Difference between revisions of "Community Scout strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Scout strategy (Review RC#140899))
m
 
Line 1: Line 1:
{{Strategy-WIP}}
+
[[File:Community_Scout_Strategy_Header.png|350px|right|"LOOK AT ME!"]]
 +
{{Quotation|'''The Scout''' on impersonators|Hit the road, bozo, let a real Scout get to work!|sound=Scout dominationsct03.wav}}
  
The [[Scout]] is the fastest class and the quickest [[Control Point]] capturer in the game, making him a vital part of many teams. His small health reserve means that he needs to avoid direct combat at all costs, preferring [[Strafing|circle strafing]] or just [[jump]]ing on your head to get past you.
+
The [[Scout]] has the fastest movement [[speed]] of the nine mercenaries, the ability to double jump, captures objectives and pushes payloads at double the regular speed, and deals a consistent amount of damage from short to medium range. These attributes make him great for quickly completing objectives, such as capturing [[Control point (objective)|Control Points]], and optimal for one-on-one battles when timed correctly. However, his maximum base health of 125 makes direct confrontations against some mercenaries difficult and risky. Optimal combat involves [[Strafing|circle strafing]] or [[#Weapon Heckling|weapon heckling]], techniques that help the Scout avoid and simultaneously put out as much damage as possible.
 +
{{TOC limit|limit=3}}
  
If your team is failing to capture Control points, the speed of the Scout can often make up the difference, even when under fire.
+
== Quick tips ==
 +
* You have double the capture rate of any other class. If you are anywhere near an unguarded enemy [[Control point (objective)|Control Point]], stand on it in order to aid your team and sometimes distract enemies from your team.
 +
** In [[Payload]] maps, crouch-walking behind the Payload to use it as a shield can be very useful since your body and hitbox is smaller than other classes and can fit behind the Payload easily. This is particularly effective against stationary Sentry Guns, as they cannot target anyone they do not have a direct line of sight.
  
==General==
+
* Know where the [[Health|health packs]] are on every map, because you will usually work alone and thus be out of reach of your team's Medic(s).
 +
** You can use the [[Mad Milk]] on maps with few health packs to avoid having to leave combat for healing. Additionally, Mad Milk can be used to support your team in a firefight.
  
* Firstly, you are the fastest character, so it's best to keep moving at all times unless you find a safe spot to rest and heal for a few seconds. A Scout can also be quite good at hiding behind objects due to his size, but it is recommended that you run, run, run!
+
* Attempting to out-gun tougher classes directly is unwise unless you know they are low on health.
 +
** Use your maneuverability to catch enemies (especially tougher classes) off-guard. Your extra speed and double jump can get you over gaps and other obstacles that block most of the other classes. Constantly strafe when your enemy decides to engage you.
  
* Double jump and fire your [[Scattergun]] at enemies; this gives them less chance to dodge. This works well with [[Heavy|Heavies]], who can't move out of the way
+
* [[Sentry Gun]]s should be avoided because the Scout relies on not being hit; a Sentry Gun's attacks are very strong, have high knockback, and its bullets never miss, making it a natural counter.
 +
** However, it is possible to destroy a lone Sentry by finding cover near it, exiting cover whilst shooting at it, and retreating to cover repeatedly, as well as with circle-strafing.
 +
** [[Bonk! Atomic Punch]] can be used to distract an enemy Sentry Gun while a teammate destroys it, or to run past the Sentry Gun while avoiding damage. Remember, bullets knock you back, so make sure that the Sentry does not pin you against buildings or other obstacles, or you will die as soon as your invulnerability wears off.
 +
* As the class with the fastest base speed in the game, you should leave [[Teleporters]] for other classes to use. Unless the distance is significant enough, the Teleporter is Level 3, or if you are sure they will be able to recharge before other teammates come by, it is best to run to the objective instead.
  
* Performing a double jump without pressing W, A, S, or D will cancel all directional momentum, regardless of speed. Use this to your advantage!
+
== General ==
 +
=== Combat ===
 +
* The Scout excels at one-on-one combat. Wandering or lone players (such as Spies and enemy Scouts) are good targets for a Scout, but if they see you coming, you will not last long. Instead, ambush them from above, behind, or anywhere else from which they can not see you.
 +
** Knowing how to prioritize targets is an important part of playing Scout. Your first priority should be to target the enemy Medic, especially in Competitive, where ÜberCharge is often the deciding factor of whether you win or not.
  
* Try staying on the ground whilst fighting classes using hitscan weapons such as shotguns, jumping can make you predictable and can also make it harder to manoeuvre and aim. This is not advisable against soldiers as staying airborne can reduce the splash damage suffered from the Rocket Launcher.
+
* Refrain from excessively using your Bat or other melee weapons in combat. They may hit fast, but the low damage output with a small health pool most likely won't end in your favor.  
  
* Against Pyro's that are attempting to airblast you into a corner and kill you with the Axtinguisher it is a good idea to save your double jump until he gets close and jump over his head.
+
* Call for help if you cannot handle enemies by yourself. Your firepower is generally only effective against a single target. Once enemy reinforcements arrive, you will be forced to retreat.
  
* A good idea when facing a [[Pyro]] is to charge at the player and double jump over him while filling him with buckshot. Be wary of that it often won't work when you've done it more than once to the same player, as he/she probably won't fall for it again.
+
* Your speed is useful for avoiding [[backstab]]s and [[headshot]]s; however, jumping will leave you suspended in a predictable arc against [[Sniper]]s. Use the double jump mechanic (while rapidly pressing crouch), as well as [[strafing]] to avoid their shots, but be warned that many Snipers will wait for you to use your double jump, after which you will fall predictably to the ground and may be easier to hit.
 +
** You should also be aware of common sightlines in various maps, so you are not always worrying about whether a Sniper might be looking at you or not.
  
* You can't fight head on with a [[Sentry Gun]], but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your [[Scattergun]].  Wait about one second for the Sentry Gun to turn back to its default position. It is also possible to [[circle strafe]] a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
+
* Open ground lets you use your maneuverability most effectively; tight spaces limit your evasive options and will make staying alive much harder.
  
* Alternatively, you can simply run past a Sentry Gun that isn't aimed right at you. This won't work if you pass through the Sentry Gun's default cone of fire.
+
* When playing as Scout, keep moving. If a confrontation goes poorly, you can ([[Slowdown|almost]]) always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.
 +
** Never stand still when you are attacking someone as a Scout — your movement is the only way to prevent yourself from dying quickly, thanks to your low base health. Use your speed to your advantage by strafing left and right while attacking someone. Keep your distance when facing classes such as Soldiers and other Scouts, as a Soldier's rockets at close range do 90+ damage and a Scattergun will do the same damage as yours. When facing other Scouts, try to mirror their strafing movements to make them easier to hit. Once you get below 75 health, start to either make a retreat or jump around erratically to try and land a solid hit to finish the other Scout off.
 +
* If you find yourself circling an enemy, focus on your strafing and jumping, and fire your weapon only when your crosshair lines up with your target. This makes it more difficult for your enemy to hit you.
  
* The double jump can save you from [[fall damage]]. Simply jump just before you hit the ground, or jump to a ledge nearby as you're falling.
+
* Find a mouse sensitivity that is suitable for '''you''' while playing Scout. A high sensitivity lets you quickly switch targets as you move, while a low sensitivity, paired with more mouse movement, makes it considerably easier to land point-blank shots with your Scattergun.
 +
** Optimal sensitivities may vary from person to person. Do not be afraid to try out new sensitivities in order to find one that works best for you. Try to use a new sensitivity for at least a few days before switching to a different one.
  
* Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against [[Sniper]]s, who usually aim where they expect you to be just after their shot is fired.
+
* When low on health, wait for the right moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating quickly to avoid enemy fire.
  
* Use your double jump to full advantage. Take the higher roads over railroad cars and bridges. Most opponents will not look up, only forward.  If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
+
* The Scout has the smallest hitbox and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.
 +
** Take note of the object you are hiding behind. If it is tall but narrow, deploying your Bat will allow you to hide without your Scattergun or [[Pistol]] protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.
  
* In [[Capture the Flag]], your primary role is capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier than engaging them.
+
* Try to be unpredictable while fighting classes that are using [[hitscan]] weapons, such as the [[Shotgun]]. Hitscan weapons, usually bullet-based weapons, will instantly hit you, as they do not have travel time, unlike a Rocket Launcher or a Flame Thrower.
  
* If you are standing behind a Sniper, get as close to him as possible and fire your [[Scattergun]] twice. It will kill him immediately and he will have no time to react. The Force-A-Nature's knockback will disorient him even further, and you may even kill him by knocking him off a ledge.
+
* When fighting enemy [[Pyro]]s that are attempting to [[Compression blast|airblast]] you in a predictable arc to kill you with their secondary, use your second jump to escape from above.
 +
** Your backwards run speed is greater than a Pyro's forward movement speed, meaning you can run back from enemy Pyros while shooting at them without the risk of being ignited.
  
* You may want to increase your mouse (on Xbox: "Look") sensitivity if you plan to play as a Scout. When running at full speed and jumping in all directions, it will come in handy, especially in close-quarters. (see the [[Sniper#Strategy|Sniper strategy]] for more details.)
+
* Do not confront a Sentry Gun unless necessary. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry to turn back to its default position.
 +
** It is also possible to circle-strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This can be difficult, however, and requires that you be somewhat close to the Sentry Gun while also being able to adjust your aim with your constant movements, which may be more difficult if you have a lower mouse sensitivity.
 +
** Generally, if a Sentry Gun has an attentive Engineer nearby, it is best to find another route instead of trying to destroy it.
  
* Alternatively, you could turn you sensitivity down. Aiming precisely may be difficult at high speed; a low sensitivity gives you more control and precision.
+
* Do not overestimate your mobility options, staying grounded and not strafing while jumping might be more useful than erratic movements. If you have a good hold of the combat situation try to not throw off your aim by jumping chaotically, instead focus on hitting more shots in a quick succession.
  
* If you a meet a slower team-mate who has taken the enemy [[Intelligence]], consider asking him to drop the Intelligence (Default key: 'L') so that you may carry it away faster. If he ignores or refuses you, try to draw attention away from the flag runner by harassing the other team at another location.
+
* [[Rocket jumping]] Soldiers can easily be shutdown with the use of your Scattergun and other unlocks, due to the knockback it provides. This can be done to protect you and your teammates, especially your [[Medic]], from an otherwise fatal interaction.
 +
** To maximize effectiveness, use your multiple jumps to close the distance, increase the damage done to the Soldier, and dodge potential rockets being shot from above.
  
*On [[Payload]] maps, the Scout's low profile can be hidden by [[crouch]]-walking next to the cart. This serves as a barrier from [[Sentry Gun]] fire or possibly a Heavy's [[Minigun]] fire while simultaneously pushing the cart.
+
=== Speed ===
 +
* Your speed allows you to decide which battles to engage in; enemies cannot escape from you if you pursue them, nor can they catch you if you don't want to fight them.
  
* An entire team of Scouts can attempt a [[Scout rush]], but this is a risky maneuver. Joining forces with even a handful of other Scouts is still a good idea, since the Scouts can buy time for the team while the slower, stronger classes catch up.  When in a Scout rush, coordinate your fire for maximum damage.
+
* Your high mobility makes you more difficult to hit, and at long range, your speed can render certain projectile weapons useless, since you can easily dodge these attacks.
  
* Never attack head on. The Scout is designed to use his speed - his greatest advantage - to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack.
+
* You can reach health/ammo kits or Dispensers more quickly than other classes when needed, minimizing your downtime.
 +
** However, be mindful of other players that might need a health kit more than you do, as your fast speed means you can easily find another one slightly farther away.
  
* Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his [[Minigun|gun]] up. If you are highly skilled with the Scout's double jump, after he begins firing his [[Minigun]], double jump over him or try to land on his head. Aim down and fire away or switch to the Bat. If you are not skilled at double jumping or circle strafing, simply retreat and attack again once the Heavy turns his attention elsewhere.
+
* [[Death]] is less of a penalty for you since you will spend less time than other classes running to where the battle is. Still, be wary that you may die often due to your low health, and [[respawn]] times are not reduced for you.
 +
** You are often the first to the fight at the beginning of the round. Be cautious, though, as you won't be the only one on the battlefield for long.
  
*Empty a clip of Pistol ammo into the back of a slower class ([[Heavy]], [[Soldier]], etc...) before you get within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the [[Scattergun]]. This will not work on players with a fast reaction time as you're likely to be shot in the face as you attempt to jump over them.
+
* Because you can easily outrun other classes, it is possible to [[backcap]] [[Control point (objective)|Control Points]] and other objectives. If the point captures quickly enough, this will lock the enemy out of capturing your own Control Point, forcing them to fall back.
 +
** Even if you do not manage to capture the point, you can still divert enemy forces so that some must run to deal with you, which you can then engage or simply escape.
  
* While reconnaissance is an underused and undervalued activity in TF2, despite their name, Scouts are not particularly good at scouting. Snipers can see over long distances and Spies can Cloak and evaluate enemy movements, and both of these can fight pretty well while doing so. Scouts are very noticeable and not very easily used for disrupting enemy movement, but if you spot an enemy group, fall back and inform your team. If you don't have a microphone, use the "Incoming!" voice command (default key "X" + "1").
+
* You are the ideal [[Capture the Flag#Intelligence|Intelligence]] carrier due to your mobility. With good planning, firepower, and luck, you can snatch the Intelligence from enemy-guarded territory and still make it out alive.
  
*When running to the front lines, run through your teammates as a form of [[Spy checking|Spy check]]. If you get halted, shoot the offender or bonk them on the head with your Bat a few times.
+
* Run into players to [[Spy checking|Spy check]], as this can conserve ammo, and your high mobility means that doing so won't be much of a time penalty. If you do not pass through them, and instead bump into them, then they are a disguised Spy. One or two point-blank shots from your primary will be enough to kill the Spy. Be sure to keep your distance and never turn away, lest you open yourself up for a [[backstab]].
 +
** [[Mad Milk]] can be useful for tracking down a cloaked Spy, as it allows you to see him while he is invisible. He will be unable to escape you until the debuff wears off — your speed allows you to pursue him easily.
  
*If you are taking fire from an enemy, it's possible that jumping over their head and running away may help you evade. You can also use this maneuver to squeeze off a few more shots as they try to get a bead on you.
+
* Medics who heal you will be able to match your speed — help them reach the front lines faster! Try not to use your double jump too much — you might leave him behind a barrier he cannot cross and leave him open to enemy attacks.
  
*Scouts are extremely good at causing distractions, be it by using Bonk! or simply getting past the front lines and causing mayhem near the enemies' spawn area. Pestering the enemy and getting them to chase you into useless areas of the map can give your team time to set-up defenses or stage an assault to push-back their front lines. Due to your superior maneuverability, you can often lead many enemies on a wild goose chase as they try to hunt you down and kill you.
+
=== Weapon Heckling ===
 +
* '''Weapon heckling''' is a tactic that involves deploying a weapon that outranges or overpowers the current weapon your opponent is holding. While every class is capable of doing this with varied results, the Scout's natural speed and his weapons (with different optimal ranges) allow you to pull this off with much more efficiency.
  
*As a general rule, the usefulness of Scouts is inversely proportional to the number of players in the server and the size of the map. However, even in a full 32 player server on the final area of Dustbowl a Scout can be useful on either offense or defense. But, as is also the case with Spies, it is not a good idea to have too many. 1 to 2 Scouts is a good number.
+
* Know the optimal range of your weapons and use them when your opponent is using a weapon that cannot significantly harm you at said range.
 +
** For example, if a Soldier is your target, move in close (though not too close) and blast him with a Scattergun at close range. If he knocks you back with the Rocket Launcher, draw your Pistol and fire at medium range, where rockets take some time to reach. If he switches to the Shotgun to deal accurate and instant damage, get close again and shoot with the Scattergun, where his Shotgun will deal less damage than his Rocket Launcher.
  
*Remember, you still run a lot faster then any other class when running backwards, so if retreating you should try running backwards to get a few more shots in.
+
* Weapon heckling is as important when fighting enemy Scouts as it is with fighting other classes. It is usually more effective to use your Pistol over a Scattergun at medium range, for example, in order to maximize your damage and still have extra Scattergun shots in reserve.
 +
** As both of you will usually be avoiding each other's shots, it is sometimes possible to bait enemy Scout(s) into using up all his Scattergun shots, then taking advantage of his reload time and running in with your Scattergun or Bat.
  
*When going up against another class, it's imperative to remain patient and aim your shots carefully.
+
[[Image:Scoutjump.png|right|200px|thumb|The Scout's double jump is incredibly versatile; use it well.]]
  
*Even though Scouts run faster than any other class, they don't have much health. Wait for the correct moment to strike. Use walls and corners to your advantage, firing and retreating repeatedly to avoid losing health.
+
=== Jumping ===
 +
* Whichever movement key is being held at the time of the [[Jumping#Double Jump|double jump]] is the direction you will go. This allows you to instantly change direction in mid-air and confuse enemies.
 +
** Performing a double jump without pressing a movement key will cancel all horizontal momentum, regardless of your current speed. As a result of this, try to predict where enemies are aiming before double jumping.
  
==Weapon Specific==
+
* Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. However, experienced players can wait for you to commit to your second or [[Atomizer|third jump]] before attempting an [[Aerial|airshot]]. Once you have committed, your trajectory is mostly locked and skilled players can easily predict your path and severely damage or outright kill you either before or right when you reach the ground.
 +
** An example is with [[Sniper]]s: most usually aim where they expect you to be just after they zoom in, and double jumping will throw them off. Skilled Snipers, however, can use this to predict the path of your second jump, since you cannot move in mid-air after using it, and line up a headshot at your inevitable location.
  
{| class="wikitable grid collapsible collapsed" width="65%"
+
* Double jumping just before you hit the ground will negate [[fall damage]], regardless of the distance you have fallen.
 +
 
 +
* Use the double jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above to take enemies by surprise, using your double jump to negate fall damage. You can confuse enemies by falling from above, firing at them, then jumping over their head as they turn around to see what hit them. This will often allow you to land one or two free hits on them before they figure out where you are.
 +
 
 +
* Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.
 +
 
 +
* Crouch-jumping can also shrink your hitbox making it harder for enemies to hit you. But you can only do this twice while in the air.
 +
 
 +
* Make sure you jump before falling from a ledge if you are double jumping to another spot. Falling off negates your first jump, so be careful.
 +
 
 +
* If you are under fire, try double-jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.
 +
** A slightly difficult, yet potentially useful strategy is to jump on top of an enemy's head, and attack from there. This is best used against Heavies, whose slow movement speed makes it easier to stay on top of them. However, they will be able to kill you quickly from close range, so only engage Heavies when they are vulnerable and on low health.
 +
 
 +
* You are able to perform a triple jump of sorts if the [[Force-A-Nature]] is equipped as your primary weapon, as the [[Knockback|recoil]] from firing can be used to propel yourself a few feet in the opposite direction of where the shot was fired. To do this, jump and then double jump, and while in the air after the second jump, aim directly down and shoot. It will propel you into the air, effectively giving you a third jump.
 +
** The Force-A-Nature can be used for a single, very high jump if timed correctly. Whilst running forward, aim down and jump. As you leave the ground, immediately shoot directly down. You will go much farther into the air than a regular double jump would, and you'll still have your double jump.
 +
** Similar results can be achieved using the [[Boston Basher]]'s [[Bleeding|self-damage]], though this costs a lot of health to use.
 +
** The [[Atomizer]] allows you to do a triple jump in the same manner as regular jumping, but you must have it deployed.
 +
*** You can use the Force-A-Nature and the Atomizer together to perform a [[Jumping#Quad jump|quad jump]].
 +
*** The [[Soda Popper]] allows you to quintuple jump after filling the Hype meter; however, this does not stack with the Atomizer.
 +
*** When active, the [[Winger]] increases the height of all your jumps, allowing you to boost any previously mentioned jump techniques.
 +
 
 +
== Weapon Specific ==
 +
=== Primary Weapons ===
 +
==== [[Scattergun]] + [[reskins]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Scattergun|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Scattergun}}
 +
| 6
 +
| 32
 +
| 11-105
 +
| 6-60
 +
| 3-32
 +
| 180
 +
|-
 +
|}
 +
 
 +
* With six shots, the Scattergun is your most reliable primary weapon for prolonged combat, as well as the most versatile compared to the others. This comes at the cost of a relatively long reload time when it is empty, so try to keep at least two shots loaded before engaging the enemy.
 +
 
 +
* The Scattergun does large amounts of damage at close range — one shot deals 105 damage if all bullets connect at point-blank range, slightly more than a [[Shotgun]] (which in comparison only does a maximum of 90 damage at point-blank range). This makes three shots enough to take out a non-overhealed [[Heavy]]. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off-guard.
 +
 
 +
* Range severely reduces the Scattergun's damage. If you have not been noticed yet, avoid firing early. Wait until you are just a few feet away from the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This also may negate the need for reloading in the middle of a fight.
 +
** This is a major factor in fighting Soldiers. Two shots are enough to take down a Soldier at point-blank range, while you need three to do the same at a slightly greater distance. The difference between needing only two shots to kill and needing three is huge against a class whose primary weapon can easily kill you. Sneak up, flank, close the distance, and score two point-blank shots to eliminate him before he can react.
 +
** If you can, use the Pistol to soften up your targets at a distance before moving in for the finishing shot with your Scattergun.
 +
 
 +
* When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
 +
 
 +
* A trick that may work for newer Scouts is to shoot 3-4 shots from the Scattergun and then reload one shot. If the enemy sees you reloading, they may believe it is safe to rush up to you, giving you an easy chance to dodge and kill.
 +
 
 +
==== [[Force-A-Nature]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Force-A-Nature|Unlock}}
 +
| align="center" | {{Icon killicon|weapon=Force-A-Nature}}
 +
| 2
 +
| 32
 +
| 9-113
 +
| 5-65
 +
| 3-34
 +
| 194
 +
|-
 +
|}
 +
 
 +
* The Force-A-Nature has only two shots per clip, fires considerably faster than the stock Scattergun, and reloads both shots at once. It also has 10% less damage per pellet in exchange for 20% more pellets per shot, making it deal slightly more damage per shot than the Scattergun. The Force-A-Nature will [[Knockback|knock nearby targets back]], and when he is in mid-air, the Scout as well. This mechanic allows [[Jumping#Triple Jump|triple jumps]] (and [[Jumping#Quad Jump|quadruple jumps]] if accompanied by the [[Atomizer]]).
 +
 
 +
* The Force-A-Nature's high burst damage and quick firing speed make it good at hit-and-run tactics. However, try not to get into a firefight with many enemies at once, as its slow reload time, small magazine, and short range is not suited for large, prolonged shootouts. Instead, try flanking to take on a single isolated enemy. Try not to approach them from the front; instead, attack from the side or behind, where you can close in easily.
 +
 
 +
* Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.
 +
 
 +
* Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you, and firing at the end of your second jump. Another method is to jump, fire quickly, and jump again. Only fire one shot, as firing a second shot while still in the air will not have any further effect on your velocity.
 +
** Use your recoil to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players do not usually look up.
 +
** The Force-A-Nature works better while the target is busy with something, such as an [[Engineer]] setting up a building.
 +
 
 +
* Use the Force-A-Nature's knockback ability to your advantage, since it can send enemies flying several meters and into [[Environmental death|hazards]] such as the [[Environmental death#Pitfall|pits]] in [[Lumberyard]] and [[Steel]]. It is particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective, and retreat to reload and strike again.
 +
** The knockback can be a double-edged sword, so if at all possible, determine where your shot will throw them into. It is not hard to accidentally send your target into a med-kit, into the safety of [[Sentry Gun]] coverage, or even into a cluster of his teammates.
 +
*** Use the knockback to push people into walls, giving you an easy second shot to finish them.
 +
 
 +
* The Force-A-Nature can push [[ÜberCharge]]d enemies. Use this to either push enemies away from your teammates or break the [[Medi Gun]] beam and attack the now-vulnerable target.
 +
 
 +
* The Force-A-Nature is generally easier to use when you are grounded, as your enemies will take the full force of the weapon's knockback and you will not lose control. When firing in the air, the knockback keeps enemies pinned down for a second, but your shot will blast you slightly backwards, which can throw off your aim and send you in a predictable path for people to fire at you.
 +
 
 +
* If you equip the Force-A-Nature, consider equipping the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload, as well as a backup in case your targets are launched from your first shot. An alternative method is to use your Bat for the finishing hit, in which case it would be ideal to knock the enemy into a wall or the air first for an easy follow-up swing.
 +
 
 +
* With fixed bullet spread on, the pellets from the shot will fire in a 3x3 grid. The extra two pellets will fire to the right of the center, making medium range engagements easier if you aim slightly to the ''left'' of the target.
 +
 
 +
==== [[Shortstop]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Shortstop|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Shortstop}}
 +
| 4
 +
| 32
 +
| 18-72
 +
| 12-48
 +
| 6-25
 +
| 144
 +
|-
 +
|}
 +
 
 +
* The Shortstop has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets per clip. When active, it makes the Scout 20% more vulnerable to [[Knockback|push force]] taken from [[damage]], explosions, or the Pyro's [[compression blast]]. Additionally, it allows the Scout to "shove" a single enemy away with secondary fire, causing them to get knocked back a short distance.
 +
 
 +
* Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the [[Heavy]], who may survive the four shots of the Shortstop and may kill you as you reload.
 +
** This can be mitigated by using the [[Mad Milk]], which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots. Alternatively, use a damaging secondary like the Pistol to avoid having to wait for the Shortstop to reload.
 +
 
