Difference between revisions of "Grenade Launcher"
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GrampaSwood (talk | contribs) (Undo edit by Reater (Talk) (3726497) This is a very small visual bug that is hardly visible on stock, and likely not even a bug, just a quirk.) (Tag: Undo) |
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− | {{ | + | {{Item infobox |
− | | weapon | + | | type = weapon |
− | | | + | | image = Grenade_IMG.png |
− | | used-by | + | | 3d-image-1 = Grenade Launcher |
− | | availability = | + | | 3d-image-2 = Grenade |
− | | ammo-loaded | + | | 3d-image-4 = Grenade Launcher Festive |
− | | ammo-carried = 16 | + | | 3d-image-6 = Grenade Launcher Festivized |
− | | reload | + | | 3d-image-8 = Grenade Launcher Australium |
− | | | + | | 3d-image-9 = Grenade Launcher Australium Festivized RED |
− | | quality = normal | + | | 3d-image-10 = Grenade Launcher Australium Festivized BLU |
− | | | + | | 3d-button-1 = default |
+ | | 3d-button-2 = colored_pair | ||
+ | | 3d-button-4 = colored_pair | ||
+ | | 3d-button-6 = colored_pair | ||
+ | | 3d-button-8 = australium | ||
+ | | 3d-button-9 = australium_half | ||
+ | | 3d-button-10 = australium_half | ||
+ | | 3d-viewname-1 = Default | ||
+ | | 3d-viewname-2 = Projectile | ||
+ | | 3d-viewname-4 = Festive | ||
+ | | 3d-viewname-6 = Festivized | ||
+ | | 3d-viewname-8 = Australium | ||
+ | | 3d-viewname-9 = Australium Festivized<br>(RED) | ||
+ | | 3d-viewname-10 = Australium Festivized<br>(BLU) | ||
+ | | used-by = {{used by|Demoman}} | ||
+ | | slot = primary | ||
+ | | weapon-script = tf_weapon_grenadelauncher | ||
+ | | availability = {{avail|stock|crate19-strange|crate52-festive|crate77-strange|case99|case100|australium|contract|warpaint}} | ||
+ | | marketable = yes | ||
+ | | numbered = no | ||
+ | | ammo-loaded = 4 <small> / {{tooltip|6|On PS3 version}}</small> | ||
+ | | ammo-carried = 16 <small> / {{tooltip|30|On PS3/X360 versions}}</small> | ||
+ | | reload = Single | ||
+ | | loadout = yes | ||
+ | | quality = normal | ||
+ | | item-kind = {{item kind|Grenade Launcher}} | ||
+ | | item-level = 1 | ||
}} | }} | ||
− | |||
− | + | {{Other uses|this=the Demoman's stock primary weapon|for=other grenade launchers|Grenade launcher (disambiguation)}} | |
− | + | {{Quotation|'''The Demoman'''|'''KA-BOOM!'''|sound=Demoman specialcompleted11.wav}} | |
− | + | The '''Grenade Launcher''' is the default [[Weapons#demomanprimary|primary weapon]] for the {{cl|Demoman}}. It is a stylized revolving, break-action {{botignore|grenade launcher}} with adjustable sights and a wooden stock and foregrip. | |
− | Grenades | + | The Grenade Launcher fires grenade [[projectiles]] (called '''Grenades''', also commonly known as '''Pills''' and '''Pipes''') with a team-colored [[Self-illumination|glow]] that travel at approximately 1216 [[Hammer unit]]s per second. Grenades bounce off of surfaces and are subject to gravity. They can be bounced around corners or rolled down slopes to attack enemies without needing line of sight. |
− | + | The Grenade Launcher's projectiles [[Projectiles#Explosions|detonate]] either on direct contact with enemies or enemy [[buildings]], or when their fuse expires after approximately 2.3 seconds. However, after hitting any surface, grenades no longer explode on contact with enemies or buildings. Unlike most projectiles, grenades are not affected by damage falloff; as such, direct hits always deal 100 damage to their target at any range. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Grenades can also be used for a makeshift [[Jumping#Grenade jump|explosive jump]], similarly to the [[Soldier]]'s [[Rocket Launcher]], albeit with less control due to grenades not exploding instantly on impact with floors or walls. | |
− | |||
− | |||
− | |||
− | |||
− | + | == Damage and function times == | |
+ | {{Damage table | ||
+ | | type = [[Projectiles|Projectile]] | ||
+ | | damagetype = {{common string|Explosive}} | ||
+ | | rangetype = {{common string|Ranged}} | ||
− | = | + | | damage = yes |
− | + | | base = 100<br/>{{Tooltip|60|Damage from a grenade exploding after the first bounce}} | |
− | + | | minicrit = 135<br/>{{Tooltip|81|Damage from a grenade exploding after the first bounce}} | |
