigun''' if the map is particularly enclosed or if the Heavy isn't confident in his tracking ability.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' uses ammo even when only revved up and not firing. This weapon is used by heavies who stick to the cart or to kill multiple people at once with its fire. In Highlander it can be used for more aggressive playstyles- The damage bonus can be useful if a friendly Pyro can consistently ignite enemies-although it is seen as a gimmick and doesn't provide reliable damage output.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The Shotgun is useful for situations where the Heavy can't afford to slow down and use the Minigun - during transition plays and chasing down weakened targets.  The lack of spinup means it deals with ambushes better, although it has significantly less DPS.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The Family Business's lower damage makes it generally inferior to the Shotgun and for this reason it's used less than the shotgun (in competitive).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandvich&lt;br /&gt;
|description = The Sandvich is extremely useful, allowing the Heavy to fully-heal himself with the 4 second taunt, saving Medics the time of healing 300 hp on one target and allowing him to roam more.  Its secondary function acts as a disposable medium health pack, letting him heal lit targets, especially useful for pocket Heavies healing their Medics or tossing them near the team's holding position so any who are lit can get healed quickly without waiting for their Medics to tend to them.  The Sandvich recharges when the Heavy takes a health pack at full health, useful for converting small health kits into medium ones.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The Buffalo Steak Sandvich is generally a downgrade to the Sandvich, since Heavy melees aren't strong enough to justify using them to kill people, but it has some use on long 5CP rollouts if the Soldier is doing a fast Gunboats rollout, unable to give a Disciplinary Action speed boost, and the Heavy has no Gloves of Running Urgently. On occasion it has the niche potential to two-shot a medic. If combined with the Fists of Steel, the heavy has a theoretical 400 heath against ranged damage sources, which can force/drop a medic if the heavy isn't focused or airblasted away.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The Dalokohs Bar is a tool for roaming Heavies, as 350 hp allows him to tank important thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots.  Because it can be used infinitely without recharge, it's also useful for healing damage taken during fights without going to the Medic or taking health packs, although taunting is slow and leaves the Heavy vulnerable.  It can be used to drop a Small health pack (20%) every 10 seconds, compared to the Sandviches 50% every 30 seconds. This can prove useful for supportive heavies to heal multiple allies in dense maps, for instance koth_product.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The Second Banana is a secondary weapon for the Heavy. It recharges 50% faster, although heals 33% less (200 health). In addition, it only drops a small health kit (20% of the targets maximum health) which makes it much weaker as a support weapon, although the faster recharge rate allows the Heavy to produce health kits quickly, similar to the Dalakohs Bar. It supports a &amp;quot;solo&amp;quot; heavy playstyle, since the Heavy would have comparatively little use giving health kits to teammates if he works alone, away from everyone. The other downside of only healing 200 health is deceivingly small. If the heavy eats the Banana at 100 health or more, this downside doesn't exist. Similarly, if the heavy eats the Banana at 50 health, he would still have 250 health, which is still significant. Overall, the weapon performs well given the Heavy can properly utilize the flank playstyle, and is usually worse than the Sandvich otherwise. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are the heavy's default melee weapon. They deal 65 damage per hit.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists.  On kills, the Heavy gains a 100% critical chance for five seconds.  This is offset by a 20% longer swing time per punch.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are a unique melee for the Heavy.  While active, the Heavy will instantly loose 20 max health and afterwards, 10 health per second until he reaches 100 maximum health. The maximum health goes back up after the weapon is holstered.  The GRU allow the Heavy to run at almost normal speed (99.67% speed) while they are active. Switching off the weapon takes 50% longer than normal. This weapon sees a large amount of usage in the Highlander community for the increased mobility of the main damage class in Highlander.  