 +
* It can be deceptively difficult to hit opponents with the Shortstop, since it only fires four pellets in a narrow spread. As such, treat the weapon somewhat like a [[Revolver]]: you have to aim accurately with your crosshair in order to deal good damage at medium range, while its spread and damage makes it near useless at long range.
 +
 
 +
* This weapon fires two seconds of [[Critical hits]] whenever it randomly Crits, similarly to the [[Pistol]]. Hence, while Crits from this weapon only deal a maximum of 144 damage per shot, you will be able to fire up to four critical shots to make up for it.
 +
 
 +
* The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.
 +
 
 +
* The Shortstop works well for dealing with [[Sentry Gun]]s. A Mini-Sentry Gun will go down in about a clip, even when you are standing outside of its range, and standard Sentry Guns will take significant damage from the Shortstop's increased damage per pellet.
 +
 
 +
* This weapon grants you a unique "shove" mechanic if you have the Shortstop as the active weapon, allowing you to push away enemies that are close by. This is useful for giving you space, since the Shortstop lacks the damage ramp-up of your other primaries, and can also forcibly reposition foes or push them into a [[Environmental death|hazard]] such as a [[Environmental death#Pitfall|pitfall]] or friendly [[Sentry Gun]]s.
 +
** Unlike the [[compression blast]], your shove does not happen instantly, and has a longer cooldown time between shoves. Time them carefully.
 +
** The shove can also be used to spycheck, effectively not wasting ammo and pushing the Spy away from you or your teammates.
 +
 
 +
* While the 20% increase in knockback taken allows classes with knockback capabilities (like the [[Pyro]]) to easily push you into an environmental hazard, you can use this to your advantage; the knockback allows you to "surf" and escape from your pursuer.
 +
** Make use of air-strafing to control your trajectory if attempting this. Not only will this make you more mobile, but will also make it harder for enemies to hit you while airborne. To air-strafe, hold down a directional key (left or right) and turn your mouse slowly in that direction.
 +
*** {{botignore|Miniguns}} and Mini-Sentry Guns can be great sources of knockback to surf off of at medium range, as they shoot at a consistent rate. This should only be attempted if you have a decent amount of health left, as Heavies especially can shred you in a second with their primary.
 +
 
 +
* The [[Crit-a-Cola]] pairs well with this weapon, as the Shortstop's faster firing rate will maximize the potential of the [[Mini-Crit]] boost's duration, while its high damage per pellet and greatly increased accuracy will make you quite powerful at range.
 +
 
 +
==== [[Soda Popper]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=6 | Damage
 
|-
 
|-
! colspan=4 class="header" | Example Combinations
+
! class="header" width="7%" | Loaded
 +
! class="header" width="7%" | Carried
 +
! class="header" width="7%" | Point Blank
 +
! class="header" width="7%" | Medium Range
 +
! class="header" width="7%" | Long Range
 +
! class="header" width="7%" | Critical
 +
! class="header" width="7%" | Damage to Activate Hype
 +
! class="header" width="7%" | Hype Duration
 
|-
 
|-
! colspan=3 class="header" | Combo
+
! {{Table icon|Soda Popper|Craft}}
! class="header" | Usage
+
| align="center" | {{Icon killicon|weapon=Soda Popper}}
 +
| 2
 +
| 32
 +
| 11-105
 +
| 6-60
 +
| 3-32
 +
| 180
 +
| 350
 +
| 8 seconds
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
+
|}
'''[[Scattergun]]'''
+
 
! align="center" | {{Icon weapon|weapon=Bonk|icon-size=100x100px}}
+
* The Soda Popper is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, faster reload time compared to the Force-A-Nature, and no knockback. In addition, the weapon has a "Hype" meter that fills by dealing damage with any weapon while having the Soda Popper equipped. When completely filled, alternate fire activates "Hype mode" and grants 5 extra air jumps for 10 seconds. The Hype meter takes roughly 350 damage to completely fill.
'''[[Bonk! Atomic Punch]]'''
+
 
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
+
* Like the Force-A-Nature, the Soda Popper is generally useful for hit-and-run tactics due to its reduced magazine size. However, it reloads faster than the Force-A-Nature, making it better for offensive fighting.
'''[[Sandman]]'''
+
** As with the Force-A-Nature, reloading after firing one shot wastes the second shot, so try to make sure both shots are used for efficient ammo usage.
| This setup is most useful when you need to get by enemy Sentry Guns in order to capture a control point or intelligence, as the Bonk! Atomic Punch will allow you to run past unharmed. The Scattergun's larger magazine size compares to the Force-A-Nature's makes up for the lack of a Pistol. The sandmans's ability to hit a stun ball can serve as a last minute attack when the last shell has been fired, or as an offensive mechanism to get in a couple of good hits when attacking. It also gives a better long range alternative, since the Scattergun is useless beyond close range.
+
 
 +
* Similarly to the [[Baby Face's Blaster]], you need to deal damage to fill up the Soda Popper's Hype meter. It takes approximately 4 point-blank shots from the Soda Popper, 16 shots from the Pistol, or 10 swings from the Bat to do so.
 +
 
 +
* The extra midair jumps enhances your already good mobility. Classes that rely on tracking a target (such as the [[Sniper]]) or projectile classes with slow projectiles (like the [[Soldier]]) will have an even harder time landing direct shots on you before you land.
 +
 
 +
* This can be paired very well with the [[Bonk! Atomic Punch]] for being able to jump around and take alternative routes that Scout would otherwise not be able to reach while also being invulnerable to make a great flank.
 +
 
 +
* A good tactic is to constantly keep in the air with your extra jumps while firing downwards at your target. This lets you chip at your opponent's health while you evade all damage.
 +
 
 +
* On large maps such as [[Frontier]] or [[2Fort]], Hype can be used to find alternate routes around the enemy, or to simply get somewhere faster.
 +
 
 +
* The [[Pistol]], [[Pretty Boy's Pocket Pistol]], and the [[Winger]] are all very suitable for attacking in midair with the hype meter as using your Soda Popper is used for close range attacks while pistols are usually associated with more long ranged attacks.
 +
 
 +
* This weapon pairs very well with the [[Winger]], as its increased jump height lets you reach even greater heights when using the Soda Popper's Hype. It also serves as a backup weapon for opponents that survive both shots of your Soda Popper, though other pistols will be more effective for dealing damage.
 +
** The stock [[Pistol]] is also a good choice as a backup weapon, as it is more useful in prolonged combat.
  
 +
==== [[Baby Face's Blaster]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}
+
! class="header" width="8%" | Loaded
'''[[Force-A-Nature]]'''
+
! class="header" width="8%" | Carried
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}  
+
! class="header" width="13%"| Point Blank
'''[[Pistol]]'''
+
! class="header" width="13%"| Medium Range
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}  
+
! class="header" width="13%"| Long Range
'''[[Bat]]'''
+
! class="header" width="13%"| Critical
| This setup prefers maneuverability over firepower, or for a more defensive Scout. The Force-A-Nature's knockback effect allows you to triple jump to places that you wouldn't normally be able to get to and also greatly increases hit-and-run effectiveness when fighting an enemy. Its knockback can also be used to protect friendly Sentry Guns from ubercharged enemies, as the FaN will still knock enemies back even if they are invulnerable. The Pistol makes up for the FaN's small magazine size, and also allows you to pick off enemies at a distance. With the equipping of the Pistol, your long range needs are mostly covered, and the 15 more health is more useful
+
|-
 +
! {{Table icon|Baby Face's Blaster|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Baby Face's Blaster}}
 +
| 4
 +
| 32
 +
| 11-105
 +
| 6-60
 +
| 3-32
 +
| 180
 +
|}
 +
 
 +
* The Baby Face's Blaster acts like the Scattergun, but decreases the Scout's base speed by 10% and only has four shots per clip. However, it has a boost meter: as damage is dealt, the meter fills and the Scout's speed increases. At full boost, the Scout runs 40% faster than a normal Scout. The boost decreases when receiving damage and upon a double-jump, and is lost upon death.
 +
 
 +
* The Baby Face's Blaster is a strong weapon for those who stick to a "hit-and-run" playstyle. The quick speed allows a skilled player to avoid engaging in a prolonged fight to avoid damage and keep their boost from being drained, and take small chunks of health from a target multiple times before killing them.
 +
** However, its reduced clip size makes direct confrontations riskier, as you have less margin for error. Ambushes become less effective as well, as the number of enemies you can damage and/or kill with a clip decreases.
 +
 
 +
* Your priority should be constantly gaining boost while using this weapon, due to the benefits you gain with increased speed and how easy it is to lose charge.
 +
** It takes 100 damage from any weapon to fill the boost bar, such as a point-blank shot from the Blaster. However, it only takes 25 damage to completely drain a full boost bar, making an enemy Scout's [[Bat]] swing or a single close-range Winger shot enough to take away all your increased speed. Keep scoring hits on opponents so your boost is always high.
 +
 
 +
* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only [[Sentry Gun]]s, the [[Natascha]], and [[Flame Thrower]]s are constant threats. However, your inability to double jump without losing your boost means you will have a harder time dodging [[projectile]]s, such as [[Rocket Launcher|rockets]].
 +
** Your high speed will make it even more difficult to aim at times, so try and adjust for that by ambushing enemies, who will have no time to dodge.
 +
 
 +
* Your full speed boost is capable of chasing down or retreating from any opponents, even enemy [[Scout]]s.
 +
** The only exceptions are enemy Scouts with the same weapon at full charge, a [[Demoman]] who is [[Chargin' Targe|charging]], and explosive jumping enemies. Have this in mind when fighting against any of those.
 +
 
 +
* The Baby Face's Blaster is useful for reaching and capturing objectives. It is especially useful for grabbing the Intelligence on [[Capture the Flag]] maps and returning it quickly.
 +
 
 +
* Air jumping will deplete 75% of your boost, making double jumps riskier if you want to keep your boost. Make sure your air jump is worth the sacrifice, such as to dodge a rocket that would have drained all of your boost anyway.
 +
 
 +
* There are some instances to take note of when collecting boost:
 +
** Shooting an enemy Scout under the effects of [[Bonk! Atomic Punch]] ''will'' charge the Blaster's boost.
 +
** Shooting an enemy under the effects of a stock [[Medi Gun]]'s ÜberCharge will ''not'' charge the boost.
 +
 
 +
* Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols at a distance for small gains, get a [[Flying Guillotine]] hit to instantly charge your meter, or drink [[Crit-a-Cola]] and blast at range.
 +
 
 +
* The [[Fan O' War]]'s mark for death can help with collecting boost. However, you have to actually hit someone with it first, which can be difficult with your initially reduced speed, and will make you a vulnerable target.
 +
 
 +
* The [[Atomizer]] is not recommended to use with this weapon, as a triple jump will remove all your boost. However, it will make your jumps more effective when you actually need to use it.
 +
 
 +
* The [[Boston Basher]] will charge up to 85% of your boost meter on a successful hit, but missing and hitting yourself will often fully drain it.
 +
 
 +
* The [[Wrap Assassin]] is a good alternative to the Boston Basher as it has a ranged bleed on hit
  
 +
==== [[Back Scatter]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
+
! {{Table icon|Back Scatter|Craft}}
'''[[Shortstop]]'''
+
| align="center" | {{Icon killicon|weapon=Back Scatter}}
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}  
+
| 4
'''[[Mad Milk]]'''
+
| 32
! align="center" | {{Icon weapon|weapon=Holy Mackeral|icon-size=100x100px}}  
+
| 11-105
'''[[Holy Mackeral]]'''
+
| 6-60
| This setup is the weaponry of [[The Special Delivery]] pack, and when paired with the [[Milkman]], will provide 25 extra health. The Shortstop deals 20% less damage than the [[Scattergun]], and holds less slugs, but fires quicker, and has a much faster reload. The Mad Milk is a great for when you're against more than one enemy, or when you've taken considerable damage. Paired with the Shortstop's ability to slow down enemies, it is easier to get the most health out of a Mad Milk toss. The Holy Mackeral is a reskin of the [[Bat]], and has the same capabilities and downfalls as it. Use this setup when you know you'll be facing multiples of enemies, or when there's few medics on your team.
+
| 3-32
 +
| 180
 +
|}
 +
 
 +
* The Back Scatter deals Mini-Crits when fired at close range from behind, at the cost of 20% increased bullet spread and a reduced clip size of four.
 +
 
 +
* In general, the Back Scatter acts as an ambushing-focused sidegrade to the Scattergun. While it excels at picking off unaware targets, direct confrontations at medium range and farther become less effective due to its lower clip size and accuracy.
 +
 
 +
* Some strategies that apply for the [[Spy]] may also apply to this weapon. Get behind enemies and fire at them while unnoticed to benefit from the Back Scatter’s Mini-Crits.
 +
 
 +
* The Back Scatter deals 142 Mini-Crit damage at point blank — enough to kill 125-health classes with a single shot if all pellets connect. This makes you even more effective when attacking unaware targets, such as Snipers and Medics.
 +
** Jumping over an enemy and then quickly turning around can land you a free Mini-Crit shot.
 +
 
 +
* The Back Scatter excels at Spy-checking due to a back hit being able to instantly kill enemy Spies.
 +
** If the Spy has a Dead Ringer, the Mini-Crit marker over his head will give him away. Follow this marker and shoot them until they die.
 +
 
 +
* Even if your opponent turns around, you can still take them down with two shots at close range, since the Back Scatter deals standard Scattergun damage if all pellets connect.
 +
** The clip size penalty can be negligible if you do not usually use a gun's entire clip (for example, firing 2 shots then reloading will have no difference to the Scattergun), although this means you will reload more frequently.
 +
 
 +
* Because of the decreased accuracy, engaging at medium range is not suggested. Prolonged combat also becomes less effective, as your lower clip size and higher bullet spread will put you at a significant disadvantage.
 +
** The extra spread of this weapon does make Spy-checking easier, though, due to the larger spread letting your bullets cover a larger area.
 +
 
 +
* Getting behind enemy lines is crucial in using this weapon most efficiently. [[Bonk! Atomic Punch]], the [[Atomizer]], and the [[Winger]] synergize best with this, allowing you to get behind enemies without too much trouble.
 +
 
 +
* Because of the lower clip size, it can be good to bring a [[Pistol]] variant for when you run out of Scattergun shots.
 +
 
 +
* Pairing the Back Scatter with the [[Crit-a-Cola]] is not recommended, as the bullet spread will prevent your shots from hitting at range, while you can already deal Mini-Crits from behind anyway.
 +
 
 +
* Due to the gun's stats when compared to the stock [[Scattergun]], the Back Scatter can be used to help train Scouts to play their class more effectively overall.
 +
** The Mini-Crits encourage Scouts to adopt a more flank and ambush-focused playstyle, as well as avoiding damage in one-on-one fights by maneuvering behind the enemy.
 +
** The smaller clip size means the Scout can be left vulnerable waiting for a reload if they spam all their rounds, meaning the player needs to apply effective ammo management in order to not be caught vulnerable after spamming 4 shots and waiting for a reload.
 +
** The wider bullet spread means that the Scout needs to shoot only if they're as close to the target as possible, and to use their Pistol or [[Flying Guillotine]] for midrange rather than their primary.
  
 +
=== Secondary Weapons ===
 +
==== [[Pistol]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Pistol|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Pistol}}
 +
| rowspan="3" |12
 +
| rowspan="3" |36
 +
| rowspan="3" |22
 +
| rowspan="3" |15
 +
| rowspan="3" |8
 +
| rowspan="3" |45
 +
|-
 +
! {{Table icon|Lugermorph|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Lugermorph}}
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
+
! {{Table icon|C.A.P.P.E.R|Uncrate}}
'''[[Shortstop]]'''
+
| align="center" | {{Icon killicon|weapon=C.A.P.P.E.R}}
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}
 
'''[[Crit-a-Cola]]'''
 
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}
 
'''[[Bat]]'''
 
| Pairing the the Shortstop with the Crit-a-Cola is a smart way to deal massive damage. The Shortstop deals great damage with even Mini-Crits, and paired with 4 rounds per mag, and a speedy reload, is potentially lethal to even Heavies themselves. Given that Crit-a-Cola also makes you prone to guaranteed Mini-Crits as well, going into a fray with 15 less health with the Sandman isn't a great idea, so bring your Bat or Holy Mackeral instead.
 
 
|}
 
|}
===[[Scattergun]]===
 
* When using your [[Scattergun]], a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centred, firing when your cross-hairs and opponent match up. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
 
  
*Teamed with a double jump, the [[Scattergun]] can be used to kill an enemy [[Medic]] with an unactivated [[ÜberCharge]] before he is aware of your presence. It is important that your first shot hits because your target will see tracers fly by and hear your gunshots, leaving them alerted to your presence. Two point blank shots to a Medic will normally kill him, while 3-4 at medium range will do the same job.
+
* Targets too far away for the Scattergun should be fought with the Pistol. Its greater accuracy at medium range and quick reload makes it a viable backup weapon for when your Scattergun runs out of ammunition, though it only holds three spare magazines of bullets.
  
*Beware of the stronger classes. Sometimes three point-blank shots with the Scattergun fail to kill enemy [[Soldier]]s, especially when overhealed.
+
* One of the Pistol's primary uses is to finish off wounded targets attempting to retreat. Do not underestimate the power of the Pistol, as several shots at close range can kill you quickly.
 +
** The Pistol is also a great weapon for baiting enemy players. If you can run behind enemy lines, hit a few shots and then run away; players will often try to pursue you, making it easier for your team to move in without as much trouble.
  
*Range makes a huge difference to the damage the Scattergun inflicts. If you are undetected, avoid firing early.  Wait until you are as close as you can get to the enemy and then open fire. This reduces the number of times you need to hit the enemy, giving them less time to react, and means you won't run out of ammunition in the middle of a firefight.
+
* The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will allow you to fire sooner than reloading the Scattergun.
 +
** Be careful - changing weapons before the Pistol finishes reloading will cancel the reload, wasting the time you spent reloading. Wait until when your ammo count changes before switching weapons.
  
*Coupled with the [[Sandman]], the Scattergun has a much higher damage potential than the [[Force-A-Nature]]. It is able to deal a maximum of around 300 damage if you manage to get all six shots in before they recover, over a period of a few seconds.
+
* The Pistol can waste a lot of ammunition if fired haphazardly into a firefight, partly due to its firing speed and especially since you only have three magazines of bullets. Choose your targets wisely and aim carefully.
  
*It takes roughly 2 to 3 Scattergun shots to kill a Level 3 Sentry Gun, assuming all pellets hit. Coupled with the lesser spread, higher ammo count, and steady rate of fire, the Scattergun is much better suited for 'Edging' and/or destroying a Sentry Gun than the FaN.
+
* Your Pistol is the best option to take down [[Sentry Gun]]s from longer ranges than any other Scout weapon, since [[buildings]] are not affected by damage falloff. If you're out of the Sentry Gun's range, consider hitting the Engineer with a [[Sandman]] ball (if your using it) when he is far away from the Sentry (making it harder for him to reach the Sentry before you destroy it) and then destroying the Sentry Gun with your Pistol.
  
*When dueling an enemy Scout, staying at mid range is generally the best policy, unless you can get in close between their shots to achieve a close range meatshot and deal huge damage.  By staying at mid range you allow yourself more room to dodge or hide behind cover, as well as more time to reload.  That said, if your aim is good enough, close range can be just as good due to the ease of dodging by jumping over them here, assuming their aim is worse.
+
* When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with one close-range blast of your primary weapon.
  
===[[Force-A-Nature]]===
+
* The Pistol is one of the most deadly weapons to get Critical hits with. If you happen to get [[First Blood]] in [[Arena]], switch to your Pistol, as it can take any class down in one clip, including most overhealed enemies if you fire fast, and accurately, and the Critical hits mean the Pistol can kill enemies from longer distances without a need to consider damage falloff. However, for closer ranges, the Scattergun may still work better.
  
*When using this weapon, try not to get into a firefight with over 3, maybe 4 people. The slow reload time, small clip, and short range is not suited for these kinds of fights. Instead, try to take on only one enemy at a time so you don't get overwhelmed, and never approach from the front. Come from the sides or behind to take him out before he knows what hit him.  
+
* The Pistol is a reliable backup weapon for any of your primary weapons. All Scattergun sidegrades have a lower clip size, so switch to your Pistol and fire at them once you are out of shots. This allows you to sustain fire when you would otherwise have been vulnerable reloading.
  
*If you plan on using the Force-A-Nature, you should probably bring the Pistol as well. The Force-A-Nature's small clip size means that without the Pistol, you will be essentially weaponless for the two seconds after you fire both shots.
+
==== [[Winger]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Winger|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Winger}}
 +
| 5
 +
| 36
 +
| 26
 +
| 17
 +
| 9
 +
| 52
 +
|-
 +
|}
  
[[Image:Triple jumping diagram.png|right|thumb|250px|The Force Jump is a special Force-A-Nature technique that can propel you to otherwise unreachable places.]]
+
* The Winger deals 15% more damage per shot than the Pistol, but has only 5 rounds per magazine. It also allows the user to jump 25% higher when active.
* Keep in mind that you can jump even longer distances with this weapon by jumping, aiming below you and firing at the end of your second jump. Only fire one shot, as the second shot fired while in the air has no effect on you. A couple of interesting facts regarding the Force-A-Nature jump: A Force-A-Nature jump has slightly higher clearance than the standard double-jump. Finally, while at maximum speed, you can gain no forward momentum what-so-ever from the FAN, so firing in such a way as to try and lengthen your jump is fruitless in this situation (when stationary or moving slower than normal, such as under the influence of Natascha you will gain momentum up to the Scout's normal maximum speed).  
 
  
*However, you can gain rearward momentum when in the air moving backwards, so if you are traveling through an open area, you can clear large distances quickly and perhaps more importantly off the ground and out of the crosshairs of Snipers by doing a quick 180 turn, simultaneously switching from forward to backward movement, jumping, and firing the FAN just after the peak of the jump's height.  
+
* The Winger requires you to fire more accurately than the Pistol. If you cannot aim well, consider using a different Pistol instead.
  
*Use the Force-A-Nature's knockback ability to your advantage, two simultaneous shots can send enemies several meters and into hazards such as the pits in [[Lumberyard]] and [[Steel]]. It's particularly useful in [[Steel]] where the enemies tend to huddle around the last point. You can jump in, blast two people right off the point and run to reload and strike again later (provided they have yet to raise the safety rails).
+
* Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's frequent reloading.
  
*A good overall strategy to do with the Force-A-Nature is to use the knockback ability and then follow through by sinking a clip from your Pistol into them, it is much easier since they will be knocked back in a straight line, giving you some time to get some quick shots in. You might kill them, but even if you don't, they're probably so weak that one of your allies should be able to take them down easily; thus granting you an assist kill.
+
* The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine. Take advantage of its high damage and use it for close encounters.
 +
** However, the larger clip of the Pistol makes for more sustained damage, and can potentially take down a target when the Winger would have run out of shots. Choose whichever one is preferable for the engagement.
  
*If you spot an enemy from far away, and he hasn't spotted you, don't fire at him over a long or even medium distance. Wait until you are at point blank then fire the two shots to get the maximum effect.
+
* Despite its drawback of 5 shots, this allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. However, the Winger is best for short encounters with weak targets, while the Pistol excels at prolonged combat. Consider this when determining your loadout.
  
*Be wary that a point-blank shot from the FaN will send your target flying a significant distance. So if at all possible, be wary of where your shot will throw them into. It's not terribly hard to accidentally send your target into a med-kit, into the safety of Sentry Gun coverage, or even into a cluster of his teammates.
+
* The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at [[buildings]] do not factor in damage ramp-up/fall-off.
 +
** However, the reduced magazine size will make it harder when there is an Engineer constantly repairing the Sentry Gun.
  
*Firing point blank at an upward angle, either by terrain or crouching and looking up can send your target quite high into the sky, making falling damage a factor. It might just be enough to finish an opponent who had initially survived your two shots.
+
* Use the Winger's increased jump height to take alternate routes throughout the map. Ambush enemies by approaching from unexpected areas.
  
*Be careful when trying to fire at an enemy from above with the FaN, as while the knockback keeps enemies pinned down for a second, the self-knockback will keep you in the air or blast you slightly backwards, possibly throwing off your aim and sending you in a predictable line for people to aim. For this reason, the FaN is generally better to attack enemies on the same level or from below, so that they take the full force of the knockback and you still have control.
+
==== [[Pretty Boy's Pocket Pistol]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Pretty Boy's Pocket Pistol|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Pretty Boy's Pocket Pistol}}
 +
| 9
 +
| 36
 +
| 22
 +
| 15
 +
| 8
 +
| 45
 +
|}
  
*When you use this weapon, a good idea is to turn off the automatic-reload feature if it is active. The FaN discards the remaining round if reloaded with the other one in so you must either make a choice to fire or to reload at will.
+
The Pretty Boy's Pocket Pistol deals the same damage as the stock Pistol; however, it has a 25% smaller clip size. It allows you to heal up to 3 health per hit and has a 15% faster firing speed.
  
*The FaN can be used for Spychecking effectively. Try to rush through any suspicious team mates you see, and if that fails, use the FaN's knockback to immobilize the Spy and prevent him from killing someone quickly.
+
* This weapon offers a middle-ground between the healing utility of the [[Mad Milk]] and the various offensive roles of the Stock Pistol. It does not support your team, but it can be greatly beneficial for surviving when roaming around in enemy territory, where friendly [[Dispenser]]s and [[Medic]]s are scarce. It also fulfills most of the Stock Pistol's roles, albeit slightly less effectively.
  
*Use the extra boost to your advantage, to jump long distances double jump and then shoot. Use this to reach far places quickly such as Control Points!
+
* Due to its increased firing speed, the Pretty Boy's Pocket Pistol is excellent for dealing fast burst damage that the stock Pistol cannot match.
 +
** However, due to the decreased clip size, the Pistol still deals more damage overall, but across a longer period of time.
  