− | + | | crit = 300<br/>{{Tooltip|180|Damage from a grenade exploding after the first bounce}} | |
− | + | | splash damage = yes | |
− | + | | splash min % = 50 | |
+ | | splash radius = {{Tooltip|2.8m|9.1 ft, 146 Hammer units}} | ||
+ | | splash reduction = 1% / {{Tooltip|2.88|Hammer units}} | ||
+ | | selfdamage = 38-73 | ||
− | ==Related | + | | function times = yes |
+ | | attack interval = 0.6 s | ||
+ | | reload first = 1.24 s | ||
+ | | reload more = 0.6 s | ||
+ | }} | ||
+ | |||
+ | {{Weapon Demonstration}} | ||
+ | |||
+ | == {{common string|Strange variant}} == | ||
+ | {{Strange item info | ||
+ | | item-type = {{item name|Grenade Launcher}} | ||
+ | | rankson = kills | ||
+ | | festive = yes | ||
+ | | australium = yes | ||
+ | | can deal gib damage = yes | ||
+ | | can deal posthumous damage = yes | ||
+ | | can be equipped by soldier or demo = yes | ||
+ | | can deal long range damage = yes | ||
+ | }} | ||
+ | |||
+ | == Related achievements == | ||
+ | === {{class link|Demoman}} === | ||
+ | {{Achievement table | ||
+ | | 1 = {{Show achievement|Demoman|Blind Fire}} | ||
+ | {{Show achievement|Demoman|Bloody Merry}} | ||
+ | | 2 = {{Show achievement|Demoman|Glasg0wned}} | ||
+ | {{Show achievement|Demoman|Laddy Macdeth}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | === {{Class link|Sniper}} === | ||
+ | {{Achievement table | ||
+ | | 1 = {{Show achievement|Sniper|Eagle Eye}} | ||
+ | | 2 = {{Show achievement|Sniper|Jumper Stumper}} | ||
+ | }} | ||
+ | |||
+ | == Update history == | ||
+ | {{Update history| | ||
+ | '''{{tooltip|Pre-release Beta|Exact date unknown}}''' | ||
+ | * Reduced Grenade Launcher loaded ammo from 6 to 4. | ||
− | {| | + | '''{{Patch name|9|28|2007}}''' |
− | + | * Demoman grenades no longer explode on contact after the first bounce. | |
− | | | ||
− | |||
− | | | + | '''{{Patch name|10|9|2007}}''' |
− | | | + | * Grenades now collide with players and {{cl|Engineer}} buildings after the first bounce, but still won't explode on contact. |
− | |||
− | | | + | '''{{Patch name|10|25|2007}}''' |
+ | * Fixed some edge cases where grenades could go through players or [[buildings]]. | ||
+ | * Fixed grenade explosions being able to impart damage through thin ceilings. | ||
− | | | + | '''{{Patch name|2|28|2008}}''' |
− | + | * Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16. | |
− | |||
− | | | + | '''{{Patch name|3|1|2008|xbox}}''' |
− | | | + | * Fixed grenades going through players or buildings. |
− | |||
− | |||
− | + | '''{{Patch name|3|6|2008}}''' | |
− | * | + | * Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target. |
+ | * Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended. | ||
− | + | '''{{Patch name|4|29|2008}}''' ({{update link|Gold Rush Update}}) | |
− | * | + | * Increased force taken by pipebombs by bullets and explosions. |
− | * | + | |
− | *The | + | '''{{Patch name|7|1|2008}}''' |
− | * | + | * Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them. |
− | * | + | |
− | * | + | '''{{Patch name|2|23|2010}}''' |
− | *The Grenade Launcher | + | * Fixed pipebombs not being removed if they explode in a func_nogrenades zone. |
− | * | + | |
− | * | + | '''{{Patch name|2|24|2010}}''' |
+ | * Fixed pipebombs not colliding correctly with players. | ||
+ | |||
+ | '''{{Patch name|10|28|2010}}''' | ||
+ | * Fixed a bug with grenades sometimes exploding on friendly players. | ||
+ | |||
+ | '''{{Patch name|12|17|2010}}''' ({{update link|Australian Christmas}}) | ||
+ | * Updated the model to use c_models. | ||
+ | |||
+ | '''{{Patch name|1|19|2011}}''' | ||
+ | * Updated model with optimizations and [[Level of detail|LODs]]. | ||
+ | * {{Undocumented}} Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads. | ||
+ | |||
+ | '''{{Patch name|2|14|2011}}''' | ||
+ | * {{Undocumented}} Grenade Launchers using [[Name Tag|Name]] or [[Description Tag]]s now properly use the c_model equivalent. | ||
+ | |||
+ | '''{{Patch name|4|14|2011}}''' ({{update link|Hatless Update}}) | ||
+ | * {{Undocumented}} Added phong shading to Grenade Launcher grenades. | ||
+ | |||
+ | '''{{Patch name|6|23|2011}}''' ({{update link|Über Update}}) | ||
+ | * {{Undocumented}} Added [[Strange]] quality. | ||