It is important to note that the speed boost provided by the GRU does not stack with speed boosts from items like the Disciplinary Action.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more base damage (from 65 to 85) in exchange for 30% increased damage taken whilst active. It also gives the heavy 50 health upon killing someone. It is not seen competitively as the upsides only come into effect if you melee someone, which is very difficult to achieve and provides no other utility.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = The '''Fists of Steel''' are a pair of metal fists for the Heavy.  When the Fists are active, all incoming non-melee damage (be it hitscan or projectile) is reduced by 40%.  While active, all melee damage towards the heavy is doubled.  In addition, all weapon switches made by the Heavy from the fists of steel are twice as slow. Healing from healers is reduced by 40% while active as well as a 40% overheal penalty (also while active). (  This is often considered the &amp;quot;second best&amp;quot; Heavy melee and is often run on maps/situations where the heavy doesn't have to be mobile (defending lasts on PL/5CP, KOTH, etc).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a pair of brass knuckles for the heavy.  The fists swing 40% faster as compared to the default Fists but deal 60% less base damage (from a base dmg of 65 to 26). It also grants the heavy a 3 second speedboost on hit, which can help him to catch up to enemies. More importantly, it provides 15% faster movespeed whilst active, but it drain's the user's max health when active by 5 per second until the Heavy's max health is at 100. Like the Gloves of Running Urgently, the Eviction Notice has a &amp;quot;max health drained&amp;quot; stat, but it doesn't drain as fast. It also doesn't have a 50% slower holster time. This makes it a decent sidegrade to the GRU. It is used mostly in 6s, where competing weapons are banned.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is a pair of mittens for the Heavy.  This weapon functions like the default Fists except for one mechanic: the Holiday Punch will always crit when behind an enemy (similar to the [[Spy|Spy's]] backstab ability).  All crits on the Holiday Punch do no damage, but cause the target to enter a taunting state for several seconds where they cannot move.  This weapon used to be banned from competitive leagues as [[Übercharge|Übercharged]] targets are forced to laugh as well, effectively ending the Über, but was unbanned because it very rarely comes into play. It has been experimented with as a means of denying Übers since, but is completely countered if the heavy gets called out.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=UGC_Highlander_Season_21&amp;diff=57983</id>
		<title>UGC Highlander Season 21</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=UGC_Highlander_Season_21&amp;diff=57983"/>
		<updated>2018-03-31T02:34:38Z</updated>

		<summary type="html">&lt;p&gt;Tandy: Reason for Edit : Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= UGC Highlander Season 21&lt;br /&gt;
|caption= &lt;br /&gt;
|series= UGC&lt;br /&gt;
|organizer= [[UGC]]&lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Global&lt;br /&gt;
|sdate = 2016-01-23&lt;br /&gt;
|edate = 2016-04-10&lt;br /&gt;
|map1= Ashville&lt;br /&gt;
|map2= Badwater&lt;br /&gt;
|map3= Lakeside&lt;br /&gt;
|map4= Process&lt;br /&gt;
|map5= Product&lt;br /&gt;
|map6= Steel&lt;br /&gt;
|map7= Swiftwater&lt;br /&gt;
|map8= Upward&lt;br /&gt;
|previous= UGC Highlander Season 20&lt;br /&gt;
|previouslabel= Season 20&lt;br /&gt;
|next= UGC Highlander Season 22&lt;br /&gt;
|nextlabel= Season 22&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The 21st season of [[UGC]] [[Highlander]] started on January 23, 2017 and concluded on April 10, 2017. Throughout the duration of the season, the matches are typically played on Mondays at 9:30pm EST - alternate times can be agreed on by team leaders.&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
===Changes to Division Alignments===&lt;br /&gt;
North America will now have only three Highlander divisions: Platinum, Silver and Steel. This effectively means that Gold has been merged with Platinum. &lt;br /&gt;
&lt;br /&gt;
===Changes to Placement Guidelines===&lt;br /&gt;
The following changes will be amended to the Rules in terms of placement guidelines for Silver.&lt;br /&gt;
&lt;br /&gt;