*A handy little trick with the fan is to zip away from incoming projectiles. Every now and then you'll find a projectile hurtling towards you with both of your jumps expended. Take a quick turn to the side and fire off a blast and you'll find that attack hurtling past where you used to be.
+
* As a Pistol, this weapon is useful in all the same ways as the Stock Pistol, including the ability to easily finish off weakened enemies at a distance, directly fight enemies at a distance, and destroy [[Sentry Gun]]s at a distance, among others.  
 +
** Similarly to the Stock Pistol, the Pocket Pistol also offers an alternative to the [[Scattergun]] with better effective distance, faster fire rate, and a faster reload speed. It is a good backup weapon for when there is no time to reload your Scattergun or when you are out of its effective range.
  
*The FaN can push ÜberCharged enemies. Use this either to push enemies away from your teammates, or to break the Medigun beam and attack the now-vulnerable target.
+
* The Pretty Boy's Pocket Pistol is useful for healing minor wounds. Fire at unaware or unprepared targets.
  
*The FaN has quite possibly the WORST accuracy of the Scout scatter guns. Keep this in mind when your trying to take down an enemy. Pairing the FaN with the Sandman works quite well as being able to stun them, even at minimum range, will allow you to get in and hit them with two quick shots.
+
* Attacking unaware or distant enemies can significantly increase the Scout's chances of survival.  
 +
** Some very easy targets to hit include unprepared [[Heavy|Heavies]] and [[Pyro]]s.
 +
** If being pursued by an enemy, it may be a good decision to turn around and fire at them, to partially regain health you are losing.
  
*Hitting an enemy with two FaN shots and then running behind him as he flies backwards will allow you to hit him with another two shots. This fast combo will deal up to 260 damage, so anyone but a Heavy will be taken down before they can counter attack.
+
* If lit on fire, shoot the offending Pyro. Stay out of the range of their flames and backpedal while firing.
  
* The FAN can be used to get up to high places which are normally only accessible by sticky jump or rocket jump.
+
* Don't rely on the healing of the Pretty Boy's Pocket Pistol alone. If you need to heal a significant portion of your health, reach a health pack or Medic instead, and use the Pistol to top off any remaining health while you retreat.
  
===[[Shortstop]]===
+
==== [[Bonk! Atomic Punch]] + reskins ====
*Halfway between a [[Pistol]] and a [[Shotgun]], the Shortstop has advantages and disadvantages from both weapon types, making it a good choice when you want to be prepared for a little bit of everything.
+
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=3 | Effect
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="17%" | Drink Effect
 +
! class="header" width="17%" | Duration
 +
! class="header" width="17%" | Recharge Time
 +
|-
 +
! {{Table icon|Bonk! Atomic Punch|Unlock}}
 +
| 1
 +
| ∞
 +
| Drink to become invulnerable. Cannot attack, capture, or defend during this time. Damage absorbed will slow you when the effect ends.
 +
| 8 seconds
 +
| {{tooltip|22 s|After effect wears off}}
 +
|-
 +
|}
  
*The Shortstop pairs well with [[Crit-a-Cola]], as its slightly faster firing rate and quick reload, combined with its movement-hampering effects, can maximize the damage inflicted by the Mini-Crits.
+
* When consumed Bonk! Atomic Punch, you will become invincible for 8 seconds, although you are still affected by [[knockback]], similar to an [[ÜberCharge]]. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-kill with the [[Sandman]] or [[Atomizer]]). After the invulnerability effect wears off, the Scout will receive a 5-second slowing effect based on the damage they absorbed under Bonk!'s effect. Bonk! takes 22 seconds to recharge after use.
  
*Using the Crit-a-Cola from range and firing off a few Crits will serve to weaken your opponent before getting up close. This will help level the playing field HP wise, since Scout's have potentially the lowest health in the game, if the Sandman is equipped.
+
* Use Bonk! as a safety net when you find yourself in a bad situation, like running into [[Sentry Gun]]s, [[Heavy]]/[[Medic]] combos, or large groups of enemies.
 +
** Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage. If you are launched by [[knockback]] while you drink, the animation will be canceled and you will not gain invulnerability, but it will still consume the drink and you will have to wait for it to recharge.
 +
** Take note of the map's flank routes and locations. You may need to run to a deserted area and wait out the [[slowdown]] following the end of your effect, as you will be highly vulnerable then, or you may be able to run behind your teammates for cover and recovery.
  
*Using the Crit-a-Cola at a long distance with the Shortstop can help to neutralize the negative effect of the cola. Keep moving while blasting away at your opponents with Mini-Crits; most classes with long range ability will find it difficult to keep up with Scout dodging speed.
+
* You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting. This can help you get ready for your next fight, or set up a [[taunt kill]] on unaware players. As you cannot switch weapons under Bonk!, make sure that you switch to the Bonk! from your primary rather than your melee weapon, as you will be forced to the last held weapon after you use Bonk!.
  
*The Shortstop has a very loud distinctive boom when shot, alerting unaware enemies you may be trying to flank. Don't forget about your much-quieter [[Bat]]!
+
* Bonk! can be used to avoid damage-over-time from [[fire]] or [[bleeding]]. Though the afterburn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool or a source of health before you burn to death.
 +
** This also lets you negate [[Jarate]] and other effects that mark you for death. Drink Bonk! to protect yourself from the increased damage you will take otherwise. It is also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.
 +
*** However, this does not work for effects like the [[Mad Milk]]'s health-on-hit effect, as enemies can still gain on-hit effects from you while you are under the effects on Bonk!. The same goes for enemy Medics using the [[Ubersaw]], as they can still fill up their ÜberCharge meter by hitting you.
  
*When combined with [[Mad Milk]], this weapon can be devastating against the heavier classes, healing you as you deal damage. With good accuracy, you can even take down a [[Heavy]] in 6 shots using the healing effect.
+
* If your team is about to push with an [[ÜberCharge]], take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it. This can keep your Medic safe before he uses his ÜberCharge, and your allies can take out the opposition while you provide cover and distraction. It may also let you take the brunt of the knockback rather than your teammates, so they can advance more easily. If you have no one backing you, simply reporting what you found via voice chat or using the "Sentry Ahead!" voice command can potentially save your teammates.
 +
** If your team lacks a Medic, you can use Bonk! in the same way as an ÜberCharge, making the Sentry Gun target you while your teammates attack it. Make sure to escape before the Bonk! wears off, and know that Sentry Guns will deal knockback to you that may make it harder to flee. However, [[Wrangler|Wrangled]] Sentry Guns may make this ineffective, as the Engineer controlling it will likely focus its fire on the greater threats.
 +
*** It is possible to position yourself so that the Engineer is between you and their Sentry Gun. As Sentry Guns can injure both their owner and the enemy, you can use this to kill the Engineer with his own Sentry Gun, though this can be risky, as you will need to balance time used to kill the Engineer as well as time to escape before the effect ends.
 +
** As you will be absorbing high amounts of damage, you will be considerably slowed after the invulnerability wears off. If you "dodge" 200 damage or more, you will be reduced to half speed for 5 seconds, allowing enemies to hit you easily.
  
*This weapon can be great for isolating and killing an enemy [[Medic]].
+
* It is very easy to distract enemies while you are under the influence of Bonk!. Enemy [[Sniper]]s can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into [[Soldier]]s and [[Demoman|Demomen]] will usually result in them hurting or outright killing themselves with their explosive weapons. Heavies and [[Pyro]]s will also find it difficult to focus on firing if you run circles around them.  
  
*The Critical hits from this weapon are devastating. 194 damage possible per shot, with 4 fast shots, translates to 776 damage. You can easily kill an overhealed Heavy from midrange, and if you manage to not kill your target with the Crits, you've likely wounded them enough that you can finish them off easily. If you see yourself fire a Crit, blast away!
+
* You can use your invulnerability to block enemies or projectiles. Body-blocking an enemy Medic's patient can potentially waste their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's charge.
 +
** Save Sentry Guns or even hurt teammates from enemy fire by taking rockets and bullets before they can hit. Keep track of when your Bonk! runs out, though, and escape a few seconds before it wears off to recover from the post-effect slowdown in peace.
  
*The Shortstop draws from the same ammunition reserve as the Pistol. Pairing these two weapons will drain your ammo reserve quickly.
+
* Bonk! can be used to propel yourself across the map using enemy explosives or Sentry Guns. However, where you will go is often unpredictable, as you will have to rely on enemies for knockback.
  
*Remember that each shot fired brings with it mild knockback to airborne opponents, and 4 shots can push them fair distances similiar to the FAN. Use this to your advantage when fighting Scouts and soldiers trying to jump or rocket to your location or a vantage point. This can be used to cause enviromental deaths, so positioning yourself on the opposite side of a hazard with an oppenent between can be helpful
+
* Try to avoid taking unnecessary fire from enemies, as it will slow you down even more. Remember that you can still dodge attacks just as easily under the effects of Bonk!.
 +
* Try to use Bonk! at the right time. Using it in situations where it was not needed may result in a slowdown effect for no reason.
  
*The Shortstop is useful at both long and short range. Try attacking an enemy up close, then retreating to finish him off.
+
==== [[Crit-a-Cola]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=3 | Effect
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="17%"| Drink Effect
 +
! class="header" width="17%"| Duration
 +
! class="header" width="17%"| Recharge Time
 +
|-
 +
! {{Table icon|Crit-a-Cola|Craft}}
 +
| 1
 +
| ∞
 +
| While effect is active: each attack Mini-Crits and sets Mark-For-Death for 5 seconds.
 +
| 8 seconds
 +
| {{tooltip|22 s|After effect wears off}}
 +
|}
  
*The Shortstop has a capability allowing a very speedy reload. To perform this extra speedy reload when drained of your ammunition, simply hold he reload button when firing. This cuts at least 40% off of the reload time and can gain the upper hand.
+
* When consumed Crit-a-Cola, all damage dealt will be [[Critical hits#Mini-crit|Mini-Crits]] for 8 seconds. Attacking while under the effect will mark you for death for five seconds (does not stack, but resets each time you attack). The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 22 seconds.
  
*The Shortstop is the Scout's most accurate primary weapon, making it a good weapon for sniping enemy sentrys from a distance.
+
* The Crit-a-Cola is a high-risk, high-reward weapon. A Mini-Crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you take Mini-Crits for five seconds after attacking, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.
 +
** Since you take Mini-Crits for five seconds after attacking, using this to up your damage output in a 1v1 fight is no longer viable, so Crit-a-Cola is now mainly a tool for assassinating lone players or flanking and taking out Medics.
  
===[[Pistol]] / [[Lugermorph]]===
+
* During the 8-second Mini-Crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times. As such, make sure your weapon is fully loaded to benefit the most from the Mini-Crits.
 +
*** Keep in mind that when you use the Crit-a-Cola, you will automatically switch to your last equipped weapon. If this is your melee weapon, be prepared to attack with it or quickly switch to your primary.
  
* Targets too far away for the scatter gun should be fought with the [[Pistol]]. It is also a reasonable back-up weapon for when your Scattergun runs out of ammunition, and has reliable aim. It can destroy Sentry Guns, Dispensers, and Teleporters at medium range if the situation calls for it; but expect this to use up around half of your Pistol ammunition.
+
* At point-blank range, one blast from the Scattergun (or any primary weapon other than the Shortstop) with the Mini-Crit buff is capable of killing any 125 HP class from full health. Therefore, if you find yourself behind multiple light classes, the Crit-a-Cola can give you one kill per shot. Land two shots to kill most other classes.
 +
* Be careful about drinking the Crit-a-Cola when facing competent Soldiers or Demomen. You will die to one close-range {{botignore|direct hit}} [[Rocket Launcher|rocket]] or [[Grenade Launcher|grenade]], and if you are using the [[Sandman]], one point-blank [[Shotgun]] blast will also kill you.
  
*When running towards enemies, try firing at them with your Pistol before closing in on them with your Scattergun or FAN. When taking on 125HP classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third off their maximum health allowing you to finish them off with a strong blast of your primary weapon.
+
* Since Mini-Crits do not suffer from damage falloff, your primary weapon will remain useful at a longer range as well.
 +
** However, you will still be generally disadvantaged at range against most classes. As you are vulnerable while drinking, it is better to hide, drink it, then run closer to fight back.
 +
 +
* Never drink the Crit-a-Cola under the effects of a friendly Buff Banner or a [[Critical hits#Crit boost|Critical hit boost]], or when facing an enemy that is marked-for-death. Your Mini-Crits do not stack with Critical hits or other Mini-Crits - using Crit-a-Cola will only weaken yourself with a self-inflicted marked-for-death debuff.
 +
** If possible, coordinate drinking Crit-a-Cola with a friendly Soldier's [[Battalion's Backup]]; the defense boost will negate your increased vulnerability and will allow you to deal Mini-Crits with no downsides.
  
*One of the Pistol's primary uses is to finish off wounded targets attempting to retreat.
+
* The [[Force-A-Nature]] is capable of dealing up to 153 damage with the Crit-a-Cola, making it possible to kill any class (besides overhealed Heavies) with two shots at point-blank range. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, as the Force-A-Nature's fast firing speed may be able to kill the enemy before they can react.
 +
** Remember to take into account the Force-A-Nature’s knockback to ensure you don’t accidentally blast your target into safety.
 +
 
 +
* The Crit-a-Cola pairs well with the [[Shortstop]], as its extra range and tighter spread combined with Mini-Crits not being affected by damage falloff lets you fire from a safer distance than is possible with the Scattergun.
 +
 
 +
* The Crit-a-Cola and [[Soda Popper]] can be used together well because the damage boost from the Crit-a-Cola allows you to charge your Hype faster, and the Hype buff will allow you to avoid most damage altogether, negating your marked-for-death debuff.
 +
** However, you sacrifice a secondary weapon, making you less effective at long range.
 +
 
 +
* When using the [[Baby Face's Blaster]] with the Crit-a-Cola, it is much easier to gain boost at a distance due to the Mini-Crits.
 +
 
 +
* It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, because the 15 base health you lose may allow Soldiers, Demomen, and other Scouts to kill you before you can kill them.
 +
 
 +
==== [[Mad Milk]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Effect
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Effect on Enemies
 +
! class="header" width="13%"| Effect on Teammates
 +
! class="header" width="13%"| Duration
 +
! class="header" width="13%"| Recharge Time
 +
|-
 +
! {{Table icon|Mad Milk|Craft}}
 +
| rowspan="2" | 1
 +
| rowspan="2" | ∞
 +
| rowspan="2" | 60% of all damage dealt is returned as health. Also negates Cloak.
 +
| rowspan="2" | Extinguishes flame on yourself and/or teammates.
 +
| rowspan="2" | 10 seconds / {{tooltip|2.5 seconds|On a continuously healed target by any type of Medi Gun or Dispenser.}}
 +
| rowspan="2" | 20 seconds / 16 seconds when teammates extinguished.  
 +
|-
 +
! {{Table icon|Mutated Milk|Uncrate}}
 +
|-
 +
|}
  
* Scouts only carry 36 spare rounds of Pistol ammunition on top of the 12 round magazine in the weapon. The Pistol can waste a lot of ammunition if fired haphazardly into a firefight. Choose your targets wisely, and aim carefully.
+
* Mad Milk is similar to [[Jarate]], it is a thrown weapon that covers enemies in the substance, and nullifies the Cloak of enemy Spies and extinguishes teammates and yourself when on fire. Anyone who attacks a player covered in Mad Milk will heal 60% of the damage they dealt. Mad Milk has a recharge time of 20 seconds.
  
* The Pistol reloads much faster than the Scattergun. When both are empty, reloading the Pistol first will have you firing much sooner.
+
* Mad Milk allows you to remain in combat for longer without dying or needing to retreat, since you will regain health as you deal damage.
  
*Be wary of when the Pistol actually reloads. Changing weapons before it finishes reloading only means that you have to reload again. Wait about a half-second after the pistols reload animation finishes, and make a mental note of when your magazine count changes. It's fairly easy to screw up a reload because it doesn't exactly sync with the end of the animation.
+
* Mad Milk is a great supplement for an offensive push, allowing attackers to replenish their health quickly. Simply throw it onto enemy combatants and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.
 +
** For example, when using the Kritzkrieg's Crit-boost, teammates heal a great amount of health.
  
* The Pistol is also a great distraction. If you can run behind enemy lines and squeeze a few shots from the rear and then run away, players will often try to follow, making your team's life easier.
+
* Mad Milk can also be used on defense. When thrown on a Payload or control point, your teammates and yourself can easily stop a push.
  
* The Pistol works well with the [[Force-A-Nature]]. Simply sink two shots into your enemy with the Force-A-Nature, switch to your Pistol and fire at them. It is much easier as the enemies will be knocked back and you won't have to account for movement for a few precious shots.
+
* Using Mad Milk on classes like the Heavy can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to his slow speed and high health. For example, Snipers will be able to regain at least 90 health if they land a headshot on a “milked” target.
 +
** While still risky, Mad Milk makes head-on approaches to bulky classes like [[Heavy|Heavies]] much easier, as you will be able to take more damage as you attack the enemy.
 +
** Using Mad Milk on offensive classes like Pyros allows for survivability while fighting them. It allows you to survive the high outputs of damage from them through close range combat.
  
* The Pistol is one of the more deadly weapons to have criticals for, if you happen to get [[first blood]] in [[Arena]], switch to your Pistol as it can take ANY class down in one clip including most overhealed enemies if you fire fast and accurately enough.
+
* Mad Milk is a useful tool for dealing with enemy Spies. The dripping effect is easily spotted if they are disguised and will prevent them from evading your team by cloaking.
 +
** Additionally, the white particles of any player dripping in milk makes them more visible on dark maps such as [[Sawmill]].
  
*Though the Scattergun trumps it in short ranges, at medium to long ranges your Pistol is a far better option for taking out Sentry Guns than any other Scout weapon. If you're out of the Sentry Gun's range, hitting the Engineer with a Sandman ball and then destroying the Sentry Gun with your Pistol will make this job infinitely easier.
+
* Mad Milk lets you extinguish teammates or yourself. It is especially beneficial to you, as [[afterburn]] will deal enough damage over time to drain half your health. Do not be afraid to use it when you see a burning teammate, as it refills 20% of its charge instantly if you extinguish a teammate.
  
*It is best to take the Pistol as opposed to Bonk if you are not planning on working in areas with enemy Sentry Guns, though using the Pistol as stated before is just as effective on enemy Sentry Guns.
+
* Some of your Scattergun variants synergize well with Mad Milk.
 +
** The healing will be more effective at close range with the Scattergun, as the larger clip and stronger shots can keep you alive longer using Mad Milk's effect.
 +
** The Shortstop will excel at a distance, as its reliable medium-range shots will give you a decent amount of health while letting you hang back safely.
 +
** Mad Milk will keep you alive while you constantly hunt enemies with the Baby Face's Blaster to fill your Boost bar.
  
===[[Bonk! Atomic Punch]]===
+
* Hitting an enemy with the [[Fan O'War]] and dousing them with Mad Milk will return more health per hit, but may alert the enemy to your presence.
  
*Use Bonk! for dodging around things you would normally run away from, like [[Sentry Gun]]s, [[Heavy]]-[[Medic]] pairs, or large groups of enemies. It makes for a very good retreating device, assuming you survive the time required to bring out the can and drink from it and are also able to distance yourself sufficiently from the enemy.
+
==== [[Flying Guillotine]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%" | Loaded
 +
! class="header" width="8%" | Carried
 +
! class="header" width="13%"| Any Range
 +
! class="header" width="13%"| Mini-Crit
 +
! class="header" width="13%"| Critical
 +
! class="header" width="13%"| Recharge Time
 +
|-
 +
! {{Table icon|Flying Guillotine|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Flying Guillotine}}
 +
| 1
 +
| ∞
 +
| 50
 +
| 68
 +
| 150
 +
| 6 seconds / {{tooltip|4.5 seconds|On long range hit}}
 +
|-
 +
! [[Bleeding]]
 +
| align="center" | {{Icon killicon|weapon=Bleed}}
 +
| N/A
 +
| N/A
 +
| 40 damage over 6 seconds
 +
| 54 damage over 6 seconds
 +
| 40 damage over 6 seconds
 +
| N/A
 +
|}
  
*While a Scout on his own isn't all that grand for scouting as stated above, this changes when using Bonk!. It's a very good idea to take a drink before turning a corner that could potentially have a Sentry Gun or sticky bombs around it, especially if there are allies behind you. Doing so can allow for an ad-hoc über situation where your allies can take out the opposition while you provide cover and distraction. If you have no one backing you, simply reporting what you found via voice chat or yelling 'Sentry Ahead' can potentially save your teammates.
+
* The Flying Guillotine is a thrown weapon that causes [[bleeding]] when it hits an enemy.
  
*It is very easy to distract enemies while you are under the influence of Bonk. Enemy [[Sniper]]s can be distracted as they try to shoot you or keep their crosshairs on you waiting for your invulnerability to wear off. Running into [[Soldier]]s and [[Demoman|Demomen]] will usually result in them hurting themselves as well as being distracted. [[Heavy|Heavies]] and [[Pyro]]s are also easily distracted if you run circles around them. This strategy can also be used to counter enemy [[ÜberCharge]]s; body-blocking a Medic's patient can waste up to six seconds of their preciously short invincibility or [[Critical hit]]s period. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
+
* The Flying Guillotine sacrifices your accurate Pistol for a stronger, harder-to-aim weapon with cooldown. One hit from the Flying Guillotine deals moderate damage, equivalent to several Pistol shots, if including bleed. However, you will lack a secondary weapon if you miss, so make sure your throws count.
  
*Bonk can be used as a temporary [[ÜberCharge]] for taking out Sentry Guns, providing a distraction while your teammates attack. This tactic is of particular use on low population servers or on Arena, where ÜberCharges can be quite rare or lengthy to build up.
+
* This weapon flies at an arc, and takes some time to reach its destination. Lead your target accordingly, as throwing where your enemy was will simply cause it to miss.
 +
** While it can be hard to aim, the Flying Guillotine is very hard to see when thrown. Enemies will usually fail to see your throw coming until it strikes them.
  
*You can use enemies to travel long distances using Bonk as well. This is mainly something used in conjunction with an enemy Engineer's Sentry Gun or a Demoman's sticky bombs. With a Sentry Gun, simply jumping while being fired at will cause you to go flying in the direction the Sentry Gun is firing when you jump, combined with a double-jump you can get more height as well (Though be mindful of the map, as the Sentry Gun can easily pin you into a corner on the ceiling). A Demoman's sticky bombs can safely send you behind enemy lines; this is particularly useful on Attack/Defend maps like Dustbowl or Payload maps while on the offensive team; not only will you potentially disarm stickys at the gate for your teammates, but there's a good chance the blast will send you flying behind enemy lines.
+
* The Flying Guillotine deals no damage to [[buildings]]: when thrown at any building, the weapon will simply bounce off.
 +
** Conversely, enemy Pyros can [[Compression blast|airblast]] your thrown weapon and bounce it back at you. Be careful, as this will take away most of your health.
  
*Use Bonk to distract enemy Demomen. If he detonates his stickies, your team is safe. If he doesn't detonate them, you will be in a prime position to take him on head to head. Often times the Scattergun will trump the Grenade Launcher due to its speed and increased close range damage. It is a lot safer for you to fight close range than it is for a Demo, just make sure to stay out of melee range.
+
* This weapon can be very useful on [[Payload]] matches because most players will be moving slowly and/or not paying attention while they are pushing the cart, so you can dish out a solid amount of damage. The added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.
  
*Bonk can be used to reset an intelligence return countdown, or to keep a Payload cart from moving backwards if it's being heavily defended. In the case of Intelligence, you can actually run off with it if you're very lucky. At the very least you should be able to move it into a more favorable position for your team.
+
* Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower-health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.
  
*Bonk can be used to avoid the afterburn damage from Pyros when you're already on fire. Though the afterburn will continue to damage you when Bonk wears off, the life extension Bonk gives you just might be enough to reach a water pool, med pack or Medic before you burn to death. However, you will continue to take afterburn damage if you are set on fire by a [[flaregun]].
+
* Bleeding damage included, a regular hit will fill up most of the [[Baby Face Blaster]]'s boost gauge in one hit.
  
*The energy drink can also be used to safely get in range to circle strafe kill a Sentry Gun that is in the open. As long as the path is clear enough for you to run 360 degrees around the Sentry Gun, you can circle strafe and kill the Sentry Gun with either Shotgun or even your Bat. Just be careful not to run too fast so the Sentry Gun switches directions and be wary of its angry owner and teammates stopping your circle strafing. This is easily one of the hardest things to accomplish as a Scout, so don't expect to walk away from these attempts often, if at all.
+
* Long-range hits will decrease the already short recharge time. Try to hit shots from farther away to make it able to be thrown more often.
  