+ | |||
+ | '''{{Patch name|7|22|2011}}''' | ||
+ | * Updated the gamehaptics file. | ||
+ | ** Refined the Demoman's Pipe Bomb Launcher reload forces. | ||
+ | |||
+ | '''{{Patch name|4|27|2012}}''' | ||
+ | * {{Undocumented}} [[Stickybomb Launcher|Stickybombs]] and grenades now have a team-colored aura when fired and a rapidly flashing [[Critical hits|critical]] particle effect. | ||
+ | |||
+ | '''{{Patch name|5|3|2012}}''' | ||
+ | * Fixed a rendering error affecting sticky bomb particle effects | ||
+ | :<small>Note: This fix also affected grenades</small>. | ||
+ | |||
+ | '''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}}) | ||
+ | * Added [[Festive weapons|Festive]] variant. | ||
+ | |||
+ | '''{{Patch name|3|19|2013}}''' | ||
+ | * The Festive variant can now accept Critical Kills strange parts. | ||
+ | |||
+ | '''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}}) | ||
+ | * {{Undocumented}} Added [[Australium weapons|Australium]] variant. | ||
+ | |||
+ | '''{{Patch name|12|22|2014}}''' ({{update link|Smissmas 2014}}) | ||
+ | * {{botignore|Direct hit}} grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet. | ||
+ | * Damage variance on grenades reduced from ±10% damage to ±2%. | ||
+ | * Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu. | ||
+ | |||
+ | '''{{Patch name|1|7|2015}}''' | ||
+ | * Fixed grenades not dealing consistent damage against buildings and [[Mann vs. Machine]] tanks. | ||
+ | |||
+ | '''{{Patch name|8|18|2015}}''' | ||
+ | * Updated the Australium Grenade Launcher to fix the wood material being shiny. | ||
+ | |||
+ | '''{{Patch name|2|2|2016}}''' | ||
+ | * {{Undocumented}} Fixed missing LODs on the Grenade Launcher. | ||
+ | }} | ||
+ | |||
+ | == Unused content == | ||
+ | * Like with [[Stickybomb Launcher|stickybombs]], the grenades for the Grenade Launcher have an unused [[vdc:normal map|normal map]]. | ||
+ | * The Grenade Launcher was initially going to feature two firing "modes" to choose from; firing regular grenades or remotely detonated grenades. Evidence of these modes can be found in engine code. | ||
+ | |||
+ | == Trivia == | ||
+ | * During development, the likeness of the Grenade Launcher was used for a reincarnation of the [[Pipebomb Launcher]], as seen in [[Trailer 2]]. | ||
+ | * There are 6 Grenade Launcher projectiles that can be seen on the 2nd shelf at the [[Mann vs. Machine]] [[Upgrade Station]]. | ||
+ | ** However, none of them have a team-colored self-illumination and one of them is tipped over. | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:Grenade Launcher 1st person | + | File:Grenade Launcher 1st person.png|First-person view. |
− | File:Grenade Launcher 1st person.png| | + | File:Festive Grenade Launcher 1st person red.png|[[RED]] [[Festive weapons|Festive variant]]. |
− | File: | + | File:Festive Grenade Launcher 1st person blu.png|[[BLU]] Festive variant. |
− | File: | + | File:Australium grenadelauncher.png|[[Australium weapons|Australium variant]]. |
+ | File:Grenade Launcher First Person Festivized RED.png|RED [[Festivizer|Festivized]] variant. | ||
+ | File:Grenade Launcher First Person Festivized BLU.png|BLU Festivized variant. | ||
+ | File:Grenade Launcher First Person Festivized Australium RED.png|RED Festivized Australium variant. | ||
+ | File:Grenade Launcher First Person Festivized Australium BLU.png|BLU Festivized Australium variant. | ||
+ | File:Grenade proj red.png|RED projectile. | ||
+ | File:Grenade proj blu.png|BLU projectile. | ||
+ | File:Grenade launcher concept.jpg|Grenade Launcher concept art. | ||
+ | File:Standard icon Grenade Launcher.png|icon from the TF2 DIY kit. | ||
</gallery> | </gallery> | ||
== See also == | == See also == | ||
− | *[[Demoman strategy#Grenade Launcher|Grenade Launcher strategy]] | + | * [[Basic Demoman strategy#Grenade Launcher + reskins|Grenade Launcher strategy]] |
− | + | * [[Festive weapons]] | |
− | + | * [[Australium weapons]] | |
− | *[ | ||
+ | {{Standard Weapons Nav}} | ||
+ | {{Allweapons Nav}} | ||
+ | {{Demoman Nav}} | ||
− | + | [[Category:Self-illuminated]] | |
− | + | [[Category:Weapons using the CommunityWeapon material proxy]] | |
− | [[Category: |
Latest revision as of 19:56, 21 June 2024
“ | KA-BOOM!