Silver - Is the seeding division for Platinum. Rosters are expected to be a mix of players with experience on mid to low Gold teams, established Silver teams and high Steel teams. Teams are permitted to have no more than 3 Gold players (or 2 Gold players and 1 Platinum player) from teams with established records (3+ legitimate wins) in the past 3 completed seasons and current season. Teams are permitted to have no more than 1 ESEA-I or ETF2L Premiership player rostered. See rule 3.2 for more information.&lt;br /&gt;
&lt;br /&gt;
===New Roster Cooldown Features===&lt;br /&gt;
Season 21 will see the introduction of some new features, as requested by our top players, regarding rosters.&lt;br /&gt;
&lt;br /&gt;
New roster rules (applies to all TF2 formats): Effective Midnight (EST) of Week 1&lt;br /&gt;
1.) Players may join 1 team in each format per 8 day period. The 18 hour roster cooldown timer still applies to roster joins.&lt;br /&gt;
2.) Teams may accept no more than 3 players to their roster in an 8 day period. A player that left your roster and wants to rejoin will still count against that limit of 3 per 8 days.&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
1.) Prior to the effective date, players may move around freely and teams can accept as many new players as they want. These new rules will be in effect starting at Midnight (EST) of Week 1 default match day and will remain in effect throughout the active season.&lt;br /&gt;
2.) Teams sitting in one of the Regional *New Teams divisions are exempt from all aspects of these rules while they reside in that division.&lt;br /&gt;
&lt;br /&gt;
== Important Dates ==&lt;br /&gt;
* '''Main Season''': January 23, 2017 - March 13, 2017&lt;br /&gt;
* '''Playoffs''': March 20, 2017 - April 10, 2017&lt;br /&gt;
* '''Sign-ups Close''': January 31, 2017&lt;br /&gt;
* '''Fulltime Rosterlock''': March 7, 2017&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* '''Week 1''' - [[Upward|pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[Product|koth_product_rc8]]&lt;br /&gt;
* '''Week 3''' - [[Swiftwater|pl_swiftwater_final1]]&lt;br /&gt;
* '''Week 4''' - [[Lakeside|koth_lakeside_final]]&lt;br /&gt;
* '''Week 5''' - [[Steel|cp_steel]]&lt;br /&gt;
* '''Week 6''' - [[Process|cp_process_final]]&lt;br /&gt;
* '''Week 7''' - [[Badwater|pl_badwater_pro_v9]]&lt;br /&gt;
* '''Week 8''' - [[Ashville|koth_ashville_rc1]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = &lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = 1&lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = &lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = 1&lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &lt;br /&gt;
| Scorch Shot = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}{{Box|start}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 =&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}{{Box|start}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = &lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = &lt;br /&gt;
| Jarate = 1&lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
{{Box|start|padding=250px}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Whitelist.tf|ugc_9v9_s21|6826}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Division&lt;br /&gt;
! North America&lt;br /&gt;
! Europe&lt;br /&gt;
! South America&lt;br /&gt;
! Asia&lt;br /&gt;
! Australia/NZ&lt;br /&gt;
|-&lt;br /&gt;
| '''Platinum Champions'''&lt;br /&gt;
| Dunning-Kruger Effect&lt;br /&gt;
| Super Dickmann's KANNONE&lt;br /&gt;
| Disco Inferno&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| red.pandas &lt;br /&gt;
|-&lt;br /&gt;
| '''Platinum Runner-Up'''&lt;br /&gt;
| Memento Mori &lt;br /&gt;
| Strong Opinions &lt;br /&gt;
| Force One&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Leap Of Faith &lt;br /&gt;
|-&lt;br /&gt;
| '''Silver Champions'''&lt;br /&gt;
| Second Wind&lt;br /&gt;
| kiti s bakenbardami&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Silver Runner-Up'''&lt;br /&gt;
| Nine Angry Men&lt;br /&gt;
| Doctors Of Mediocrity&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Champions'''&lt;br /&gt;
| Seductive Nine&lt;br /&gt;
| No Honking $350 Fine&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| 0u0&lt;br /&gt;
| apple juice daddy&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Runner-Up'''&lt;br /&gt;
| Black Trash Bags&lt;br /&gt;
| Evolution Highlander&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Orange Squeezer&lt;br /&gt;
| GGBLACK&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.ugcleague.com Official UGC Website]&lt;br /&gt;
* [https://www.ugcleague.com/rankings_tf2h_season21.cfm Season 21 Rankings]&lt;br /&gt;
* [http://ugcleague.com/rules_tf2h.cfm UGC Highlander Rules]&lt;br /&gt;
* [http://www.ugcleague.com/files_tf2h.cfm UGC Highlander Downloads]&lt;br /&gt;
&lt;br /&gt;
{{UGC competitions}}{{UGC Final Rankings}}&lt;/div&gt;</summary>
		<author><name>Tandy</name></author>
		
	</entry>
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