*If you drink some Bonk after emptying your Scattergun clip, you can fully reload your gun while you are invulnerable.
+
=== Melee Weapons ===
 +
==== [[Bat]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="15%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=3 | Damage
 +
|-
 +
! class="header" width="15%" | Point Blank
 +
! class="header" width="15%" | Mini-Crit
 +
! class="header" width="15%" | Critical
 +
|-
 +
! {{Table icon|Bat|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Bat}}
 +
| rowspan="13" | 0.5 seconds
 +
| rowspan="13" | 35
 +
| rowspan="13" | 47
 +
| rowspan="13" | 105
 +
|-
 +
! {{Table icon|Frying Pan|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Frying Pan}}
 +
|-
 +
! {{Table icon|Saxxy|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Saxxy}}
 +
|-
 +
! {{Table icon|Conscientious Objector|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}
 +
|-
 +
! {{Table icon|Freedom Staff|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Freedom Staff}}
 +
|-
 +
! {{Table icon|Bat Outta Hell|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}
 +
|-
 +
! {{Table icon|Memory Maker|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Memory Maker}}
 +
|-
 +
! {{Table icon|Ham Shank|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Ham Shank}}
 +
|-
 +
! {{Table icon|Golden Frying Pan|Reward}}
 +
| align="center" | {{Icon killicon|weapon=Golden Frying Pan}}
 +
|-
 +
! {{Table icon|Necro Smasher|Achievement}}
 +
| align="center" | {{Icon killicon|weapon=Necro Smasher}}
 +
|-
 +
! {{Table icon|Crossing Guard|Uncrate}}
 +
| align="center" | {{Icon killicon|weapon=Crossing Guard}}
 +
|-
 +
! {{Table icon|Batsaber|Uncrate}}
 +
| align="center" | {{Icon killicon|weapon=Batsaber}}
 +
|-
 +
! {{Table icon|Prinny Machete|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Prinny Machete}}
 +
|-
 +
|}
  
*Bonk can be used to safely kill an Engineer with his own Sentry Gun by putting him between you and his gun. Often the Engineer will be hiding behind his gun when it is firing, so you will have to loop around and hope he does not move with the Sentry Gun. If the Engineer has a Dispenser up which he is sitting in front of, you can loop around to behind the Dispenser, wait for his Sentry Gun to kill him and then crouch so that the Sentry Gun does not notice you unless you poke your head over the top. This is especially useful for taking care of the Sentry Gun assuming you don't destroy the Dispenser first, as you can edge it and use close range Scattergun shots to dispose of it as it detects you and turns.
+
* While the Bat swings quickly, it deals less than half the damage of other stock melee weapons. Each swing does 1/3 of a point-blank Scattergun shot, making it only useful as a backup weapon.
 +
** On servers with random Critical hits, the Bat becomes much more effective due to its high swing speed, which lets it roll for more Crits compared to other melee weapons.
  
*If covered by [[Jarate]], drink Bonk! to immunize yourself from the increased damage you will take otherwise. The combined time of switching to Bonk!, drinking it, and then waiting out the effects should be enough time for the Jarate to wear off. It is also possible to be Jarate'd during the effects of Bonk!, so if this happens make a hasty retreat before you begin taking damage again.
+
* The Bat works well as a finishing weapon. A couple fast hits on an injured enemy will most likely kill them.
 +
** If low on ammo or have no time to reload your weapons in the middle of a firefight, the Bat acts as a last resort weapon, although it is usually best you retreat.
  
===[[Crit-a-Cola]]===
+
* In a one-on-one melee fight, you will be able to get in more hits due to the Bat's swing speed and your own mobility, but your enemy will be able to kill you faster if he lands his.
  
* Crit-a-Cola is a very high-risk, high-reward unlock. A Mini-Crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you'll take Mini-Crits too, you can die very fast. This encourages more of an ambush style of play for the Scout.
+
* You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies, but this strategy should not be used excessively otherwise.
  
* At point-blank range, one blast from the Scattergun or Force-A-Nature, with the Mini-Crit buff, is capable of killing any 125-HP class from full health. Therefore, if you find yourself behind multiple Snipers, the Crit-a-Cola can theoretically give you one kill per shot.
+
* You may use the bat when ambushing an enemy who is constantly strafing (as melee weapons require less precise aim to hit).
  
* Sometimes, it's wiser to only fire off a few shots and run away after drinking Crit-a-Cola as opposed to staying and fighting for the whole duration, since your opponents can kill you so easily.
+
* Unless under the conditions described above, you would generally be better off using your primary weapon.
  
* One tactic is to use Crit-a-Cola as a suicide weapon by drinking it and charging into the thick of battle, Scattergun blazing. This is extremely risky though, and should only be done when the enemy is sufficiently distracted, so you can maximize damage before they realize you're there and kill you.
+
==== [[Sandman]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=5 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
! class="header" width="10%" | Slow Time
 +
! class="header" width="10%" | Recharge Time
 +
|-
 +
! rowspan="2" | {{Table icon|Sandman|Unlock}}
 +
| align="center" | {{Icon killicon|weapon=Sandman}}
 +
| 0.5 seconds
 +
| 35
 +
| 47
 +
| 105
 +
| N/A
 +
| N/A
 +
|-
 +
| align="center" | {{Icon killicon|weapon=Sandman Ball}}
 +
| 0.25 seconds
 +
| 15
 +
| 20
 +
| 45
 +
| 1-7 seconds
 +
| 15 seconds
 +
|-
 +
|}
  
* Mini-Crits don't suffer from damage falloff, so your primary weapon can remain useful at a longer range.
+
* The Sandman can launch a baseball with the secondary fire that will [[Slowdown|slow]] an enemy on hit for 1-8 seconds, depending on how long the ball has stayed in the air, but carrying this weapon will lower the Scout's maximum [[health]] by 15, to a total of 110. Hit targets are considerably slowed and cannot [[Jumping|jump]]. Hitting an enemy with the ball at maximum range will render the target immobile for the entire effect duration. The ball has a recharge rate of 10 seconds, but can instantly be reused by picking up a baseball that has been launched by the player or another Scout.
 +
** The ball counts as a [[Projectiles|projectile]], and can be [[Compression blast|airblasted]].
 +
** A launched ball lingers for 3<!-- confirm?--> seconds if it hits someone, or 10 seconds if it doesn't.
  
* Combined with the [[Force-A-Nature]], the Mini-Crits provided by Crit-a-Cola can become a devastating 'Alpha-Strike' attack, especially if you have the drop on your opponent. This tactic is best used for taking out a single, high-priority target, such as a [[Medic]] with a prepared [[ÜberCharge]], or distracted in the middle of a [[Kritzkrieg]] rush. At point-blank range, a single round is capable of dealing up to 150 damage, making it possible to kill anything short of an overhealed Soldier or a Heavy with both rounds, under ideal circumstances.
+
* The Sandman can be a great support weapon for your team. Slowing a target that has a [[ÜberCharge#Kritzkrieg|Kritzkrieg]] activated on them can delay the enemy's push.
 +
** It is also a great tool for slowing key targets, like [[Heavy|Heavies]], [[Medic]]s, or [[Sniper]]s, leaving them open to attack.
  
*Crit-a-Cola is also a good partner with the [[Shortstop]] because you can take down any class except for a heavy in one clip with Mini-Crits.
+
* If you are caught in a bad situation, the slowing effect can buy you enough time to get to safety.
 +
** Similarly, if you are in a situation to get the first strike, slowing your opponent can make it much easier for you to hit them before they can react.
  
* On the other hand, using the [[Scattergun]] will allow you to use take full advantage of the Mini-Crit period. The Shortstop's reload time allows fewer shots than the Scattergun.
+
* [[Critical hits]] lengthen the slow time. In servers with random Critical hits enabled, the baseball also uses the same base critical chance of 15% as any melee weapon, making such criticals rather common on these servers.
  
* If you're using the Crit-a-Cola, and you're lucky enough to catch several opponents unaware simultaneously, take advantage of the fact that your [[Melee]] weapon is extremely quiet. This tactic works better with the standard [[Bat]], rather than [[The Sandman]], as the unlockable Sandman lowers your total HP, making you easier to kill once your enemies catch onto your plan.
+
* Aiming the baseball is not always easy due to its arc and travel time, but in certain areas, it can be. For example, the bridge in [[Badlands (Control Point)|Badlands]] is just long enough for you to hit an enemy with a moon shot (a maximum strength slow) and it is relatively easy to hit someone with it since the bridge is a straight pathway.
  
* As soon as you get covered in [[Jarate]], drink Crit-a-Cola. If done quickly enough, it will finish before the Jarate does, making you stronger, while the Mini-Crit penalty of Crit-a-Cola does not stack with that of Jarate.
+
* When equipping the Sandman, be aware that you start with only 110 health. At point-blank range, a Soldier can kill you with one rocket, as can a Demoman with a well-placed stickybomb. If survival is a priority, it is better to switch to another melee weapon.
  
* Similarly, if the enemy team is pushing with a [[Buff Banner]] (Or, of course, an enemy Scout with Crit-a-Cola), drink Crit-a-Cola. Its Mini-Crit debuff does not stack with the enemy team's Mini-Crits, while it may level the playing field a little in terms of your damage vs. theirs. There may be a slight advantage to using Crit-a-Cola against an enemy who has a [[Crit#Crit boost|Critical hit Boost]], as their criticals will not stack with your Mini-Crit debuff. This is a risky strategy, however.
+
* A lone [[Engineer]] is a prime target for the Sandman's ball. While slowed, the Engineer may not be able to reach his Sentry Gun in time due to his decreased speed. Use this opportunity to attack the [[Sentry Gun]]. This is especially useful if the Engineer is a good distance away from his Sentry Gun.
  
* Inversely, never drink Crit-a-Cola when under the effects of a friendly Buff Banner, a [[Crit#Crit boost|Critical hit Boost]] or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with Critical hits or other Mini-Crits, and weakening yourself with a Mini-Crit debuff is detrimental.
+
* Avoid using the Sandman with [[Crit-a-Cola]], as the 15 health deduction will allow enemies to kill you nearly instantly.
  
*Avoid drinking Crit-a-Cola when facing alert Soldiers. You will die to a single direct hit from the regular Rocket Launcher, and if you are using the Sandman, one point-blank Shotgun shell will also kill you.
+
==== [[Holy Mackerel]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=3 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
|-
 +
! {{Table icon|Holy Mackerel|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Holy Mackerel}}
 +
| rowspan="2" | 0.5 seconds
 +
| rowspan="2" | 35
 +
| rowspan="2" | 47
 +
| rowspan="2" | 105
 +
|-
 +
! {{Table icon|Unarmed Combat|Craft}}
 +
| align="center" | {{Icon killicon|weapon=unarmed combat}}
 +
|-
 +
|}
  
*It's worth considering using the regular Bat when equipped with Crit-a-Cola, simply for the added HP you may very well need during the Cola's effect.
+
* The Holy Mackerel and Unarmed Combat are similar to the stock Bat. But each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!".
  
*Be careful when going up against Snipers with the [[Bushwacka]] equipped, as they will Crit you during the effect of the Crit-a-Col
+
* While the kill feed announcement may be aesthetic, hitting a cloaked Spy will be displayed on the kill feed. Conversely, triggering a [[Dead Ringer]] Spy's cloak or hitting a disguised Spy will not be displayed in the kill feed. This lets you track down Spies that attempt to feign death.
  
*
+
* The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.
  
===[[Mad Milk]]===
+
==== [[Candy Cane]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=3 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
|-
 +
! {{Table icon|Candy Cane|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Candy Cane}}
 +
| 0.5 seconds
 +
| 35
 +
| 47
 +
| 105
 +
|}
  
*Mad Milk allows you to remain in a combat situation for longer without dying/retreating, as you will be regaining health as you fight.
+
* The Candy Cane drop a small Health pack, regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.
  
*While still risky, it makes head-on approaches to bulky classes like [[Heavy|Heavies]] more viable, and you will need less chances to drop out and hide with the more shots you land on your target.
+
* Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.
 +
** Use the Candy Cane to check for [[Dead Ringer]] Spies, as feigned deaths will not drop Health kits.
  
*Mad Milk is also a great supplement for an offensive (or defensive) push, allowing attackers to replenish their health quickly.
+
* The Candy Cane can be a double-edged sword when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill. Use it when pushing the enemy back.
**A good example of this is when your team is pushing through with a [[Kritzkrieg]]. The high damage that your teammates will do should keep them restoring their health at a high rate, healing 75% of the high x3 damage they'll be doing. Be sure to highlight the milk being thrown to your teammates if possible, as this will allow them to prioritize.
 
  
*It also gives you some of the benefits of [[Jarate]]: extinguishing teammates or yourself, and shorting out nearby [[Spy]] cloaking devices. Note that covered Spies won't take any extra damage, so you will need to chase them for longer.
+
* A successful kill with the Candy Cane in [[Medieval Mode]] will cause two health kits to be dropped instead of one.
  
*Mad Milk is hard to notice on an affected person's HUD (a small white drop next to the health icon). If you can cover someone in milk in the middle of an assault or push, it is unlikely they will notice and could put themselves into a situation that will greatly benefit your teammates.
+
* Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from most of their primary weapons at close range will instantly kill you.
 +
** With this knowledge, consider equipping this weapon with others that give you additional damage vulnerability, such as the Crit-a-Cola, may be useful, as any hit from an explosive would kill you anyway, even without the marked-for-death effect.
 +
** You can also use this fact to train yourself to dodge better, as getting hit by the explosive damage punishes you for not dodging well.
  
*While not directly associated with Mad Milk, unless you are utilizing the extra 25 health from the Scout's pack bonus try to wear other hats than the Milkman. Enemies will expect you to use the milk if you have the hat on, and dodge accordingly.
+
* Using the Mad Milk with the Candy Cane can allow you to heal yourself and teammates if no Medics or Health kits are nearby.
  
*In comparison with [[Jarate]], the arc of the throw of The Mad Milk is quite steep and requires compensation of aiming to throw distances [[Jarate]] could easily reach with standard aim. It is more like a grenade from other more realistic FPS's than [[Jarate]]. Aiming higher and double jumping can make up for the shorter distance it can be thrown.
+
* The Candy Cane is also useful when you have a damaged Medic nearby. With the Medic's healing, you can easily secure a kill, which will drop a small medkit for your Medic.
  
* Mad Milk dose not wash off in water.
+
==== [[Boston Basher]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="50%" colspan=5 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
|-
 +
! {{Table icon|Boston Basher|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Boston Basher}}
 +
| rowspan="2" |0.5 seconds
 +
| rowspan="2" |35
 +
| rowspan="2" |47
 +
| rowspan="2" |105
 +
|-
 +
! {{Table icon|Three-Rune Blade|Promotional/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Three-Rune Blade}}
 +
|-
 +
! [[Bleed]]ing
 +
| align="center" | {{Icon killicon|weapon=Bleed}}
 +
| N/A
 +
| 40 damage over 5 seconds
 +
| 50 damage over 5 seconds
 +
| N/A
 +
|}
  
===[[Bat]]===
+
* The Boston Basher will apply [[Bleeding|bleed]] to an enemy hit by it for 5 seconds (for a total of 75 damage), but on miss, it will apply 18 base damage and bleed effect to the user at a reduced rate (a total of 48 damage). The user will not be damaged when hitting a teammate, any world geometry, or props.
  
* You may prefer to kill situationally-unaware or aiming-impaired Heavies with the baseball [[Bat]] by circle strafing around them or jumping on top of their large bodies.  A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your [[Scattergun]] or [[Force-A-Nature]] needs reloading.
+
* Be cautious and accurate with your shots; missing can take out up to half your health.
 +
** Spamming the Boston Basher will usually result in death; it is advisable to only go for 1-2 hits per attack on a target.
 +
** If you end up making yourself bleed, you can stop the bleeding by using items such as [[Bonk! Atomic Punch]] or a health kit.
  
* While using the Bat you may need to somewhat compensate for the movement of your targets, especially against other Scouts.
+
* A successful hit including bleed will deal 75 damage, making hit-and-run tactics even more effective. Run in, melee your target once to soften him up, and fire Scattergun shots as you retreat.
 +
** If you are losing a one-on-one fight and need to escape or are likely to die, hitting your opponent as you run away may be enough to kill them. This is more effective on light classes like other Scouts, although heavier classes may still be forced to retreat.
  
* Against any class not the Pyro or Heavy, the Bat is an excellent weapon if you've already closed with them. Remember that fast things appear to be going faster the closer they are to you; just jump into a group of enemies and start running around, swinging as fast as you can. You won't be terribly accurate but neither will they, and you swing faster with your Bat so you should connect enough times to get a few kills. This is a dangerous tactic but when it works it can be devastating.
+
* Ambushing is key with the Boston Basher. If an enemy is unaware of your presence, run in and land a few hits with the Basher before finishing them off with your Scattergun.
  
*When wielding the Bat, try to always circle strafe your victim. You'd always be better off using your Scattergun otherwise.
+
* By swinging right after jumping, you can boost yourself with the self-damage of the Boston Basher to heights comparable to the Pyro's [[Detonator]] jump. However, this costs a lot of health, so take note of where the map's health packs are.
 +
** By combining the boost of the Boston Basher with the ability of the [[Force-A-Nature]] to perform a third jump, you can jump over long stretches of a map.
  
*The Bat can be effectively used to circle strafe lower-level Sentry Guns, especially when used with the [[Force-A-Nature]], since it will not run out of ammo or need to reload.
+
* By hitting yourself while being healed, you can help a friendly [[Medic]] build [[ÜberCharge]] faster.
  
*Often times a swing of the bat can effectively kill a player that has been weakened by your Scattergun.
+
* The bleed effect can be useful for preventing [[Spy|Spies]] from escaping by [[cloak]]ing. However, do not try to hit a Spy that is already invisible, or you may weaken yourself and allow him to finish you off with his Revolver.
 +
** Hitting a teammate will not result in damage, this can be used for Spy-checking.
  
===[[Sandman]]===
+
* If you land a successful hit on an enemy with the Boston Basher while the enemy is coated in [[Mad Milk]], the bleed damage will heal you. This can reduce the health lost from missed attacks.
*The Sandman's stun ball slows the target and prevents them from using their weapons. The duration of the effect increases with the distance between you and your target. However, after a certain very long range, the ball will cause the target to be completely immobile and unable to fire their weapons for the maximum possible duration, in a similar manner to how the stun effect used to work at all ranges in older game versions. Hitting someone with a ball at this range unlocks the ''Moon Shot'' [[Scout achievements|achievement]].
 
  
*The [[Heavy]] makes for one of your best targets with the ball. Being slow doesn't allow him to move out of the way of the [[stun]] in time. The Heavy is also one of the easiest enemies to hit with the [[Home Run]], due to his large size.
+
* The [[Crit-a-Cola]] can be useful with the Boston Basher; self-inflicted damage will not be boosted by Crit-a-Cola's effect, and the Mini-Crits apply to bleed damage making it an even better ambush and hit-and-run tactic against enemies because of the increased damage dealt.
  
*If alone against a [[Heavy]] on Arena, you can use the [[Sandman]] to your advantage. Whenever you are being chased by a [[Heavy]], possibly around a corner, [[stun]] him and shoot him as much as possible before he regains control again. When the [[Heavy]] regains control, duck behind the corner and to the nearest escape route. Repeat if needed.
+
==== [[Sun-on-a-Stick]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=3 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
|-
 +
! {{Table icon|Sun-on-a-Stick|Promotional/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Sun-on-a-Stick}}
 +
| 0.5 seconds
 +
| 26
 +
| 35
 +
| 79
 +
|}
  
*If you're taking on a Heavy or Soldier, it may be in your best interests to bring the [[Sandman]] along, Bonk them, and then make your approach. They can both survive a one-two from your Scattergun, so by stunning them, it gives you an opportunity to fire both shots, then switch to your Bat and kill them.
+
* The Sun-on-a-Stick delivers 25% less damage than the stock Bat, but guarantees a Critical hit whenever you strike a [[Fire|burning]] enemy. Additionally, it grants the user 25% fire resistance when it is the active weapon.
  
*A lone [[Engineer]] is another prime target for the Sandman's ball. While stunned, the Engineer cannot repair his Sentry Gun. Use this opportunity to attack the Sentry Gun.
+
* Equipping the Sun-on-a-Stick usually comes down to whether you have a Pyro on your team, as the Critical hits only come into play when your opponent is suffering from afterburn.
 +
** Likewise, fire resistance is virtually useless if there are no Pyros on the enemy team, and flat-out worthless if there are no enemies capable of inflicting fire damage at all, such as [[Cow Mangler 5000]]-wielding Soldiers.
  
*Hitting the ball into a [[Sniper]] nest will stun any Snipers there, since they often stay still while scoped, and you don't have to be in their line of sight to attack them. This can be a great aid to your team's Snipers.
+
* While the Sun-on-a-Stick's Critical hits on burning targets are powerful, your Scattergun deals damage much more reliably. Because of this, attacking with the weapon is generally a bad idea unless you are ambushing a burning enemy.
  
*The Sandman's ball fires with an arc similar to the [[Flare Gun]]'s, however, the ball launches slightly above the crosshair - take this into account while aiming with the Sandman.
+
* The Sun-on-a-Stick's passive fire resistance is usually more useful than its highly situational Critical hits, giving you the extra survivability needed to retreat to a health source when you're on fire.
  
*The Sandman's ball recharges automatically after being fired, and picking up fallen ammo will not replenish this process any faster. However, a Sandman ball on the ground or the [[Supply closets|Supply Closets]] located in the spawn room will instantly replenish the ball. Listen for the bell sound to tell you if your ball has recharged so you don't have to gaze at the meter all the time.
+
* The best game mode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the [[Huntsman]] and the [[Sharpened Volcano Fragment]]. Otherwise, it is overall a weak weapon to use for combat, and may not be reliable in a melee fight.
  
*When fighting close to a [[Supply closets|Supply Closets]], firing Sandman balls and running back to restock may be effective to support the team. It is ''not'' a good idea to attempt to taunt kill enemies who are stunned, unless he is alone and you hit him with a [[Crit]] baseball at short range. The taunt kill is very long and your target will likely recover and move out of the way before they get hit.
+
==== [[Fan O'War]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=4 | Damage
 +
|-
 +
! class="header" width="13%" | Point Blank
 +
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | Marked for Death Time
 +
|-
 +
! {{Table icon|Fan O'War|Promotional/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Fan O'War}}
 +
| 0.5 seconds
 +
| 9
 +
| 27
 +
| 15 seconds
 +
|}
  
*When too close to another object (any players or Sentry Guns), secondary fire will not launch the ball; instead, it will swing the Bat as normal.
+
* The Fan O'War will "marked for death" when hit an enemy. The "marked for death" is indicated by the skull with crossbones floating above their head, and all damage they take will be Mini-Crits. The "marked for death" effect lasts 15 seconds. The Fan O'War also deals Critical hits when it would normally Mini-Crit. As a drawback, the Fan O' War deals 75% less damage on hit.
 +
** The Fan O' War's effect can only be applied to one enemy at a time.
  
*A Mini-Crit Sandman ball, whether by Jarate, Buff Banner or Crit-a-Cola, will often stun an enemy long enough for you to kill them, even at the minimum stun range.
+
* Remember that the Fan O'War is essentially the melee equivalent of [[Crit-a-Cola]]; while you do not receive increased damage from enemies, it still requires that you get within point-blank range of enemies.
 +
** Unlike the Crit-a-Cola, you still get access to your secondary weapon, so the Fan O' War is a good choice if you do not use your melee weapon for combat often.
  
*Aiming the stun ball isn't all that easy, but in certain cases it can be. For example, the bridge in Badlands is just long enough for you to hit an enemy with a moon shot, maximum strength stun ball, and is quite simple to hit someone with it since it is a straight away.
+
* The Fan O'War deals 9 damage against unmarked players, and 26 damage for subsequent hits. Like most melee weapons, it is not a good choice for directly dealing damage. Hit the enemy once, then use your primary and secondary weapons to take full advantage of the damage bonus.
  
====[[Home Run]]====
+
* Ambushing and good maneuvering are crucial with the Fan O'War; whether you are using it on the front lines or the opposing base, remember that surprise is key to landing a hit. Rushing straight towards an enemy with a melee weapon is never a good strategy.
*Only use your killing taunt on scoped Snipers, VERY distracted Heavies, or someone that has been stunned by a critical ball, since the taunt animation takes so long.
+
** Try attacking enemies that are alone, so that you are not outnumbered once you mark an enemy for death.
 +
** If you are cornered, hit key targets like [[Heavy|Heavies]] and [[Medic]]s. Your teammates may be able to kill them even if you die.
  
*The taunt is best used for a little revenge during [[humiliation]].  If you're on the losing team, try to lure an enemy close to you but be sure to take heed of the taunt's attack time so that you can get them right as you're about to do your called shot.  For example, they come around a corner and right as they do, you hit them with the taunt.  It also works when you're on the winning team if the other player isn't moving too much.  However, one of three things usually happen: other players are hiding (so you can't kill them), they're actively dodging you, or your allies will kill them before you can.
+
* Unlike [[Jarate]], the mark for death persists for 15 seconds and its duration is not reduced if the target is being healed, making the Fan O'War better at weakening key targets.
  
*If you manage to hit a target with a ball at just over the range required to halt their movement completely, if you start running towards them before the ball lands and do the Sandman's tauntkill, you can finish the animation before the target is able to move out of the way. You need an area long enough to hit a ball far enough to get the complete stun effect, an unobstructed straight path to your stunned target, and a good deal of luck to pull this off.
+
* The Fan O'War is very effective for countering [[Spy|Spies]]. Even if a marked Spy [[cloak]]s with a [[Dead Ringer]], the skull symbol will remain above his head, nullifying his invisibility.
  
*If equipped with [[Bonk! Atomic Punch]], drink it then immediately unleash the Bonk Taunt in front of an enemy respawn or around corners to avoid being hit, the enemy will think you are unarmed and charge at you with a primary or melee weapon.
+
==== [[Atomizer]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=5 | Damage
 +
|-
 +
! class="header" width="10%" | On Enemies
 +
! class="header" width="10%" | On Buildings
 +
! class="header" width="10%" | Mini-Critical
 +
! class="header" width="10%" | Critical
 +
|-
 +
! {{Table icon|Atomizer|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Atomizer}}
 +
| 0.5 seconds
 +
| 30
 +
| 35
 +
| 40
 +
| 89
 +
|}
  
*Along with the Sniper's [[Skewer]] Taunt and the Medic's [[Spinal Tap]] Taunt, this taunt is completely quiet until executed. Unlike those two taunts though, the kill gives off a much louder sound upon execution and gives no stun. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a succesful Home Run.
+
* The Atomizer grants the Scout the ability to triple jump while holding the weapon and Mini-Crit enemies while airborne, but also deploys 50% slower in addition to 15% less damage done to players.
 +
** The Atomizer deals less damage to players, but not to buildings. Using it to take out an enemy Teleporter or Dispenser can conserve primary and secondary ammo while doing regular damage.  
  