Click to listen
— The Demoman
|
” |
The Grenade Launcher is the default primary weapon for the Demoman. It is a stylized revolving, break-action grenade launcher with adjustable sights and a wooden stock and foregrip.
The Grenade Launcher fires grenade projectiles (called Grenades, also commonly known as Pills and Pipes) with a team-colored glow that travel at approximately 1216 Hammer units per second. Grenades bounce off of surfaces and are subject to gravity. They can be bounced around corners or rolled down slopes to attack enemies without needing line of sight.
The Grenade Launcher's projectiles detonate either on direct contact with enemies or enemy buildings, or when their fuse expires after approximately 2.3 seconds. However, after hitting any surface, grenades no longer explode on contact with enemies or buildings. Unlike most projectiles, grenades are not affected by damage falloff; as such, direct hits always deal 100 damage to their target at any range.
Grenades can also be used for a makeshift explosive jump, similarly to the Soldier's Rocket Launcher, albeit with less control due to grenades not exploding instantly on impact with floors or walls.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 100 60 |
Critical | 300 180 | |
Mini-crit | 135 81 | |
Splash damage | ||
Minimum splash | 50% | 2.8m |
Damage reduction | 1% / 2.88 | |
Self-damage | 38-73 | |
Function times | ||
Attack interval | 0.6 s | |
Reload (first) | 1.24 s | |
Reload (consecutive) | 0.6 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange Variant
Related achievements
Demoman
|
|
Sniper
|
|
Update history
- Reduced Grenade Launcher loaded ammo from 6 to 4.
- Demoman grenades no longer explode on contact after the first bounce.
- Grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.
- Fixed some edge cases where grenades could go through players or buildings.
- Fixed grenade explosions being able to impart damage through thin ceilings.
- Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
- Fixed grenades going through players or buildings.
- Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target.
- Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
April 29, 2008 Patch (Gold Rush Update)
- Increased force taken by pipebombs by bullets and explosions.
- Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
- Fixed pipebombs not being removed if they explode in a func_nogrenades zone.
- Fixed pipebombs not colliding correctly with players.
- Fixed a bug with grenades sometimes exploding on friendly players.
December 17, 2010 Patch (Australian Christmas)
- Updated the model to use c_models.
- Updated model with optimizations and LODs.
- [Undocumented] Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
- [Undocumented] Grenade Launchers using Name or Description Tags now properly use the c_model equivalent.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] Added phong shading to Grenade Launcher grenades.
June 23, 2011 Patch (Über Update)
- [Undocumented] Added Strange quality.
- Updated the gamehaptics file.
- Refined the Demoman's Pipe Bomb Launcher reload forces.
- [Undocumented] Stickybombs and grenades now have a team-colored aura when fired and a rapidly flashing critical particle effect.
- Fixed a rendering error affecting sticky bomb particle effects
- Note: This fix also affected grenades.
December 20, 2012 Patch (Mecha Update)
- Added Festive variant.
- The Festive variant can now accept Critical Kills strange parts.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
December 22, 2014 Patch (Smissmas 2014)
- Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.
- Damage variance on grenades reduced from ±10% damage to ±2%.
- Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
- Fixed grenades not dealing consistent damage against buildings and Mann vs. Machine tanks.
- Updated the Australium Grenade Launcher to fix the wood material being shiny.
- [Undocumented] Fixed missing LODs on the Grenade Launcher.
Unused content
- Like with stickybombs, the grenades for the Grenade Launcher have an unused normal map.
- The Grenade Launcher was initially going to feature two firing "modes" to choose from; firing regular grenades or remotely detonated grenades. Evidence of these modes can be found in engine code.
Trivia
- During development, the likeness of the Grenade Launcher was used for a reincarnation of the Pipebomb Launcher, as seen in Trailer 2.
- There are 6 Grenade Launcher projectiles that can be seen on the 2nd shelf at the Mann vs. Machine Upgrade Station.
- However, none of them have a team-colored self-illumination and one of them is tipped over.
Gallery
BLU Festive variant.
RED Festivized variant.
See also
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
|