===[[Holy Mackerel]]===
+
* Like the Fan O'War, the Atomizer is more of a utility than a weapon. If you do not use your melee enough for its penalties to matter, consider using the Atomizer.
*The Holy Mackerel is more akin to a regular bat in practice, but is quite humiliating to be killed by, as it is announced with each consecutive hit and has a very distinct wet slapping sound on contact.
 
  
*Using the Holy Mackerel on scoped Snipers is the safest option, but because of the noise the fish makes on contact they may realize even faster that you're there and will have ample time to turn around and melee you. Snipers with the full Croc-o-Style Kit will have even more health than usual, so if you see the full crocodile skin on their backs it may be easier to shoot them instead.
+
* Use the Triple jump while attacking an enemy to be able to get a [[Mini-Crit]] and deal 40 damage. This Mini-Crit can be utilized expertly while dealing with slow classes such as the [[Heavy]] or the [[Soldier]] as they will be distracted and getting Mini-Crits hit towards them and they not even noticing it.
  
*The question of whether the [[Bat]] and The Holy Mackerel have any signifant choice differences has been debated, but the difference is in its ability to grab attention. Any player that knows the location of the teammate a Scout has been humiliating knows everything they need to know:
+
* The Atomizer's third jump can be very useful when retreating, as it gives you another jump to dodge enemy attacks. This triple jump can be used for distracting or confusing slow classes when going over them for a sneaky attack. Its switch speed penalty makes it less useful in direct combat, however; you cannot fire your Scattergun while holding the Atomizer.
1. There is a Scout, forewarning what to expect and act accordingly.
 
  
2. His location, giving the player an element of suprise and superior locationing when approaching the Scout.
+
* Using the Atomizer's third jump, you can often take shortcuts into places in the map you could not otherwise reach. Try using them for devastating flanks.
  
3. The fact that he is using his melee weapon, giving a huge advantage to any player with guns at the ready.
+
* With the [[Force-A-Nature]] equipped, you can perform a [[Jumping#Quad Jump|quadruple jump]] by combining the Atomizer's triple jump with the Force-A-Nature's self-inflicted [[Knockback|recoil]].
  
If a Scout wishes to avoid giving all this information away, then the [[Bat]] is far more subtle.
+
* The Atomizer does not pair well with the [[Baby Face's Blaster]], as the Blaster loses most of its speed boost with each jump. Using your third jump will lose all your Boost.
  
*The Holy Mackerel does not provide a FISH KILL notice when triggering a Spy's Dead Ringer.
+
==== [[Wrap Assassin]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=5 | Damage
 +
|-
 +
! class="header" width="10%" | Point Blank
 +
! class="header" width="10%" | Mini-Crit
 +
! class="header" width="10%" | Critical
 +
! class="header" width="10%" | Recharge Time
 +
|-
 +
! rowspan="2" | {{Table icon|Wrap Assassin|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Wrap Assassin}}
 +
| 0.5 seconds
 +
| 11
 +
| 17
 +
| 32
 +
| N/A
 +
|-
 +
| align="center" | {{Icon killicon|weapon=Sandman Ball}}
 +
| 0.25 seconds
 +
| 15
 +
| 20
 +
| 45
 +
| 11.25 seconds
 +
|-
 +
! [[Bleeding]]
 +
| align="center" | {{Icon killicon|weapon=Bleed}}
 +
| 40 damage over 5 seconds
 +
| N/A
 +
| N/A
 +
| N/A
 +
| N/A
 +
|}
  
*Any fish hits on a cloaked Spy will continue to be displayed on the kill feed.
+
* The Wrap Assassin allows you to launch a Bauble with secondary fire similar to the [[Sandman]]'s baseball, but causes damage and [[bleeding]] on hit instead of slowing. The bauble also breaks on contact with a surface, dealing negligible damage to enemies around it, or the Scout himself. The Wrap Assassin's ball regenerates 25% faster than the Sandman's, allowing for more shots. The drawback is its melee damage, which is reduced by 65%.
  
*Fish hits on a disguised Spy will not display in the kill feed.
+
* The Wrap Assassin is a Sandman variant that sacrifices its [[Slowdown|slow]] ability for a more frequent damage option and no maximum health reduction. Its melee damage reduction should be negligible if you use a primary weapon at close range.
 +
** As the bauble works similarly to the Sandman's ball, most of the Sandman's tactics work for this weapon.
  
=== The Special Delivery Set ===
+
* Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.
*The +25 health this loadout gives you is a great help when fighting other Scouts, trying to outlast afterburn, or surviving wayward explosives.
+
** The ornament also shatters if it hits anything, dealing 4-13 damage in an area-of-effect. This shatter damage does not cause bleeding. Rely on direct hits to deal damage.
  
*Remember though that your only ranged weapon will be the Shortstop, which is ineffective at ranges where the Pistol is. Therefore, you are restricted to being able to reliably damage enemies at close and mid ranges.
+
* The bleed damage of the Wrap Assassin can greatly benefit from the Crit-a-Cola, as it will deal a greater amount of damage to enemies.
  
*Using the Mad Milk in combination with the Shortstop will allow you to take advantage of your health increase even more, staying in the battle for much longer (assuming you hit with your shots).
+
* The Wrap Assassin's ball can be used as an opening attack, or to to harass and keep pressure on distant enemies like [[Snipers]], with the damage over time effect.
  
*As above though, the Holy Mackerel has its own share of problems. If you are not particularly enticed by the +25 health, use the regular Bat.
+
* Although the Flying Guillotine does more damage and has a faster recharge time, the Wrap Assassin allows you to choose a secondary of your preference and retain a weapon that causes a bleeding effect.
 +
** However, using both at once can make you a damage-over-time powerhouse, as bleed damage stacks with multiple bleeding weapons. You will do up to 146 damage if both weapons hit.
 +
** Use the [[Force-A-Nature]] alongside the Wrap Assassin and Flying Guillotine to deal up to 259 damage.
  
==Weapon Heckling==
+
== {{Anchor|Taunt Attacks}}[[Taunts#Kill taunts|Kill taunts]] ==
 +
=== {{Anchor|Home Run}} [[Grand Slam]] ===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Grand Slam}}
 +
| align="center" | {{Icon killicon|weapon=Grand Slam}}
 +
| [[Sandman]]<br>[[Atomizer]]
 +
| 500 with Sandman, 425 with Atomizer
 +
| 5 seconds
 +
| The Scout points to the sky, winds up, and swings a deadly blow.
 +
|}
  
===Overview===
+
* It is advisable to only use your killing taunt on Snipers with tunnel vision. As with most other killing taunts, it can also be used to retaliate during Humiliation as the losing team.
  
'''Weapon Heckling''' refers to the [[Scout]]'s ability to exploit other classes varied weapons using his speed. By rapidly changing his weapons and spacing from the enemy, he forces them to switch their weapons, and then exploits its shortcomings, effectively allowing the Scout to defeat any class in a one on one fight. The concept is described and demonstrated in detail in Daedalus's How to Play the Scout. Note: most veteran players will most likely stick to one weapon, so be warned. Also be warned that this strategy is very hard without the Pistol, but not impossible if you carry only the [[Scattergun]]. It still works in combination with the [[Force-A-Nature]] and [[Pistol]], albeit less effectively. Also, it can be used with help from the Sandman, although this can sometimes be difficult.
+
* You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. Make sure to use it wisely because you can only do the taunt once in the duration of the Bonk! Atomic Punch. You can, however, still be knocked back, ruining the taunt attempt. It can prove useful to walk into a large crowd and perform the taunt, as unaware players might not spot you performing the taunt. However, this will likely result in getting yourself killed.
Classes that can be heckled:
 
  
===Heckling A [[Pyro]]===
+
* This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon {{botignore|execution}}. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Grand Slam taunt kill.
  
The [[Pyro]] is the classic heckling target, because he uses his two weapons, the [[Flamethrower]] and [[Shotgun]] or [[Flare Gun]], in two different spaces.  The Flamethrower inflicts massive damage at close range, but outside of that he must switch to his Shotgun to be effective.  The Scout relies on a window of vulnerability to inflict massive damage.
+
== Weapon combinations ==
 +
{| class="wikitable grid collapsible collapsed" width="65%"
 +
|-
 +
! colspan=4 class="header" | Example Combinations
 +
|-
 +
! colspan=3 class="header" | Combo
 +
! class="header" | Usage
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Scattergun |icon-size=40x40px}}
 +
{{Icon weapon|weapon=Force-A-Nature |icon-size=40x40px}} <br />
 +
'''[[Scattergun]]''' or '''[[Force-A-Nature]]'''
 +
! align="center" | {{Icon weapon|weapon=Pistol |icon-size=40x40px}}
 +
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}
 +
'''[[Pistol]]''' or '''[[Bonk! Atomic Punch]]'''
 +
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}
 +
'''[[Bat]]''' or '''[[Sandman]]'''
 +
|
  
Pester the Pyro with the [[Pistol]] or [[Scattergun]] just outside his Flamethrower range so that he must switch to the Shotgun to damage you.  As he is switching to Shotgun, take this opportunity to get close and blast him a few times.  If he then switches to his Flamethrower, run away from the Flamethrower's range and repeat until he is dead. A Pyro with a [[Flare Gun]], however, is not a threat outside the Flamethrower's range; just be careful not to run into the Flare.
+
This is a balanced, offensive Scout set that focuses on the central role of Scout: flanking and picking.
  
Avoid [[Degreaser]] Pyros: Their fast weapon switching can make it extremely dangerous to heckle them.
+
The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol,  while the Force-A-Nature allows you to finish off any injured opponents or push away other defenders that may stand in your way.
  
===Heckling A [[Soldier]]===
+
Bonk! Atomic Punch is most useful when you need to get by enemy Sentry Guns in order to run past unharmed with relative ease, but is not much to fully stop a Sentry for good, or for mid-ranged self defense, unlike the Pistol.
  
Somewhat like the [[Flamethrower]] the [[Rocket Launcher]] is most deadly at close range, but outside of that, a competent Scout should dodge all of his shots.
+
If you need to augment your survivability, swap the Sandman for the Bat. The Sandman's ability to hit a slowing baseball, however, can serve as a last minute attack when either Scattergun needs to be reloaded, or as an offensive mechanism to get in a couple of easy hits.  
Almost verbatim from heckling a [[Pyro]], pester him at medium range, he will quickly realize his rockets are worthless.
 
As he switches to [[Shotgun]], give him a nice buckshot greeting.
 
Run back when he switches weapons. Repeat. If he sticks to his Shotgun, try to attack from another angle.
 
  
===Heckling A [[Demoman]]===
+
Use caution while using the Sandman, however; the Sandman's -15 health attribute drops your health down to only 110, allowing Soldiers to kill you with one attack at close range. Should you not land a Scattergun kill, either close in again with the Pistol or use your slowing ball as you retreat to prevent the enemy from following you.
Any of the Demoman's ranged weapons will kill you in two direct hits, but none of them are particularly suited for close or long range. Jumping into close quarters will force the Demoman to shoot stickies under his feet (in which case he can damage or kill himself) or pull out the Bottle/Eyelander - in both cases you can simply jump outside of the Demoman's range and fill him with buckshot as he frantically tries to reload. More experienced Demomen will use their [[Grenade Launcher]] for close range combat, and although grenades may be difficult to dodge, the Grenade Launcher runs out of ammo quickly. Stay out of his range, dodging his grenades until he has to reload. When he does, run in and blast him. He will then try to melee you to death or try to reload, either way you can again pull out and shoot him a few more times. If he is carrying the Chargin' Targe instead of the Sticky Launcher or the Scottish Resistance, use the Grenade Launcher strategy. When he runs out of ammo for the Grenade Launcher, he will only be able to melee you and he might use up his dash to retreat instead, during which you can stop him from fleeing with the Pistol.
 
  
===Heckling A [[Medic]]===
+
|-
 +
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br />
 +
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''
 +
! align="center" | {{Icon weapon|weapon=Flying Guillotine|icon-size=100x100px}}
 +
'''[[Flying Guillotine]]'''
 +
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}
 +
'''[[Wrap Assassin]]'''
  
Heckling a [[Medic]] is almost the opposite of heckling a [[Pyro]] or [[Soldier]]. When fighting a Medic, he will probably have his [[Syringe Gun]] or [[Blutsauger]] out and shooting you from medium range. Get in close, dodging as much needles as you can and attack him. He will then whip out his [[Bonesaw]] and attempt to melee you to death. Once this happens, move out of his range and keep attacking him until he either dies or pulls his Syringe Gun back out, then repeat. If he sticks to his Syringe Gun at point blank or he has good aim with the [[Blutsauger]], immediately pull out before you die.
+
|
 +
This loadout focuses on damage over time, with your bleed damage projectiles doing most of your work. As such, this combination of weapons works best at medium range, and is generally only effective against a single target.
  
=== Heckling a [[Heavy]] ===
+
By constantly flinging both the Flying Guillotine and the Wrap Assassin's baubles into groups of enemies, you can help your team by softening up to two enemies each time. However, this combination shines against a single target, as bleed damage stacks if they are caused by separate weapons. If you find a key target, landing both projectiles will double the bleed damage and inflict both weapon's base damage as well, which is enough to kill any 125-health class over time and severely weaken tougher classes. For anyone who survives, simply blast them with your primary weapon.
The Heavy is extremely deadly, and can cut through you like butter at any range, but he has one weakness: [[Minigun]]-spinning. Get in when he does not know you are there, and quickly pump 2 scatter gun shots into him. He will turn around and attempt to fire his gun at you, at which point you can retreat behind a corner. He will likely ignore you after you've fled, starting to fire at something else or going off to find a medpack. At this point, you can repeat the first 2 steps until he is dead. If he is smart enough to switch to his Shotgun, then run in, jump around to mess up his aim, and fill him with buckshot. He will then pull out his Minigun again, so then repeat the first steps. If he sticks to his Shotgun or carries a Sandvich to eat during your pause, its best to run as he can simply outlast you until you die. Be careful if the Heavy starts eating a [[Sandvich]], as his healing may cause you to use all your Scattergun shots to try and kill him, leaving you with no loaded ammo. If you know for sure that the Heavy is almost dead, then a few shots can kill him as he is eating.  
 
  
A Heavy using [[Natascha]] is extremely difficult to deal with as a Scout, as one single hit from its bullets will slow you enough that the Heavy can aim right at you, causing almost certain death. Just attack him while he has his gun spun down, and escape before he spins it up. Repeat as necessary.
+
Your primary weapons generally help you make up for your close-range weakness, or to get behind enemy lines to ambush them with this combo. The Force-A-Nature allows you to knock back enemies that get too close for you to throw your projectiles safely, gives you a very powerful retaliation option, and can help with getting behind enemies with its force jump so you can catch them offguard. If you want to take ambushing one step further, the Soda Popper's multiple jumps will make it even easier to get behind enemy lines, where you can constantly pester your opponents.
  
Listen carefully for the sound of a Heavy when he spins down- astute players can discern from sound the type of Minigun the Heavy is using ([[Minigun]] or [[Natascha]]) and then plan tactics accordingly. If he's using Natascha, wait for him to stop spinning, although greater risks can be taken if the heavy prefers Sasha.
+
As effective as this combo may be, remember that you will lack a reliable weapon for at least 6 seconds if you throw both projectiles at once. Fending off more than one opponent will be more difficult for you, so land your bleed weapons, retreat, and return once you are recharged.
  
=== Heckling a [[Sniper]] ===
+
|-
Heckling a [[Sniper]] is harder than most of the classes, due to the Scout's weapons not being too accurate at long ranges.  The Pistol is the most useful against a Sniper, try to keep the fire on him to prevent him from hitting you. Remember, a fully-charged body shot will kill a Scout. Above all else, keep moving unpredictably.
+
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}
Also, try to look for a [[Sniper]] with the [[Razorback]] or [[Jarate]], as they won't have an [[SMG]] to deal with you. This means they will have to rely on trying to snipe you at close range or pull out the [[Kukri]]. These attacks can be dodged by an observant and quick Scout.
+
'''[[Shortstop]]'''
 +
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}
 +
'''[[Crit-a-Cola]]'''
 +
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br />
 +
'''[[Boston Basher]]''' or '''[[Wrap Assassin]]'''
 +
|
  
=== Heckling a [[Spy]] ===
+
This combination turns the Shortstop into a viable way to deal large amounts of burst damage at higher ranges than you usually can, and increases the power of your bleed damage.
Heckling a [[Spy]] is overcomplicated and not recommended, but if heckling becomes necessary at one point you should follow this guide. The Spy's weapons are very accurate and can wipe you out a far away range if the person wielding them has good aim. But the attack interval is long enough for you to get to him. Better yet, you should try to find a [[Spy]] with the [[Ambassador]]. Most Spies would try to go invisible and get out of a battle with a [[Scout]] directly.
 
  
=== Heckling an [[Engineer]] ===
+
As Mini-Crits do not suffer from [[damage]] fall-off, you are lethal from all ranges (for short periods of time). Because of this, the Shortstop will deliver strong and accurate damage with Mini-Crits even at range, and paired with 4 rounds per magazine and a fast reload, it is potentially lethal even to Heavies if you get close.
  
Weapon Heckling can also be used on the Engineer, although doing this is relatively pointless and over-complicates the encounter. Only heckle if the Engineer is in plain sight, as he may have a nest set up around a corner or on a higher elevation that he can Wrangle his sentry from and kill you with relative ease. Further complicating matters is if the Engineer has a Gunslinger or Southern Hospitality instead of a regular Wrench, as a Gunslinger Engineer can deploy a sentry behind you that will finish assembly before you have time to turn around, bleed you to death with his Hospitality or critical you if he has any saved up with his Frontier Justice.
+
As bleeding damage is also affected by your Mini-Crit boost, pairing it with a bleeding melee weapon can be very powerful as well. If you prefer to stay back at a distance, the Wrap Assassin will maximize your damage potential at from afar if you land a bauble while you are Mini-Crit boosted. The Boston Basher works better for those who want to get in to do damage. However, given that Crit-a-Cola also makes your self-inflicted hits hurt even more as well, it is important to have a nearby healing source or Medic in case you miss with the Boston Basher.
  
==Map Specific==
+
|-
 +
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Scattergun|icon-size=40x40px}}<br />
 +
'''[[Shortstop]]''' or '''[[Scattergun]]'''
 +
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
 +
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
 +
'''[[Sandman]]'''
 +
|
  
===[[2Fort]]===
+
This is a great combo when you want to help your team survive longer and aid them with pushes.
  
* Use the roof of the bridge to [[double jump]] into the enemy battlements.
+
The Shortstop and Scattergun are excellent weapons when you do not have your Pistol equipped. The Scattergun has its reliable six shots and high damage at close range that lets you take down targets easily, while the Shortstop lets you do more damage at a distance if safety is imperative. When a Medic is not around, the Mad Milk's ability will provide your teammates with a well-appreciated opportunity to heal when they hit a soaked enemy, and if you do have a Medic, it will make his job infinitely easier and improves the effectiveness of your team's pushes, as they will survive longer on the battlefield. Mad Milk will also reveal cloaked Spies, aiding your team with Spy checking, and will also extinguish any teammates on [[fire]]. The Sandman's ball can slow key targets and make aiming much easier for you and your teammates.
* The roof is a great means of getting behind an opposing attacking force and attacking them from behind.  This is especially good for going after trailing Medics.
 
* At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your barracks directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any [[Sentry|Sentry Gun]]s in the ramp room will only be level 1.
 
* With the [[Force-A-Nature]], a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
 
* You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
 
* If the Intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.
 
* Use the [[Sandman]] as a defensive tool while staying near your base.  Launch baseballs from your team's Sniper nest or front, ground entrance at advancing enemies on the bridge. This can stun attackers out in the open making them more vulnerable to attack.  Recharge your ball quickly by retreating to the nearest spawn room.
 
* When defending from your base, use the [[Force-A-Nature]] to [[force jump]] back up to the spawn closest to your Sniper nest.  This is helpful to escape enemies or to recharge the Sandman quickly.
 
*Use the [[Bonk! Energy Drink]] to draw enemy Sniper fire from your base's nest. Drink, crouch and move; peak around corners to drawn enemy Sniper fire.  This can help friendly Snipers eliminate enemy Snipers.
 
*The Scout's speed is incredibly useful for [[Spy-Checking]] (especially [[Cloak and Dagger]] Spies).  Use the bat, [[Sandman]], or [[Holy Mackerel]] constantly while running and strafing throughout your base to bump into and eliminate enemy Spies.
 
*The long tunnel of the Sewers leading to each base is great for using the Sandman's baseball.  The narrow confines of the tunnel make dodging the baseball more difficult and makes it easier to retrieve the ball after a successful hit.
 
  
===[[Granary]]===
+
|-
 +
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}
 +
'''[[Shortstop]]'''
 +
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
 +
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
 +
'''[[Candy Cane]]'''
 +
|
  
=====Attacking middle point=====
+
This is an ideal loadout for Medieval mode.
* Same as all maps, here you need to be covering your team from flanking classes like Scouts, Pyros, etc.
 
* Watch the left hand side or far right hand side, occasionally running across the point to harass enemies not covered by heavy support, such as a Demoman.
 
* If you get a chance to get behind the enemy, take it. It will allow you to cause havoc, pick off their Medics, etc.
 
* Using the crates that rise above the point can be a double edged sword. Soldiers use the area very often, though it does allow you to maneuver around the enemy incredibly well.
 
  
=====Defending middle point=====
+
Since the only explosive attack is from the Demoman's [[Ullapool Caber]], the Candy Cane coupled with the Mad Milk can help you and your teammates survive long enough to capture a point.  
* If you're still in the middle, your team will most likely be covering the right hand side.
 
* All you need to do is watch the left hand side for anyone trying to sneak behind your team or run up the ramps to the crates above the middle point.
 
* However, while defending the middle point you may have moved up to the yard area to defend.
 
* In this case, you yet again watch the left hand side, but run around the area to check for people using the tunnel above the yard to get behind your team, and don't be surprised if someone attempts to back-cap middle and pull you back there.
 
  
=====Attacking second point=====
+
In normal gameplay, however, you need to be careful to not engage in front line combat unless required because of the likelihood of stray explosives. The Shortstop will help you with this vulnerability, as it increases the amount of knockback you experience and can send you flying into safety if you are hit by an explosion. Because of the additional health this loadout provides to your team, it is also very useful in Arena mode.
* Since you will have been watching the left hand side, wait for your team to move in, and then enter the point from here. This will allow you to duel down enemies trying to take the high ground, and enemy Scouts trying to get behind your team.
 
* You are then able to go above the second point, and harass the enemy from above, jumping down to pick off players weakened by your team.
 
* You can also stay on the level of the point and harass from here, though the lack of a height advantage can be a pain in such an enclosed area, and it allows enemies to take the high ground.
 
* If your team is clearly going to win the point, you can also attempt to run straight to the last and capture it.
 
  
=====Defending second point=====
+
|-
* Here, you either need to be watching the "garage" area if facing the middle point, or the left hand side if facing the last point.
+
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
* In both areas your job is standard defense, prevent enemies from getting past you, and poke out of the doors to see if you can rush the next area or kill off an unsuspecting enemy.
+
'''[[Scattergun]]'''
* Also beware here of enemies taking the upper areas, as they will easily kill you off from here.
+
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
* Be ready to run back to your team to provide support if necessary.
+
'''[[Pistol]]'''
 +
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}}
 +
'''[[Fan O'War]]'''
 +
|
  
=====Attacking last point=====
+
This combo uses the Fan O'War to enhance the capabilities of your Stock weapons, which have the the most ammunition and the overall best power output.  
* Strategy here is no different to any other point, wait for your team to enter the area, and come in after checking the area behind is clear.
 
* Preferably, use the top exit or the left door, though if the main bulk of the team is using this, do not hesitate to use another exit into the last point.
 
* Once in the area, harass the enemy, pick off weakened players, and run on and off the point to start a capture when you get the chance.
 
* Also, beware of Sentry Guns and Snipers, they are often positioned at the back left of the point, behind the wall. If a Sentry Gun is there, let your team know and stay out of it's way until it's destroyed.
 
* As usual, kill off Snipers before they do the same to your team!
 
  
=====Defending last point=====
+
Your standard fare of Scattergun and Pistol bullets will help you in general situations, as they are dependable overall with few situational weaknesses. Using the Fan O'War will make the best out of a bad situation, since it will increase your weapon's already high damage. Mark your target for death before going up to them, such as a Heavy with the [[Natascha]], or a Soldier or Demoman in a tight corridor. Consider using this loadout when you know you will be facing high HP enemies.
* Here you can't do much but wait for the enemy to attack. Poking through their doors or running into the upper area is likely to get you killed until they've left the area.
 
* Once the enemy move in, either harass them or attempt to back-cap.
 
* Don't forget to defend your team from the enemy Scouts, and as usual beware of Snipers; they love to stand in the windows or door of the upper area.
 
  
===[[Dustbowl]]===
+
|-
* When attacking [[Dustbowl#Stage 1, Point A|Stage 1 Point A]], use the canyon pathway. It is the least checked spot and with the [[Scout]]'s speed, you'll be able to run past the defenders without them knowing what happened. Hug the walls—don't let the defenders see you.  Don't stand near the gate during setup or the enemies will know that you are going that way.
+
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
 +
'''[[Scattergun]]'''
 +
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
 +
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Sun-on-a-Stick|icon-size=100x100px}}
 +
'''[[Sun-on-a-Stick]]'''
 +
|
  
* Before Stage 1 Point A is taken, you can quickly run to the enemy's [[Dustbowl#Stage 1, Point A|Control point 2]]. Although this is locked, if your team is close to taking Point A, then it would be a good idea to stay here and hide (and then rush to the second control point when the first is captured). If the enemy is unprepared, you can take the second point before they can get there.
+
This combination is recommended if you are working with a Pyro on your team, or are trying to counter an enemy Pyro.
  
===[[Well|Well (CP)]]===
+
The Sun-on-a-Stick's guaranteed Critical hits on burning players allows for easy kills when working in conjunction with a Pyro. Mad Milk will provide more health for Pyros against a group of enemies, and allows them guaranteed Critical hits if they are using the [[Neon Annihilator]]. The Scattergun can damage burning enemies from a distance, hastening their death due to afterburn, or weaken high HP classes such as the Heavy or Soldier before your Pyro buddy runs in. This loadout also works well in Medieval Mode if you have a Pyro coordinating with you on your team.
  
* The [[Scout Rush]] is not particularity a good idea on this map. Although the center control point is easy enough, the entrances to the bases can be easily covered by Sentry Guns, and the train yards are very heavily favored towards Snipers.
+
|-
 +
! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}<br />
 +
'''[[Shortstop]]''' or '''[[Force-A-Nature]]'''
 +
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
 +
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}}
 +
'''[[Fan O'War]]'''
 +
|
  
*In general, tactics for this map are roughly the same as for Granary, don't forget to watch the water!
+
This setup is for an entirely support-based Scout. Because you will lack a true weapon other than your primary weapon, play carefully and stay with your team, supporting them with your utility and providing covering fire.
  
* Before the round starts, you can get over the stationary train cars on both sides without using the Force-A-Nature. Jump onto the ground-level railroad lights that blink when the train comes, then do a double jump directly onto the train car. The second jump has to be timed perfectly, and it may take a few tries.
+
Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Combine both on a single target to grant even higher healing while increasing damage done. Both of these weapons can also be used to reveal cloaked or disguised Spies; Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit. Both of them are also unaffected by the Dead Ringer, making them more effective. The Shortstop's fast firing rate, accuracy at medium range, and short reload time makes up for a lack of a Pistol (or melee weapon), whereas the Force-A-Nature makes up for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow you to reach more advantageous positions to throw Mad Milk or flank from.
  
===[[Hydro]]===
+
With the Force-A-Nature, this is also a great loadout for Mann vs. Machine. As the Scout's main roles are money collection and team support, there is little need to invest points in anything but upgrades for Mad Milk and resistances. As such, the MvM Scout tends rely on the effects of his primary and melee weapons, rather than on any damage they can deal.
  
* There are a lot of long, open vistas on this map, so you will often be fighting opponents from a distance.  Learn to love your Pistol.
+
For instance, the knockback from Force-A-Nature can either temporarily stop giant robots in their tracks, or send bomb-carrying Robots flying backward, thus causing them to lose ground. Mad Milk, of course, is the staple for the Scout not only due to the slowing upgrade, but also due to the healing bonus given to the entire team. The Fan O'War, while dealing little damage on hit, marks its target for death. This is primarily used against giant Robots, as the mark causes the giant robot to take Mini-Crit damage from nearly all sources, allowing your team to destroy it faster.
* The various vents and tunnels in this map provide good flanking spots for getting to the enemy point another way, and may help in distracting the enemy team so your teammates can make a big push.
 
  
===[[Turbine]]===
+
|-
 +
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}
 +
'''[[Force-A-Nature]]'''
 +
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br />
 +
'''[[Pistol]]''' or '''[[Pretty Boy's Pocket Pistol]]'''
 +
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 +
'''[[Atomizer]]'''
 +
|
  
* [[Strafing]] is a good idea because there are often Snipers on the platforms.  Switch to your Bat when going through the vents, but be careful of explosive classes that could instagib you at close range or heavier classes trying to melee you back in such a confined space.
+
This combination allows you to reach tremendous heights at the cost of firepower.
* Using double jump in this map can get you to places other classes can't. When you are low on health you can double jump on that ledge in front of the Intelligence room in each base this can be effective when versing Engineers,medics,Snipers,heavys and especially Pyro to get the upper advantage or even to run away.
 
  
===[[Gravel Pit]]===
+
By using the Atomizer's triple jump ability in combination with the Force-A-Nature's knockback jumps to pull off a quadruple jump, you will be able to reach places that only a Soldier or Demoman could reach with explosive jumping. However, as the Atomizer does little damage, the best way to protect yourself is with Force-A-Nature blasts, followed by a retreat with the Pistol if you do not have enough time to reload the Force-A-Nature. Use the Pretty Boy's Pocket Pistol when backing up to gain some additional health.
  
* When on offense, try to stick to one Control point ([[Gravelpit#Capture Point A|A]] or [[Gravelpit#Capture Point B|B]]) depending on how many people are assaulting the point. Let your teammates soak up enemy fire; you can dash into the point as soon as it is safe. B is usually the better bet since the Engineers Sentry Guns are highly unlikely to be finished when the round proper begins.
+
|-
* Another valid tactic is to head straight to [[Gravelpit#Capture point C|CP C]] and wait on the roof of the point before the enemy sets up defenses.  If your teammates keep the enemy busy, you may be able to capture it before any enemies can get to you (much like Dustbowl, see above).
+
! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
* Defending Gravel Pit as a Scout may or may not be such a good idea, depending on how well you can avoid enemy fire, but the various flanking routes available (such as the tunnel between B and A) give you an advantage and the possibility to take down enemy Medics.
+
'''[[Scattergun]]'''
 +
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
 +
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
 +
'''[[Boston Basher]]'''
 +
|
  
===[[Badlands]]===
+
This loadout is good for survivability and is best when combining the Mad Milk's self-healing with the Boston Basher's ability to cause [[Bleeding|bleed]], causing self-healing over time.
 +
The Scattergun can quickly dispatch enemies at close range for burst healing when enemies are covered in Mad Milk. Milked enemies will also help you negate self-inflicted damage if you happen to accidentally hit yourself with the Boston Basher.
  
=====Attacking middle point=====
+
|-
* At first, both teams rush to the 1st capture point and because of your speed, you're able to be there first. Usually you are up at against the Scouts from the other team, until the rest of yours arrives.
+
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}
* The fastest way to the middle point is to run down the right hand side, jumping from the vent on the balcony area to the wooden bridge near the resupply, through the house and onto the point, or down through the valley the wooden bridge is over.
+
'''[[Baby Face's Blaster]]'''
* A nice strategy is to jump on and off the point in between hassling your opponents, at the very least you'll be able to block them from capturing.
+
! align="center" | {{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=100x100px}}
* Despite this, you will usually want to be watching the underside of the point for enemy Scouts attempting to run through the towers on the corners of the bridge the point is on to get behind your team, and to protect from Scouts doing the same as you. This also allows you to run into the enemy and attack them directly from behind, escaping before they can react.
+
{{Icon weapon|weapon=Flying Guillotine|icon-size=100x100px}}<br />
* As usual, staying with the main bulk of your team is often the best way to go, as they need defense from Scouts attacking from behind,
+
'''[[Pretty Boy's Pocket Pistol]]''' or '''[[Flying Guillotine]]'''
* You can also try to sneak through the defense and enter the enemy base, in order to pull off a back cap after the middle point is captured by your team.
+
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x400px}}
 +
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br />
 +
'''[[Bat]]''' or '''[[Candy Cane]]''' or '''[[Wrap Assassin]]'''
 +
| '''The Public Enemy Setup'''
  
=====Defending middle point=====
+
The Public Enemy Setup works well together, as it prevents wasting Boost by jumping, and helps you regain lost health from damage so you can move in to gain even more Boost.
* Due to the large number of flanking routes here, you as a Scout should be watching the valley area and the house, ready to call out any aggressors to your team so they can deal with them, and pushing back enemy Scouts who try and move in.
 
* Again you can also attempt to back cap here, to give your team an opportunity to move in, though bear in mind the enemy team will be defending the spire area at this point.
 
  
=====Attacking second point=====
+
The Baby Face's Blaster discourages jumping, which means that fall damage may be a situational problem. The boost provided by the Baby Face's Blaster presents more opportunities for ambushes, and the healing granted by the Pocket Pistol lets you steal any lost health that would have depleted when you escape from enemies, which would have also depleted your Boost. Heal up with Pocket Pistol shots from afar if you lack Boost, then run in again. If you like, the Candy Cane will help you keep gaining your Boost if you get damaged on the battlefield, as you will stay healthier and be able to fire more shots off. However, remember it makes you very vulnerable to explosives, so you might prefer to bring the stock Bat or the Wrap Assassin instead. Use the Wrap Assassin to gain boost from afar, but beware of the little melee damage the weapon itself does. If a bauble is hit from far enough, it will do a Critical hit and give you even more boost (bleeding damage is unaffected).
* When attacking the Spire area, jumping onto the balcony via the small gap near to the resupply will allow you to get on the point more easily, if the enemy team have not yet fallen back.
 
* If a Soldier or Demoman attempts to jump you here, get off the point and start taking potshots at them from range, until they're forced away and you can move back on. Either that or jump around the point with your double jump to make it hard for them to hit you while shooting them, much the same way you would deal with a Heavy.
 
* Other than this, as a Scout your job is much the same as usual, watch for enemies behind your team and pick off stragglers who have been weakened by the rest of your team.
 
  
=====Defending second point=====
+
|-
* Often when defending the second point you will be in the upper area of the lobby outside last point.
+
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}
* When this is the case, you will want to be watching the lower right stairs to make sure enemy Scouts do not come out to attack your team.
+
'''[[Baby Face's Blaster]]'''
* Be ready to run back to the second point from this area to stop any back cappers.
+
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}}
* If you are waiting outside the lobby area, you need to get a height advantage, so either stand on the spire to block people trying to capture it, and drop down on enemies from above, or watch the resupply area to stop people coming out from the vent. Your team can deal with the main door to the lobby.
+
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br />
 +
'''[[Pistol]]''' or '''[[Winger]]''' or '''[[Flying Guillotine]]'''
 +
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Sandman|icon-size=40x40px}}<br />
 +
'''[[Wrap Assassin]]''' or '''[[Sandman]]'''
 +
|
  
=====Attacking last point=====
+
This set is centered on building Boost quickly with the Scout's secondary and melee weapons at a distance.
* Due to the enclosed nature of this point it's best to wait until your team has moved in and attack from the lower right area, or move in directly behind your team and go straight for any enemy Demomen, Heavies, Medics, etc. The reason for this is that all these classes are a huge threat to your team in an enclosed space.
 
* This is often a time when enemy Scouts attempt to back cap, so do be prepared to leave for the second point to defend if necessary.
 
* It is often possible to get onto the final point and capture it while no enemies are looking at it, so be aware of where the enemy is looking as well as just the person you're focused on attacking.
 
  
=====Defending last point=====
+
The Pistol's high rate of fire and quick reload can make it easier to quickly build Boost quicker. Its clip size makes it easy to spam, and is recommended if you are not as accurate when in motion. The Winger trades magazine size for power, but less accurate players may have trouble landing hits with it. The Flying Guillotine trades spammability for instant benefits; although its cooldown and travel time makes it harder to land hits with, a single hit will fill your Boost bar almost all of the way.  
* Here you will want to watch the lower left area and the lower main corridor, for people attempting to sneak onto the point and cap it before your team can react.
 
* When the enemy moves in you have two choices, firstly to harass them and their main offensive classes, or secondly to run out behind them and attempt to capture the second point before they can do the same to your final point.
 
* Otherwise, simply try and protect important members of your team.
 
  
===[[Freight]]===
+
Depending on your melee, you can pick either the Wrap Assassin or Sandman. The Wrap Assassin is effective if you are not using the Flying Guillotine for ranged combat, as it can inflict bleed at long ranges to safely fill up your Boost meter. The Sandman reduces your survivability, but deals reliable melee damage, and its slowing ball pairs well with the Pistol or Flying Guillotine, making it easier to score Pistol shots or hits with the Guillotine.
  
=====Attacking middle point=====
+
Having both the Flying Guillotine and Wrap Assassin equipped can be useful to deal constant bleed damage elsewhere when you run to another place, such as the intelligence. Because they are both long range weapons, it is possible to damage enemies far away while focusing on objectives. Due to the nature of the bleed effect, if you receive any damage from the enemy team, the current bleed damage that you are dealing with the other weapons will help you gain back your lost Boost, especially if you use the Flying Guillotine and Wrap Assassin on different enemies and not focusing on just one individual.
* At the beginning of the map both teams are rushing towards the middle for the midfight as usual. You have the speed advantage as always, being the fastest class, so you will likely be there first up against enemy Scouts.
 
* The fastest route to the middle is to run left down the ramp at the last point, turn left in the second point and go up out of the left ramp straight to the middle point.
 
* Your best bet as a Scout on the middle is to shoot across the point at anyone trying to cross, and watch the extra routes enemies can take to get into your team, such as the right side stairs, the left side crate, and the water.
 
* If your team has a Sniper, protecting him can often give your team much more offensive power as the Sniper denies a good portion of the map to the enemy.
 
* Do not go on the point yourself unless you're confident it's safe or you can deal with any threats coming to you, as the area is very tight and easily spammed by explosives.
 
  
=====Defending middle point=====
+
Regardless of your choice, it is essential to keep getting hits to keep your Boost high, as you lose a lot of Boost when you are damaged. Once you get full Boost, run in to do some damage, then retreat to a distance to regain your Boost. Rinse and repeat.
* If you're defending middle point, the enemy will be coming from their second point.
 
* As a Scout you cannot do much here, so your best bet is to watch the water by jumping in and coming up for air when necessary.
 
* To increase mobility in the water, do not move forwards or backwards, only strafe, as forward or backward motion reduces strafe speed in water.
 
* Be prepared for your team to launch an offensive and be on the watch for this happening.
 
* Watching the two doors can work as a Scout, and can be highly useful for sneaking in behind the enemy to kill off high priority targets such as a Medic, however this requires a high level of skill.
 
* Do not be surprised if your team is forced to fall back as the area can be difficult to keep control of, so be prepared to run away or hide to get behind the enemy.
 
  
=====Attacking second point=====
+
|-
* Upon attacking the second point, the best option for a Scout is usually to go through the left door after checking for any stickies. Then running to the walkway above second point to get behind or above the enemy, or to run straight down the left and harass enemies from behind or the side.
+
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}
* Equally, priority targets such as a Medic should be your focus as an enemy ÜberCharge can ruin your team's push into the area.
+
'''[[Baby Face's Blaster]]'''
* Other classes that pose a serious threat are as usual Heavies, Demomen, and Soldiers, while surprisingly enemy Scouts are dealt with most often by the rest of your team.
+
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}
* There is often a short period before any attack is made on the second point where Medics on your team will build their Ubercharges.
+
'''[[Bonk! Atomic Punch]]'''
* Be prepared to run ahead to the last point for a quick win if the entire enemy team has been taken out.
+
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
 +
'''[[Sandman]]'''
 +
|
  
=====Defending second point=====
+
This set monopolizes on your ability to make quick getaways and use hit-and-run tactics. While using this set initially leaves Scout vulnerable with a slower starting speed and 110 HP, the reward is often worth the risk.
* Here your best bet is to hide on the upper levels and pop out occasionally to take pot-shots at enemies poking through the doors from the middle point.
 
* As is often the case with the Scout you are at your most useful when you can get behind the enemy, so either try and escape the area via the water located in the room next to the resupply in this area, or sneak out one of the side doors.
 
* If you manage to escape, attempt to force the enemy to move in by assaulting their Medic and forcing their ÜberCharge, or totally stall them by killing said Medic.
 
* Failing this, wait for the enemy to move into the area and come in to harass them during their attack or afterwards.
 
* In this area, assuming the rest of your team can hold the fort, escaping out to the middle point to back-cap while the enemy team attacks second can bring your team back outside. The enemies do not often expect it, and can be complacent about it due to their own confidence in attacking the second point.
 
  
=====Attacking last point=====
+
The Baby Face's Blaster lets the Scout fly in and out of battle at blazing speeds once he has full Boost. As damage reduces the Boost bar, pairing this with the Bonk! Atomic Punch's effects gives you the absolute maximum infiltration and retreating potential without fear of losing Boost. Capture the Flag maps become fairly easy for grabbing the intelligence if the opposing team does not have many Sentry Guns. Arena and King of the Hill modes are also less intimidating as you can retreat to heal with minimal chance of being injured while running away. The Sandman is used to slow enemies, further opening your window of opportunity to close in quickly for a kill or to escape on a whim.
* Upon the final push to last point a Scout should be coming in to clean up enemies after the main bulk of the team has inflicted their damage, and to cap the point.
 
* In this area coming in from the lower area or the top left is your best bet, but watch out for Sentry Guns hidden behind the sheet metal, Snipers on the crates at the back of the point, and Heavies hidden in place of Sentry Guns.
 
* Running on and off the point to increase how far it has been capped is a good strategy here, as you can cap the point just as an enemy moves off it to attack someone else due to the fast capture speed on the last point.
 
* If the enemy Medic uses an ÜberCharge here, you should keep out of the way of it and harass the other players until it wears out.
 
  
=====Defending last point=====
+
However, because you lack a reliable ranged weapon to build Boost, you are fully dependent on the Blaster. Make sure to drink Bonk! as soon as possible to ensure you do not lose your hard-earned Boost before you move in.
* Here a Scout can do very little but attempt to get behind the enemy and harass them, however the main areas that need watching are the top right for Snipers, and the bottom for anyone else trying to sneak in.
 
* When the enemy team push in, look for players who have not been Ubered and attack them at close range to inflict maximum damage with your Scattergun, as they will most likely be focused on other people.
 
* In general, this area needs to be played depending on the situation in game at the time, but the basic idea is to prevent Snipers picking off your team, and harassing enemies until you're able to finish them off or your team can kill them.
 
  
===[[Coldfront]]===
+
|-
 +
! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Soda Popper|icon-size=40x40px}}<br />
 +
'''[[Force-A-Nature]]''' or '''[[Soda Popper]]'''
 +
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Flying Guillotine|icon-size=40x40px}}<br />
 +
'''[[Crit-a-Cola]]''' or '''[[Flying Guillotine]]'''
 +
! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
 +
'''[[Sandman]]'''
 +
|
  
=====Attacking middle point=====
+
This setup mainly focuses on the Scout using alternative routes to sneak up on opponents and deal a lot of damage in a short period of time using quick-firing Scatterguns or Flying Guillotine.
* As with all 5 CP maps, both teams rush to the middle at the start, Coldfront however plays differently to most maps of this style for a Scout.
 
* The fastest route to the middle here is to run down the left hand side of the map all the way.
 
* Upon reaching the middle, Scouts are dumped straight into the action, going on the point here is generally a bad idea due to how easily it can be spammed with explosives. This is a genuine problem for Scouts on this map as the main bulk of the team can arrive very soon after you.
 
* Scouts should instead use the cover of the house and wooden boards to move around the point, attempting to protect the main bulk of their team from enemy Scouts, or if the opportunity arises, assault the Medic, Demoman, or other priority targets on the other team.
 
* If nobody is watching it, jumping up onto a small ledge on the left hand side and then onto the elevated area on the enemies side of the map can allow you to pick off stragglers from the midfight with ease.
 
  
=====Defending middle point=====
+
The Force-A-Nature and Soda Popper work best as flanking weapons thanks to their faster firing rate. If using the Force-A-Nature, the Crit-a-Cola pairs well with it, as it can kill most classes in a single clip before they can react. If not, the Flying Guillotine can be used as a long ranged backup weapon. The Soda Popper's hype charge can be enhanced with the Crit-a-Cola's damage boost, and when full, the multiple jumps can let you reach massive heights, while also ambushing from behind the enemy's defenses. The Sandman's ability to fire slowing balls can be used to ambush or escape combat more effectively.
* This is not a situation which arises often on this map due to respawn timers and the like.
 
* If as a Scout you do find yourself having to defend the middle point, all you can do is watch the exits from the second point, so simply watch the side the bulk of your team is not watching so you can draw attention to the area if needed.
 
* If you are on your own here the enemy team will not hesitate in moving out, so hiding on the walkways that allow entry to the point can put you in perfect position for a back-cap.
 
* As a general tip, you want to stick with your team on this area, there are few opportunities to get behind the enemy, and your team will need all the help they can get holding the enemies back.
 
  
=====Attacking second point=====
+
|-
* Once you're ready to make a move into the second point, hang around outside for a few seconds until your team is on the offensive. Enemy Scouts and other classes may attempt to sneak out behind to attack your Medic or try and back-cap.
+
! align="center" | {{Icon weapon|weapon=Baby Face's Blaster|icon-size=100x100px}}
* Once your team have moved in and you're satisfied the area outside is clear, making a move down the far right tunnel, or up and down the ramps on the left side is a good idea.
+
'''[[Baby Face's Blaster]]'''
* When inside the point, your team should be distracting the enemies, so you should be killing off enemy Scouts, and then picking off the classes which pose the biggest threat to your team's push.  This should be relatively easy due to the explosives being laid down by your team.
+
! align="center" | {{Icon weapon|weapon=Crit-A-Cola|icon-size=100x100px}}
* Despite this, do not be surprised if you and your team are forced back out of the point from another wave of enemies, as this can happen often on this map, as such you should try and kill off the enemies as fast as possible.
+
'''[[Crit-a-Cola]]'''
* In this area, the point itself is also quite open, so it is perfectly possible to run on and off it to help capture, while dodging any enemy attacks, or simply to create a distraction.
+
! align="center" | {{Icon weapon|weapon=Bat|icon-size=40x40px}}
* Your biggest threat here will be an enemy Heavy. If you see one, try and keep out of the way of their Minigun, get behind them, or just run away.
+
{{Icon weapon|weapon=Sandman|icon-size=40x40px}} <br/ >
 +
{{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}<br/ >
 +
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ >
 +
'''[[Bat]]''' or '''[[Sandman]]''' or '''[[Fan O'War]]''' or '''[[Wrap Assassin]]'''
 +
|
  
=====Defending second point=====
+
This set focuses on maximizing the Scout's movement speed to its fullest potential, making you a very hard target to hit, at the cost of survivability and being close to enemies.
* In this area Scouts should be watching the left hand tunnel and not much else. Your team will usually be holding the right hand side, and the middle area is spammed easily by your team should you ask them to watch it.
 
* The most use you can be here is to make sure nobody sneaks into the point to attack your Medic, and perhaps attempt to sneak out of the stairs to the outer walkways from the middle area of the point.
 
* As per usual when the enemy moves in, waiting in secluded areas to ambush them, or harassing and killing off weakened players is the order of the day.
 
* Much the same applies to when you've been able to sneak out. However, if your team is confident they can hold off an enemy push, attempt a back-cap on the middle point, as it can force some of the enemy team to fall back to you, allowing your team to push out more easily.
 
  
=====Attacking last point=====
+
The Baby Face Blaster is weaker than the Scattergun in combat due to its lower clip size. However, coupled with the Crit-a-Cola, hitting multiple targets at close to mid range can build Boost almost instantly. Once you have full Boost, Crit-a-Cola will not boost your speed even further, but you will be fast and strong enough to take down most enemies in a single hit if you get close. As you take increased damage if Crit-a-Cola is in use, you will be very vulnerable especially since damage easily reduces your Boost, but you will often be fast enough to dodge most projectiles. Just be wary of Sentry Guns, which have perfect aim.
* This area is quite nice for a Scout to attack, it's wide open with lots of ways around the enemy, making it hard for them to trap you with explosives.
 
* Of course, your main priority is to keep enemy Scouts off your team or from back-capping, and then to pick off any Demomen, Medics, Heavies, etc., that appear.
 
* This area can be a problem if Engineers have built up Sentry Gun nests, so do check the area through the glass partitions and wait for your team to destroy them if this is the case.
 
* The lack of glass behind the final point here makes it incredibly easy to jump on from behind, so if the enemies are not looking, you can easily grab your team a win here.
 
  
=====Defending last point=====
+
Bring a melee weapon of your choice. The Bat does have any downsides and improves your survivability. The Sandman will let you slow your target before you move in with your speed, but makes you even more fragile. The Fan O' War will be easier to use since you will often be moving faster than usual, and the Wrap Assassin's bleed effect will help you gain Boost easily when boosted by your Mini-Crits.
* The openness of this area works against a Scout on defense, you can watch the far left and right sides, but you run the risk of being killed by enemy explosives.
 
* Here as a Scout, you will probably want to hide yourself somewhere to assault enemies as they come past you, or run behind them to back-cap the final point as your team holds the final point. At the very least, you'll distract the enemy for a short time.
 
* Usual Scout tactics apply during an enemy push, keep out of the way of the ÜberCharge and harass anyone who you can get to.
 
  
===[[Yukon]]===
+
|-
 +
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}
 +
<br />
 +
'''[[Soda Popper]]'''
 +
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br />
 +
'''[[Winger]]'''
 +
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 +
'''[[Atomizer]]'''
 +
| '''The #1 Fan'''
  
=====Attacking middle point=====
+
This setup rewards good aiming and ambushing tactics with high burst damage and incredible mobility.
* Middle point on Yukon is an interesting affair for Scouts as there are so many ways into, out of, and around the point.
 
* The fastest way to get there as a Scout is to run down the pipe or the right hand side at last point, depending on where you spawn, and then go through the tunnel on the right side of second point.
 
* Despite this being the fastest route, you may want to stay with your team on this map to protect them from enemy Scouts.
 
* On the middle point itself, you can duel enemy Scouts on the point, as it's open enough to allow you to dodge incoming explosives, however you should make yourself aware of enemies coming from above.
 
* Snipers are a huge threat to everyone here, preferring to hide behind the rocks across the point or even back at the entrances to the area, so if you see one, make sure to take it out as soon as possible or ask someone else to.
 
* If the point itself is too dangerous to go on, the map has various other areas you can move into, for instance the bridge above the point and the two side buildings make great flanking routes. As such these are also areas you should watch if you're protecting your team.
 
  
=====Defending middle point=====
+
The faster reload speed of the Soda Popper gives your enemies less time to catch you unarmed, while its faster firing speed helps you to kill unaware foes before they can even react. Once your Hype meter is full, the additional air jumps when activating Hype mode allows you to rain bullets from the air or flank your enemies and set up ambushes.
* In general, your team will be standing around the rocks closest to the enemy base if you're holding this area. Surprisingly, defending it is relatively easy.
 
* As a Scout you should be watching the tunnel area that links to second point, as your team will be watching the main routes and in all likelihood do not need help in doing so.
 
* Spies can be a problem on Yukon, so a good idea can be to run through players on your team when you get the chance to check them, just in case.
 
* Aside from this, a Scout cannot do much while defending this area, so you may want to attempt to run in via the tunnel to second point and take out an enemy Medic or other class.
 
  
=====Attacking second point=====
+
The increased jump height of the Winger lets you easily jump over obstacles or enemies, before landing beside them to fire strong Winger shots at them. Keep in mind that you should focus on hit-and-run tactics because of the reduced clip size of both the Soda Popper and the Winger. The Atomizer's third jump provides a good fallback to help you escape when you do not have Hype mode activated.
* Due to the nature of this map, you will probably want to stay in position for middle point defense to make sure no enemies sneak out behind your team.
 
* Once you're satisfied of this, either move in via the main route, or the tunnel to second point, both are good routes.
 
* The point itself often gets quite crowded, so as a Scout you'll want to hang around underneath the point, or get behind the enemy, to ambush people falling off the point, or assault the enemy team respectively.
 
* Stealing the health-kits under the point is often a good idea if your team are going to be healed by a Medic, as it prevents enemies who fall off from regaining their health.
 
* In order to get behind the enemies, either run all the way through to the final point and jump onto the pipe, or use the small ramp from the area below second point, on the left as you come in through the tunnel from middle.
 
  
=====Defending second point=====
+
The best way to use this set is to weave in and out of combat to build your Hype meter. When it is full, activate Hype and then switch back to the Winger to boost your air-jumps. This allows you to jump over enemies' heads to shoot them from behind, or simply to get into enemy territory.
* Once again, a Scout is limited here in making sure enemies do not come from behind the team, and waiting for the team to make a move as a whole.
 
* Areas you should be watching are the tunnel from middle, and the far tunnel which is part of the main entrance to middle. Your team themselves should be holding the area to the right of this far tunnel, just in front of the point.
 
* If you can get onto the roof by jumping on the wooden planks from the middle main entrance, this gives you a perfect vantage point to watch all these areas and call out threats to your team.
 
* If you find that the tunnel to middle is in fact clear, use it to get out behind in position for a back-cap, or to pick off a Medic, but don't back-cap until the enemy team moves into the second point area, as otherwise they can turn back too quickly to deal with you.
 
  
=====Attacking last point=====
+
|-
* Here you do not often want to be moving with the main bulk of your team, as it will be being spammed with explosives.
+
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}
* Instead, take either the lower right tunnel into the last point, or the far left tunnel.
+
'''[[Back Scatter]]'''
* If you end up in the area below the pipe, get out as you will die, there is almost no use to this area for a Scout, except for sometimes moving across the area to pick off an important class.
+
! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
* As the area is quite open, you are more or less free to move right into the enemy and start harassing them, but remember to deal with Snipers as soon as possible as they are a huge threat to your team in this area.
+
'''[[Mad Milk]]'''
 +
! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Wrap Assassin|icon-size=40x40px}}<br/ >
 +
{{Icon weapon|weapon=Holy Mackerel|icon-size=40x40px}}<br/ >
 +
'''[[Fan O'War]]''' or '''[[Wrap Assassin]]''' or '''[[Holy Mackerel]]'''
 +
|
  
=====Defending last point=====
+
This combination of weapons is specifically designed to hunt down enemy Spies. As a Scout, you are the fastest class in the game and the second most effective Spy hunting class after the Pyro. While you can simply run into a suspicious teammate to check them, this loadout enables you to check for Spies with less risk to yourself as well as notify your team of any Spies you may discover.
* Scout is very limited in use here, so you may want to switch class.
 
* However, Scouts can provide good cover on the enemy flanking routes, duelling enemy Scouts during an enemy push can keep your team safe.
 
* As such, watch the upper right area, and be prepared to run across the area to attack anyone trying to move in from the lower left.
 
* Of course the usual applies in regards to back-caps, wait until you're satisfied it's safe, and run behind the enemy as they make a push. In fact this can be very effective on Yukon if done at the right time, but does require skill to deal with enemy Scouts rushing you on the second point.
 
  
===[[Fastlane]]===
+
The Back Scatter's wider spread becomes a benefit here, as even a single pellet will reveal an invisible Spy by their flicker—simply fire from a medium distance at suspicious spots, since you have Back Scatter ammo to spare. It can also be useful if you see a disguised Spy about to backstab a teammate; simply blast him at the back to rid of him with your Mini-Crits.
  
=====Attacking middle point=====
+
Once you find a Spy, bring out your melee weapon or your Mad Milk to highlight them as a target. If the enemy Spy is not using a [[Dead Ringer]], the Wrap Assassin or Fan O'War can make it easy to find them using the telltale blood spatter or Marked For Death symbol above their heads. If you suspect there are Dead Ringer Spies on the field, the Holy Mackerel and its variants can ensure that you do not let them get away with faking their death. If the kill feed indicates that the Spy has not actually died, use your Mad Milk to douse the area; done quickly, the Spy will not be able to avoid being covered in Mad Milk, which will give away his position.  
* Fastlane is a good map for Scouts; the routes to the middle point all more or less take the same amount of time, Scouts always get there first, and the map is very open with many flanking routes.
 
* On the middle point, Scouts need to be dealing with enemy Scouts first and foremost, as usual, and then either capturing the control point if the enemy team are slow, or running around behind using the left building or right valley routes.
 
* Due to the openness of the area it is however very easy to dodge explosives, so you can stay in the main area and harass the enemy team this way.
 
* The openness of the area however does mean you need to be constantly watching all possible areas for enemies to be attacking you or your team from, with particular notice being taken of the areas near the health kits.
 
* You may find it impossible to do huge amounts here due to the height advantage given by the point itself, however you can do a good deal of damage to an enemy team by cleaning up people on low health.
 
* The final thing you need to be on the watch for is enemy Snipers, who will appear on the balcony on the far right. Take these out as quickly as possible.
 
  
=====Defending middle point=====
+
Even when not hunting Spies, this loadout can still contribute to the Scout's usefulness by extending his team's effectiveness due to the Mad Milk and Fan O'War, and rewards powerful sneak attacks from behind on targets splashed with Mad Milk.
* Defending this area as a Scout is very straightforward, you only need to watch two areas, and your team will do the rest.
 
* First of all, the left side house is a good place to watch, especially if you can get inside, as it is a place Demomen like to place sticky traps, and so you can easily ambush them here before they get set up. Furthermore you can prevent enemy Scouts getting behind your team here.
 
* Secondly, the right valley needs to be watched, again for enemy Scouts, but also for Snipers attempting to pick off people entering the middle point.
 
* Aside from this, defending the middle point is usually a waiting game to see which team is going to attack the other first, as it is very hard to get behind the enemy without being noticed here.
 
  
=====Attacking second point=====
+
|-
* Strategy for this area is very similar to attacking the middle point, except the enemy team will often have an ÜberCharge already.
+
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}
* Your best bet is to run on and off the point as usual to cap it off while harassing the enemy team, going behind here is of limited use unless you're going for a back-cap.
+
'''[[Force-A-Nature]]'''
* If you do go for a back-cap, the best way to go is usually the top tunnel, though this is more easily seen by enemies, or the bottom right tunnel.
+
! align="center" | {{Icon weapon|weapon=Winger|icon-size=100x100px}}<br />
* Once again the openness of the area allows you to easily dodge explosives here, so you may be able to get an easy kill on an enemy Medic.
+
'''[[Winger]]'''
 +
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 +
'''[[Atomizer]]'''
 +
|
  
=====Defending second point=====
+
This set trades the #1 Fan set's Soda Popper for the Force-A-Nature, allowing you to get out of confrontations you cannot win and traverse large areas in good time.
* While defending this area you have two choices, straight up defense and full on attack.
 
* The areas you need to stand in for both these choices are much the same, you can attack down the left and right flanking routes to get behind the enemy, or you can defend said flanking routes, occasionally checking the middle.
 
* When the enemy move in to attack you, hiding in the houses around the point can allow you to come out and pick them off as they try and capture the point.
 
  
=====Attacking last point=====
+
This loadout enables two Winger-boosted jumps and a Force-A-Nature force jump, allowing you to be extremely unpredictable and agile. This is strictly a hit-and-run playstyle, due to the Force-A-Nature's small clip. Surprise your enemy by dropping from the sky after a triple jump, then fire at them to push them back. This is useful for when a key target decides to push into your team's territory (such as a Heavy), as you can deny his entry and simply jump away to safety. The Force-A-Nature knockback also lets you escape if you cannot win a confrontation, as well as push enemies into environmental hazards or into the hands of your teammates. This set can also aid your team if you play as a decoy, as you can distract your opponents by firing from above while jumping, hence keeping attention away from your teammates.
* In this area Scouts are somewhat limited as it's very enclosed, however the upper balcony, if not covered by Sentry Guns, is a very good place to harass the enemy from.
 
* Other than distracting the enemy from your team, watching for people escaping out to the second point to back-cap, and attempting to cap the final point yourself, a Scout has nothing to do here.
 
* The upper area is usually the best place to go, as if someone does run for a back-cap, you can quickly get back to the second point to deal with them.
 
  
=====Defending last point=====
+
|-
* Scouts again have little to do here, your team will be watching the two lower doorways. The best you can do is help watch the lower left which is slightly better covered from your team, and the upper corridor as this is where most enemy Scouts will come from.
+
! align="center" | {{Icon weapon|weapon=Force-a-nature|icon-size=100x100px}}
* Aside from this, getting out down the left areas to back-cap the enemy is the only other thing you can do. Be prepared to get out as quickly as possible once the enemy start moving in.
+
'''[[Force-A-Nature]]'''
 +
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}
 +
'''[[Crit-a-Cola]]'''
 +
! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
 +
'''[[Boston Basher]]'''
 +
|
  
===[[Gold Rush]]===
+
This is a high risk high reward load-out. Due to the Force-A-Nature's second shot usually not being very effective due to its knockback with the first shot, you will not be able to exactly put out high numbers with both of your shots. However, with the Crit-a-Cola, you can make your second shot count more with more damage output. The Boston Basher is put into this combo due to its ability in mobility and synergy with doing Basher jumps and the Force-A-Nature's Force Jumps. It is also a great way to put out greater damage numbers due to the Crit-a-Cola doing a great chunk of melee damage to foes. Be careful, as going into melee range of people can make you a one shot kill yourself with the Crit-a-Cola's downside. This load-out is more encouraged for a flank Scout play style.
  
* On offense, your most important job is to keep the cart moving.  If you are not under fire, stand near the cart as much as possible.  If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart.  If you have teammates nearby, you can also hide behind them sometimes.
+
|-
* Although you will be on linear maps, they still have multiple paths through each area.  Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track.  Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
+
! align="center" | {{Icon weapon|weapon=Force-a-Nature|icon-size=100x100px}}
* Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.
+
'''[[Force-A-Nature]]'''
 +
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}
 +
'''[[Bonk! Atomic Punch]]'''
 +
! align="center" | {{Icon weapon|weapon=Wrap Assassin|icon-size=100x100px}}
 +
'''[[Wrap Assassin]]'''
 +
|
  
===[[Badwater Basin]]===
+
This load-out turns the Scout into a major distraction. Although you will not be able to do high damage as with the Scattergun, the Force-A-Nature can be used to push opponents away from their objective or target, while still dealing high burst damage to take out anyone unaware. The Wrap Assassin's bat and bleed damage is not spectacular, but its main benefits include shaking the screens of Snipers to hinder their aim, and causing damage over time that can lead panicky opponents to hunt you down and waste time. Bonk! Atomic Punch will be a fallback option for escape if you are low on health, and you can use the invulnerability to distract opponents or block their line of sight.
  
* Overall, Badwater Basin is a good attacking Scout map at first, but it gradually becomes more linear and so there are less safe routes for Scouts to flank from. It is more effective to be a Scout defending as the various routes you can take to get behind the BLU team are often out of their sight, so flanking and ambushing is easier unless the BLU team lock down their front line with Sentry Guns.
+
|-
*The first area is a Scout's paradise as it offers a large range of cover to hide behind (the different outcrops of rocks), wide open spaces to dominate single enemies, and cliffs to drop down behind enemies and ambush them (particularly useful on defense).
+
! align="center" | {{Icon weapon|weapon=Back Scatter|icon-size=100x100px}}
 +
'''[[Back Scatter]]'''
 +
! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Pretty Boy's Pocket Pistol|icon-size=40x40px}}<br/ >
 +
{{Icon weapon|weapon=Winger|icon-size=40x40px}}<br/ >
 +
'''[[Bonk! Atomic Punch]]''' or '''[[Pretty Boy's Pocket Pistol]]''' or '''[[Winger]]'''
 +
! align="center" | {{Icon weapon|weapon=Atomizer|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Candy Cane|icon-size=40x40px}}<br/ >
 +
'''[[Atomizer]]''' or '''[[Candy Cane]]'''
 +
| '''The Boston Flanker'''
  
=====Attack=====
+
This loadout focuses on using the Back Scatter as a flanking weapon.
  
*The tunnel offers attacking Scouts an instant means of getting behind the enemy, but there is a risk of Sentry Guns and other enemies blocking the way, thus forcing you to take the high road (though this is remedied by using Bonk!, at the sacrifice of your trusty Pistol).
+
The Bonk! Atomic Punch and Atomizer can help a Scout to get behind enemy lines. Invincibility can allow a Scout to go unscathed, and even undetected, through enemy territory. The Bonk! Atomic Punch is also useful as an escape option. The Atomizer can assist in finding alternate routes or evading damage. Together with the Back Scatter, these weapons can easily allow a Scout to flank and attack people from behind with his Back Scatter. Alternatively, the Winger can be used instead of the Bonk! Atomic Punch, in order to gain greater access to flank routes.
*The area behind the second point is also the Scout's domain as it's wide open, has health kits and also allows the Scout to effectively flank, possibly killing that one Medic or Engineer so that your team can successfully rush the point. The corridors also let your Scattergun work at its best, allowing you to get in as close as possible and kill off key enemies as they move between the ground floor and the roof.  
 
*The last point is probably the least open to BLU Scouts because it will be heavily locked down, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there aren't many places a BLU Scout can go safely, but it is possible to double jump/FaN jump up to their spawn via the right corridors and windows, allowing you to destroy those possibly vital Teleporters or harass enemy Snipers that may be preventing the final push.
 
  
=====Defense=====
+
Another loadout for a flanking Scout is the Back Scatter, Pretty Boy's Pocket Pistol and Candy Cane. The healing power of the other two weapons comes at the cost of some vulnerability to damage, so it should be your goal to avoid taking explosive damage, and the Pretty Boy's Pocket Pistol should only be deployed when desperate or from safety (such as from behind). This set is particularly deadly against [[Heavy|Heavies]], [[Engineer]]s, [[Sniper]]s, [[Medic]]s, [[Pyro]]s, [[Spy|Spies]], and other Scouts. However, this loadout is less effective against [[Demoman|Demomen]], [[Soldier]]s, and [[Sentry Gun]]s.
*For defenders, the tunnel is especially good when using the Sandman as it is closed enough to prevent easy dodging, and prevents cart pushers from escaping death if they choose to push the cart on their own.
 
*The second point rear courtyard is good for defending Scouts, as it allows them to flank the attacking team and get behind them (provided the BLU team is not using Sentry Guns to stay in place).
 
*The third point is not so good for defending Scouts unless they are using the Sandman or ambushing from the gaps in the ramps with the Crit-a-Cola, as the main routes behind the enemy are often all occupied at once. Attacking Scouts are good here if they have the Force-A-Nature, as they can use it to jump to the balcony of the building to the left of the third point (from attackers' side), and get behind them to harass their Snipers and Engineers (though Bonk! may be needed in the drop behind them to their rear area).
 
*On last point defense, the best thing a Scout can do would be to prevent the BLU team from setting up behind the top right building (up the stairs), and use this area to flank them and stall for time so your team can prepare Übers or build up their defenses.
 
*[[The Sandman]] may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily.
 
  
===[[Gorge]]===
+
As a general rule, the Back Scatter should be used with [[Pistol]] variants (in order to make up for lesser accuracy) or the Bonk! Atomic Punch. The [[Crit-a-Cola]] is one of the worst weapons to equip alongside the Back Scatter as [[Critical hits|Mini-Crits]] do not stack.
  
*Being an attack/defense map, Gorge is not so great for Scouts on offense when it comes to capturing due to the fact that all of the defending team's focus will be on the currently open control point. This means that it is almost impossible to capture the point on your own if the enemy team has more than one or two people defending it, or if a Sentry Gun is set up. However, this map compensates by being great for Scouts trying to harass the enemy team and flank them instead of trying to capture the point.
+
This loadout will be helpful in teaching Scout players the flank routes and how to get behind the enemy team.  
*The corridors between the first and last points are not ideal Scout zones for either team as they are cramped in places and too linear to ambush or get around threats with. They will also be home to Engineer buildings and projectile spam from both teams, making any passage difficult even with Bonk!.
 
*The length of the rooms, however, is good for firing your Pistol down and using the Sandman to keep the pressure up. If you can sneak into a corner behind a far door while the enemy team is pushed back, Crit-a-Cola also becomes handy as you can take care of the players backing that charge up, like Snipers or even Pyros.
 
  
=====Attack=====
+
|-
*The first yard will initially be difficult for Scouts to move around in when attacking as the spawn doors are easily accessible to the RED team (allowing them to effectively fire into your spawn) and the wide open spaces will be protected by Sentry Guns or Heavies, limiting your movement even further.
+
! align="center" | {{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}
* At this point, it is best to either pick another class or play supportively and distract Sentry Guns with Bonk! or throw Sandman balls into the fray.
+
'''[[Soda Popper]]'''
*The area surrounding the first point is where BLU Scouts properly come into play, as it has multiple paths to the other side of the point. The left side is especially useful as you can sneak behind the garage across the gorge and then run up the stairs and behind their lines if they are not guarding it well (if they are, use Bonk! to evade damage and pass through). Watch out for Snipers aiming from the right side of the point though, as they will be aware of the route's convenience and seek to put a stop to it.
+
! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}
*Support your team's charges onto the point by distracting Sentry Guns with Bonk! and batting Sandman balls at any vigilant enemies, such as spun up Heavies or Snipers. You can also cover the ground behind your allies faster, allowing you to chase any possible Spies and [[Spy-checking|Spy-check]] them as necessary.
+
'''[[Crit-a-Cola]]'''
*You can hide under the point should you need the health kit below or a good spot to ambush from, but this is also a dangerous place as there is likely to be a Sentry Gun on one of the sides behind the point.
+
! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}
*The last point is where Scouts resume being effective as it has wide open spaces and several routes to access different parts of it. This is more apparent with the BLU team as they have the upper corridor and walkways to drop down from, perfect for a Scout willing to sneak to the RED spawn to destroy Teleporters and take out any Snipers standing in the middle above the point.
+
'''Any Melee'''
*Attacking Scouts, aside from the aforementioned harassment strategy, can also use Bonk! to good effect here as there will likely be one Sentry Gun tucked away underneath the point's main overhang. When possible, coordinate with your team so you can distract the Sentry Gun in time with a push and back them up with your increased capture rate.
+
|
*The Sandman is especially useful here as the distance from one side of the point to the other is both a safe distance and will give the ball enough air time to significantly lengthen the stun time of anybody it hits (it may even cause a maximum stun and net you an achievement if you've yet to get it).
 
  
=====Defense=====
+
This is a combo loadout that revolves around using the Crit-a-Cola to build Hype faster, and then using your Hype to play aggressively. This loadout requires you to switch between flanking sneakily and playing aggressively. Be careful when building up Hype, because of the Crit-a-Cola's bigger downside.
*Defending the first yard as a Scout requires you to be a lot more active then on offense, using the Sandman or Pistol to stun/pick off enemies at long range and occasionally chasing key targets like Medics or Snipers to kill them, even if they manage to make it into spawn.
 
*One can also use ambush gameplay effectively on defense if you have the Crit-a-Cola or FaN, as either of the two will surprise the enemy enough for you to make a quick escape and kill at least one person with it (the FaN is less likely of this but you can take care of 125 health classes easily like this). If you choose to do this, there are some nooks and crannies next to the containers in the middle of the yard to hide in and wait for your chance, and also behind some crates on the left side.  
 
*Alternatively, stand on top of the containers with friendly Soldiers and fire down, but be warned of Demomen or Soldiers firing/jumping up at you.
 
*Defensive Scouts can make use of the several pathways and gorge to surprise BLU Snipers on the left and right sides, and even get behind the BLU team's front line if they are stealthy enough. They can also do this by going up the stairs on the right side and dropping down from the balcony in the first yard, but be careful of any Sentry Guns put up to hold their front line.
 
*You can hide inside the windowed corridors and take people by surprise as they run through the point, possibly even forcing a BLU ÜberCharge early if using the FaN. The same effect can also be achieved by hiding below the edges of these windows on the near side or in the garage door between the middle building and the right stairway as a crouched Scout will be small enough to remain hidden.
 
*Use the Sandman to harass pushes onto the point or to the right side where the BLU Snipers may be, as you may even stun a potential Über candidate for their Medics as they charge towards your Sentry Guns and other defenses.
 
*During pushes, try to keep pressure on the BLU team from the sides of the point, firing up at the from the Gorge and stopping any more enemies from coming through the left or right doors.
 
*On defense the last point is not so good for Scouts as there are only 2 ways of accessing area between the last point and first point, the main door and the right corridor. If you can get into the main door room, hide behind some of the crates and use your Scattergun (if possible in conjunction with Crit-a-Cola) to surprise attackers before retreating via either of the exits.
 
*It is not worth going to the BLU spawn as it is raised and inaccessible to non-Soldiers or Demomen. In which case, try taking out the exits of enemy Teleporters with the Engineer guarding them if you  are attempting this.
 
*The right corridor has a series of pipes you can hide behind to ambush from, but they are quite thin and so unless the enemy is distracted you are unlikely to go unnoticed for long.
 
*If the BLU team pushes directly onto the point and destroys your team's defenses, try firing your Scattergun into the group of people on the point and even run in with your Bat/Sandman, if only to stop the capture for a couple of seconds (which may be all your team needs to retaliate, and as such buy precious time for them).
 
  
===[[Junction]]===
+
|-
*Junction is not a map that Scouts can work on so effectively as other maps, mostly because it is very limited in its space and all of the capture points are in very small, cramped areas that can easily be rushed or spammed by the RED team if you are capping. Conversely, RED Scouts will have a hard time flanking the enemy as the corridors are so tight and the escape routes you may need to take are limited at best. As such, the Scout works better as an ambush class on Junction, with many corners and little rooms to hide in for passing targets.
+
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a , all weapons can be substituted with [[reskins]].</small>
 +
|}
  
=====Attack=====
+
== Cooperative Class Strategies ==
*As mentioned above, offensive Scouts have very few options as to what they can safely do when attacking the points. If a Sentry Gun is set up, with the Engineer or another class alive to protect the Sentry Gun it will be almost impossible to destroy on your own as most Sentry Gun placements in this map will be in raised areas that can aim directly at your spawn doors. Instead, act as a supporting role and run in with your teammates so you can boost the cap speed and even distract enemies with Bonk! should you need to.
+
=== {{class link|Scout}} ===
*Bonk! is another way you can help your team to spearhead pushes into the point areas, as it will allow you to distract Sentry Guns long enough for your team to take it out/the Engineer out. Try to drink Bonk! as close to the Sentry Gun as you possible can, as it means you will be the closest target (and therefore the one it focuses on), preventing any teammates from being killed off by it.
+
An experienced Scout alone is powerful, but two or more, or even a squadron can cause massive havoc for the enemy team. A coordinated ambush can easily take down any enemy.
*The Scout can also take advantage of some of the pathways (such as the route to C from the A-B corridor) to flank and kill single enemies or Teleporters. While this may not seem like a worthy effort, remember that every effort to delay reinforcements for the RED team makes your team's job a whole lot easier (though this also becomes near impossible if a Sentry Gun is set up on C, protecting the paths to the areas behind the RED defenses).
+
* Because a Scout's main duties are to provide a distraction and rush to the objective, one Scout has the ability to distract a whole team at once by shooting from one route, while another Scout can go through an alternate route to the objective without any hassle.
*If you manage to start capturing either of the first two points, stay in a spot where you can see RED players coming in from C. This allows you to drop down or loop round behind them and then take them by surprise, possible preventing that one enemy from stopping the capture.
+
* If a team is experienced enough and is willing to cooperate, they can utilize a [[Scout Rush]] to swarm over enemy objectives before the enemy team has time to prepare a defense.
*When capturing the last point, do not run onto the point itself if there are already 3-4 people standing on it. Instead, stand on the top left ledge or door way and ambush enemies rushing out of spawn, preferably with Crit-a-Cola to increase the speed of the process and your chance of success (prioritize on Soldiers, Demomen and Pyros though, as these classes with their explosives/flames can wreak havoc on the small area the point is in).
+
** In [[Capture the Flag]], a team of Scouts can get to the enemy base before the other team has time to set up defenses. Once the Scouts are situated in the flag room, it is only a matter of time before they capture the flag.
 +
** In [[Attack/Defend]], a team of BLU Scouts can overwhelm the RED defense before they are fully prepared to counter-attack. Coupled with the outrageous capture speed of a Scout rush and the RED team's long [[respawn]] time, this strategy is very hard to combat.
 +
** In [[Payload Race]], the cart only requires two Scouts to reach maximum speed, while the rest of the team can rush to the other cart and prevent them from advancing farther. With the majority of teammates focused on the enemy while the enemy is focused on their cart, the attacking team will make easy work of the opposition.
 +
* When teaming up with another Scout, make sure your loadout complements their loadout's weaknesses.
 +
** A team of Scouts can fulfill many roles; distracting [[Sentry Gun]]s with [[Bonk! Atomic Punch|Bonk!]], [[Slowdown|slowing]] enemies for easier aiming, healing teammates and [[Spy-checking]] via [[Mad Milk]], and even taking down a Heavy-Medic combo.
 +
*** Even without the effects of Bonk!, a pair of Scouts can quickly rush a Sentry Gun and destroy it with their Scatterguns, with the Sentry having no one target to lock on.
 +
* Regardless of the tactics mentioned above, Scout teams suffer when the enemy has set up defenses; it will be difficult to overwhelm an objective quickly if a fully constructed [[Sentry Gun]] is built there, or if a Heavy-Medic pair constantly hunts you down. Additionally, cramped maps such as [[Junction]] will make it more difficult for Scout teams to avoid damage.
 +
** As such, the earlier in a round you attempt a Scout team, the better.
  
=====Defense=====
+
=== {{class link|Soldier}} ===
*Once again, defending Scouts will have a hard time directly engaging the BLU team as any pushes they make in such a small map with have multiple people and at least one heavy class, so try to single out key targets and pick them off when they stray too far from their teammates.  
+
While it may seem unlikely, a Soldier-Scout duo can easily decimate any obstacle that happens to move into their sights; with the combined effect of the Scattergun and [[Rocket Launcher]]'s close to medium range power, it is unlikely that any target will survive long enough to fight back.
*Alternatively, use Crit-a-Cola and the regular Scattergun to ambush BLU players passing one of the numerous hiding spots or corners in the map. Be careful when doing this however, as you will need to escape immediately before you can be hit for lethal amounts of Mini-Crit damage.
+
* Although the Scout is very powerful on the ground, the Soldier is the master of the air. While the Scout engages an enemy from below, the Soldier can rocket jump and blast rockets on the ground to overwhelm his enemies. While both teammates are focused on the same enemy, they can easily take down any foe together.
*If you are using the FaN, use the self knockback to your advantage and jump to higher areas or across gaps to stay on the move and prevent yourself getting cornered when flanking.  
+
* As the Soldier's rockets have a longer travel time than bullets, the Scout can run in and clean up any injured enemies should the Soldier miss rockets at medium range.
*The Sandman may also be useful to a degree for stunning enemies in the hallways near C, but otherwise do not use it as the limited space and decreased max health will make your choice a death wish.
+
** These two teammates can work together as a tag-team. The Scout can protect the Soldier while he reloads by firing his Scattergun to draw attention away from the Soldier. The Soldier should have reloaded by the time the Scout runs out of bullets, and the Soldier can then protect the Scout as he reloads.
 +
* The Soldier, with his rocket jumps, can be just as mobile as the Scout, at the cost of some health. This pairing can be used to their advantage.
 +
** In [[Control Point (game mode)|Control Points]], this means that they can both capture the same point together with the efficiency of three players. If the Soldier is using the [[Pain Train]], this pair-up is especially effective.
 +
** In [[Capture the Flag]], this combo allows the Scout and Soldier to capture the flag in double-time. While the Scout goes into the base to steal the intelligence, the Soldier waits outside for the Scout. The Scout passes the intelligence to the Soldier, where he rocket jumps back to his home base. The Scout goes back to the enemy base as he captures, and the cycle starts anew.
 +
** In [[Payload]], a Scout can hide behind the cart while a Soldier stands on top of the cart to shoot at enemies. This pairing defends the Scout's invaluable double-capture bonus while still clearing a straight path to the next capture zone.
 +
** On [[Steel]], the Soldier and Scout can both rush to Point E while the enemy team is distracted at other control points. The Scout can deny enemy troops a clear path by firing at approaching enemies, and the Soldier can target specific enemies so that they do not interfere.
 +
* This team can make a great Anti-[[Sentry Gun]] setup; the Scout can use [[Bonk! Atomic Punch]] to distract Sentry Guns, while the Soldier can destroy them and any [[Engineer]]s with a few Rockets.
 +
* [[Mad Milk]] thrown by the Scout into a group of enemies will allow the Soldier to heal significant amounts of health and keep in combat longer, especially with the [[Black Box]]. The [[Candy Cane]] is also a good choice, as the Soldier can pick up health packs you drop.
 +
* A Soldier with the [[Buff Banner]] can improve the Scout's Scattergun effectiveness, as Mini-Crits are not affected by damage falloff. This will make both the Scout and Soldier deal good damage at range.
 +
* This team is weakest in small buildings. The more open areas the map has, the more effective this combination will be, as both players will be able to move quickly.
  
=== [[Pipeline]] ===
+
=== {{class link|Pyro}} ===
 +
The Pyro and Scout are both excellent and efficient ambushing classes. Due to their strengths at close range, a coordinated ambush can result in killing practically any enemy without too much effort.
 +
* As the Scout's speed makes him a wonderful distraction, a Scout can run in and make an opponent focus on him as the Pyro takes an alternate route to ambush them while they are turned away.
 +
** The same can be done in reverse, where the Pyro burns and confuses an opponent as the Scout runs in to finish the job.
 +
* A Pyro can "mark" an opponent by setting them on fire before the Scout runs in to take them down, as they will either be injured or running to a healthpack.
 +
* A Pyro can be a lifesaver for a burning Scout, as afterburn can drain about half of his health. [[Compression blast|Airblasting]] can potentially save the Scout from a lengthy respawn time.
 +
* An enemy who has been set on fire by a Pyro can be finished off quickly by a Scout with the [[Sun-on-a-Stick]] and, combined with Mad Milk, the Pyro can [[Critical hits|Crit]] using the [[Neon Annihilator]]. In addition to the extra damage, the Mad Milk will heal the Pyro for 94 health on a successful hit. This is a potent combination in Medieval mode.
 +
** Even without this combination, Mad Milk can improve a Pyro's endurance while they burn enemies.
 +
* A Scout equipped with a [[Candy Cane]] can potentially give a steady stream of health to a Pyro carrying the [[Back Scratcher]]: the Pyro can light enemies on fire while the Scout provides the finishing blow. Likewise, the Scout's 25% damage vulnerability to explosives can be neutralized by simply airblasting away any explosives.
 +
* The Pyro can use the [[Detonator]] or [[Scorch Shot]] to take routes where the Scout can.
 +
* The Mad Milk pairs especially well with the [[Phlogistinator]]. The Mad Milk's healing rate will partially negate the Pyro's vulnerability while they burn opponents for "Mmph" and, when the weapon is charged, the Pyro can not only fill up their whole health capacity in under a second using milked targets, but also destroy any opponents in range.
 +
** The Backburner operates on the same principles as the Phlogistinator, but with more emphasis on ambushing.
 +
* The Pyro's afterburn combined with the Scout's [[bleeding]] (when equipped with either the [[Flying Guillotine]], [[Wrap Assassin]], [[Boston Basher]], or [[Three-Rune Blade]]) turns the team into a damage-over-time powerhouse. Constant hits from the [[Flare Gun]] and the Scout's bleed weapons will do significant damage, even at range, where the Scout and Pyro are weak at.
 +
* As mentioned above, this team combination is exceptionally weak at range. [[Sniper]]s and [[Heavy|Heavies]] can often ruin any attempts for the Scout or Pyro to move in. This team combo works best when both parties find alternate routes to ambush enemies, or when one provides a distraction for the other.
  
*Due to its multiple paths and ways to the enemy areas, Pipeline is good for Scouts who want to harass and use hit and run tactics. However, as it is essentially a Payload map with more focus on chokepoints, pushing the cart solo is generally a bad idea unless otherwise noted.
+
=== {{class link|Demoman}} ===
 +
Another unlikely team up, the Demoman and Scout are complete opposites of each other; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense and keeping the enemy at bay from mid-range. However, when combined, they can fill a number of roles together.
 +
* Because the Scout specializes in distractions and weapon heckling, a lone Scout is able to lead an enemy right into a Sticky trap even from far away.
 +
** This also allows a Demoman with a sword and shield to charge up to a distracted enemy.
 +
* As the Demoman excels at medium range and Grenades are hard to land, he can help the Scout deal good damage where his Scattergun would not, while the Scout can run in to clean up any missed Grenade shots with his more accurate Scattergun.
 +
* Similarly to a Scout and Soldier team, a Demoman can equip the [[Sticky Jumper]] and [[Pain Train]] to gain the capture rate and speed of a Scout. Combined, they can swiftly capture points together.
 +
* [[Mad Milk]] can offset the -25 health penalty incurred by the [[Eyelander]], giving the Demoman more survivability.
 +
* Because the [[Sandman]] ball can slow enemies for a period of time, a Demoman can place multiple Stickybombs around a slowed enemy before they can get away and detonate them all at once to guarantee an instant kill. Eyelander-wielding Demomen can also get an easy head with this combo, not needing to have to chase down the enemy anymore.
 +
** The Scout can also use the [[Force-A-Nature]] to launch slowed enemies into Stickybomb traps for an easy kill.
 +
* This team combo works well if both parties make up for each class's range weakness.
  
==== Section 1 ====
+
=== {{class link|Heavy}} ===
*The upper path that goes to the balcony overlooking the opposing area as well as their spawn is a good place to go if you are trying to sneak up on enemy Snipers or enemies hiding from your team's pushes. However, be careful of Sentry Guns, as they will force you to go through the main chokepoint otherwise.
+
The Heavy and Scout are complete opposites when it comes to movement speed; the combined force of their weapons, however, is not much of a laughing matter.
*If the enemy team is not watching the cart despite it being right next to the capture point, drop down from the upper ledge onto or behind it. You may be able to push the cart closer to victory, or even win the round should the enemy team not react fast enough.
+
* Because the Scout is good for distracting enemies, leading them into the path of a Heavy will force them to retreat, allowing you to finish them off after the Heavy has inflicted his share of damage.
*The long range of the first area makes the Sandman very usable, and the curve of the central hill means you can fire balls over and stun unseen enemies if you know where to aim. Do not use the Sandman if you are primarily planning to push the cart over anything else, as you will need the extra health to spend more time next to the cart in enemy territory.
+
* Conversely, the Heavy is a good shock trooper at the front lines, and is enough of a threat that enemies will usually focus on him. The Scout can take advantage by having free reign of the area the Heavy is covering, and can fire easily at distracted enemies.
 +
* If a Heavy stands in a narrow doorway expecting enemies to come by, the Scout can use his [[Bonk! Atomic Punch]] and walk in front of him to act as a human shield. Since enemies cannot shoot through you and the friendly Heavy can, the Heavy's chances of survival greatly increase.
 +
* The pair can complement each other's healing capabilities through combining the Heavy's [[Sandvich]] and the Scout's [[Mad Milk]]; the Heavy benefits from the massive healing granted from hitting milked targets with his [[Minigun]], and the Scout will uniquely gain 75 health from the Sandvich instead of 50 health.
 +
** Mad Milk is especially useful with the [[Dalokohs Bar]] or [[Warrior's Spirit]], where the former's +50 health increase will give the Heavy even further augmented survivability, and the latter's max damage vulnerability will be offset by the constant healing.
 +
* The Heavy's [[Natascha]]'s slowdown effect combined with the slow effect of a Sandman ball will make enemies practically immobile, giving either of you an easy kill.
 +
** Even without the Sandman, this will make the Scout's job much easier.
 +
* Because the Heavy carries huge firepower and very slow speed, this makes him a prime target for Spies to [[backstab]] him. A Scout can Spy-check the area by throwing his Mad Milk or attacking teammates.
 +
* As the Heavy is slow whilst you are fast, it is essential to protect the Heavy or wait for him to move before you approach enemies, especially if both of you are working closely together. Ensure that he survives instant deaths from backstabs or [[headshot]]s by providing a distraction, while he protects you from being overwhelmed by opponents.
  
==== Section 2 ====
+
=== {{class link|Engineer}} ===
*The main corridor where both carts pass through is good for the Sandman, but not much else. This area is perhaps the most prominent chokepoint in the map, and it will be impossible do any direct attacking here due to the amount of enemies on the opposite side of the corridor.
+
Scouts, at first, do not seem to be a potential Engineer buddy. However, the Scout's abilities not only make up for what the Engineer lacks, but can also be a vital part of a base.
*The rear area, conversely, is very good for Scouts. Its darker corridors and higher ground above the main point areas make this great for flanking Scouts, but be cautious of any Sentry Guns set up on the ground floor near the main corridor.
+
* One of the Scout's purposes is to see what is ahead of the team and alert them to it. If a Scout sees an incoming threat, such as a Heavy, Demoman, or Soldier, alert the Engineer as soon as you can so he can prepare better.
*If you can, try to get into the stairwell on the enemy side of the main corridor. This is an ideal ambush spot for passing enemies, and if you have Crit-a-Cola it becomes extremely useful for killing key targets.
+
** If it is a weaker class, such as another Scout, it may be best to kill him yourself or let the Sentry Gun kill him.
*Use Bonk! when going around the corner from the main corridor to the enemy area, as they may have a Sentry Gun lying in wait. Work with your team to distract the Sentry Gun while they destroy it.
+
* If the Engineer is trying to get to the enemy base to build a [[Teleporters|Teleporter]], the Scout should go in front of him to check for danger. Additionally, if enemies come out of one route while the Engineer wants to build in another route (such as the vents on [[Turbine]]), the Scout should distract the enemies so that the Engineer can slip by unnoticed.
*Once again, you can use the rear pathways to jump onto the cart should it be within metres of the capture point, and possibly cap the point in the process. This works especially well if you have a distraction, such as your team pushing in from the opposite direction.
+
* One of the Sentry Gun's primary counters is a Heavy and Medic pair. Luckily, the Scout can take action to keep the Sentry active.
 +
** If a Scout has Bonk! equipped, use it to body-block the Heavy's bullets. The Sentry Gun should kill the Heavy before your invincibility wears off.
 +
** Even if the Heavy is Übered, you can use the [[Force-A-Nature]] to knock either him or the Medic off-course, messing up his aim. However, this strategy will not work on a Quick-Fix Übercharge, as it prevents all [[knockback]].
 +
** If you can hit the Heavy with the [[Fan of War]], all damage he takes will be increased by 35%, including ramp-up damage. This will cause the Heavy to take much more damage than a Medic can heal, dramatically decreasing his survivability.
 +
* A Scout has much better [[Spy-checking]] abilities than the Engineer does. Use this to your advantage.
 +
** A Scout's Pistol is useful for surveying the area for [[cloak]]ed Spies. If you stand near a Dispenser while spamming bullets, you gain as much ammunition as the Engineer normally would.
 +
** A Scout's speed allows him to run into teammates to check for Spies; if you cannot go through a teammate, they are an enemy Spy. Furthermore, if the Spy attacks you on a reflex, he will reveal himself and be gunned down by the Sentry Gun.
 +
** The Mad Milk will reveal [[cloak]]ed and [[disguise]]d enemy Spies. If you think you see a disguised Spy or if he tries to cloak in order to escape, use your Mad Milk in order to track him down.
 +
** The Scout's bleed mechanic works in the same way as the Mad Milk, while dealing damage over time. Do not be afraid to hit teammates with the Boston Basher if you are not sure they are a Spy; your Engineer's Dispenser will heal you up if you miss.
 +
** The [[Holy Mackerel]] or [[Unarmed Combat]] will reveal cloaked Spies in the kill feed when hit. However, they will not reveal disguised Spies or those using the [[Dead Ringer]].
 +
* Using the [[Crit-a-Cola]] while standing next to a [[Dispenser]] will offset the self-mark-for-death penalty, allowing you to roast your enemies from afar when coupled with the [[Shortstop]].
 +
* If you see a fully charged Medic looking to use his Ubercharge with his patient to destroy your Engineer's Sentry Gun, shoot at the Medic to try and force an early Ubercharge from him, or if he has slow reaction times, kill him outright.
 +
* Overall, you will be a fragile, yet useful Engineer buddy with lots of utility. While you will often be at the front lines preventing enemies from coming close, helping out your Engineer will make his job, and your team's defense, more effective.
  
==== Section 3 ====
+
=== {{class link|Medic}} ===
*The third point is good for FaN Scouts as they can jump between the ramps AND over to the enemy Sniper deck. This is useful if you need to clear out any Snipers causing problems for your team.
+
A Scout and Medic can make a great team. The Scout's main job is to protect the Medic at all costs and escort him to other teammates so he can heal them as quickly as possible.
*As a Scout, your speed will allow you to reach the top of the tracks the quickest. Do this at the start of the round to prevent any enemy Engineers or other classes from building defenses up there and so limiting your team's movements around the middle area.
+
* Always be sure to [[Spy-checking|Spy-check]], as Medics are usually the main killing priority for Spies; alert teammates immediately if you find a possible Spy that is trying to target your Medic.
*Flank enemies on the middle raised area by going through the ground floor tunnels directly below. This path is rarely used, and can make for a good surprise.
+
* Due to the Scout's low health pool, it is a good idea for a Medic to stay nearby in order to top him off as necessary.
*Use the hiding spots near the enemy spawns to your advantage, killing select targets and running over to your side of the middle rocks to cause confusion and panic among the spawning enemies.
+
** Keep in mind that in the order of classes to heal, Scouts are a relatively low priority. If more important teammates (ex. [[Heavy|Heavies]], [[Soldier]]s, [[Demoman|Demomen]], or another [[Medic]]) are injured, heal them first.
*In the rare event of a Sentry Gun being set up at the top of the ramps, use Bonk! to distract it, and push the cart by crouching on your team's side of it (to stop yourself being sniped).
+
* Do not ask for an [[Übercharge]] to be deployed, unless it is an emergency or if the Medic is using the [[Kritzkrieg]] or [[Quick-Fix]]; if you do, you can easily waste an [[Übercharge]] that would have been more beneficial with another teammate.
 +
** However, do not underestimate a Crit-boosted Scout. A full Pistol clip, aimed correctly, deals enough damage to take down any class. Additionally, the Scattergun's [[Critical hits]] can take down any [[overheal]]ed target in just 3 hits at close range, even a [[Heavy]]. As Critical hits do not suffer from damage falloff, this can make you exceptionally powerful even at range.
 +
* Although it is generally a bad idea to [[pocket]] a Scout, it can be viable. Since all Mediguns mirror the patient's speed for the Medic himself, he will be able to keep up with you, while its healing lets you tank damage much more than usual.
 +
** This works especially well with the Mad Milk, as the health on hit can make the duo very hard to kill.
 +
* The [[Vaccinator]]'s resistances can potentially save the Scout and his low health pool from death. The Medic can give a resistance bubble to the Scout before he moves in, such as bullet resistance to tank a Sentry Gun's shots.
 +
* The Quick-Fix pairs perfectly for the Scout, due to the increased healing working well with the Scout's low health pool.
 +
** In Control Points, the Scout's speed and evasiveness can allow a Medic and Scout pair to get behind enemy lines in order to [[Backcapping|back-cap]] the point. The Scout's firepower and the Medic's rapid healing allows the duo to hold the point until it becomes available to capture.
 +
** In [[Capture the Flag]], the Medic can ride with the Scout until he reaches the Intelligence room. When the Medic is situated in the enemy base, the Scout can run off without him to capture the flag. The Medic can then wait for teammates to arrive and give them assistance with the next cap.
 +
* Using the [[Boston Basher]]'s self-inflicted damage is extremely useful for building an [[ÜberCharge]]. If the Scout keeps hurting himself, the Medic will be able to fill his meter in half the time he could if the Scout was at full health.
 +
* If the Scout uses the [[Baby Face's Blaster]], the Medic will receive speed directly proportional to the Scout's boost bar. When the Scout is at full speed, the Medic will go ludicrously fast, allowing them to get to the front lines much faster. The healing will also allow the Scout to gain boost back safely whenever he gets hurt.
 +
* This team combination does not work well when you encounter multiple bulkier enemies like the Soldier or Heavy, as the Scout is only strong in one-on-one confrontations. As the Medic will be more beneficial if he heals his entire team instead of just you, ensure that your team can handle themselves before attempting any of these solo tactics.
  
===[[Hightower]]===
+
=== {{class link|Sniper}} ===
*Hightower is an interesting map for Scouts, as it has several flanking paths, a large open area with cover dotted around (the rocks in the centre, the crates) and also a very exposed final area for the cart (the elevator).
+
The Scout and Sniper make up for each other's range weakness. The Scout focuses on close-range combat while the Sniper focuses on long-range combat, allowing the both of you to guard one another.
*As soon as the round starts, you can rush to the enemy team's starting area to stop their lighter classes from pushing the cart. Should they have a Heavy or other more dangerous classes, you can still potentially deal with them by using the nearby health kits and open space to your advantage.
+
* The Scout is a perfect distraction for a Sniper. If he has a line of sight, the Sniper can constantly get free shots with minimal danger at a distance while enemies are distracted by the Scout's close-range shenanigans.
*Be careful of Combat Mini-Sentry Guns placed near your team's cart. This map is a very popular one for offensive Engineers (especially those with the Gunslinger) and could result in your team's lighter classes being unable to push the cart due to a Sentry Gun (in this case, try to work together with someone while using Bonk! to destroy it, or use your Pistol at long range).
+
** The Sniper can also take down distant [[Sentry Gun]]s so you can run in safely.
*The FaN can work surprisingly well here, as there are plenty of raised areas to knock people off of, and in the best situation, you can blast them off the cliff at the far side of the map to an untimely death. You can also use the FaN's triple jump capabilities to reach higher areas without having to use the stairs or ramps.
+
* A Sniper can protect you from other Scouts and Snipers. If trying to capture the Intelligence, a point, or escort the Payload, he can pick off enemies from a distance to keep you safe. You can do the same for the Sniper as well, protecting him from his close-range weakness as he snipes.
*Remember to use the passage behind the elevators that links the starting areas together. This will allow you to slip behind the enemy lines unseen, and also leads you to health kit in an alcove should you need it.
+
* Snipers who decide to follow you to the front lines with the [[Huntsman]] will be vulnerable after each shot. The Scout can distract enemies as the Sniper keeps back, or outright kill enemies who want to come closer to capitalize on the Huntman's slow reload.
*As soon as your team's cart reaches the bottom of the ramp near the enemy spawn, your own effectiveness at pushing the cart will be severely limited. Instead, try to put your efforts into stopping them from pushing their cart.
+
* [[Jarate]] will make the Scout's job easier, as he can take down enemies with less shots. [[Mad Milk]] can also be a surprisingly good utility for a Sniper, as a fully-charged headshot on a milked target will instantly refill all his health.
*However, if you have Bonk! you can be a key player to your team, as you can use it to distract the inevitable Sentry Guns around the ramp so your team can destroy them. If necessary, you can also approach with this method from the opposite side your team is coming from, making it much more of an ambush and increasing your chances of success.
+
* The Sandman's slow will keep opponents moving minimally, making it much easier for the Sniper to get a [[headshot]] or two.
*When the cart has reached its respective elevator, try crouching behind it on your team's side, as this will stop you from beind sniped from the enemy spawn, and also mean only a few classes will be able to reliably hit you once you're off the ground (namely Rocket jumping Soldiers, Demomen and Snipers aiming from the cliffs). On the other hand, if the enemy team is pushing the cart up the tower, use the FaN or ramps around the area to jump onto it and kill off any players capturing. You may die in doing so, but it will stop the enemy team from winning (and also kill anybody unfortunate enough to be standing underneath the elevator as it falls).
+
* The Sniper and Scout can form an adequate Spy checking-team. With the combined force of the [[Wrap Assassin]], Mad Milk or Flying Guillotine, [[Bushwacka]] or [[Tribalman's Shiv]], and [[Jarate]], a Spy usually cannot escape.
*The various pieces of cover and darkened areas in this map make Crit-a-Cola fairly effective. When you drink it though, try to employ hit-and-run tactics and run in the direction of your team's area after killing/wounding your target. Otherwise, the glow from the critboost will draw attention to you and make you a very easy target for more alert players.
+
* While you may excel at keeping one another safe, you will often not be able to protect both members due to the different ranges your classes work at. This team combination might have to sacrifice one's safety for the benefit of the other, as a Sniper will be easily killed at close range, while a Scout's weapons are helpless at long range.
*There are paths that lead to the enemy spawn and the enemy Sniper deck. Though unlikely, you can use these paths to destroy any Teleporters they have set up, and take care of any wrangling Engineers or Snipers positioned on the Sniper deck (by jumping onto the crates outside their spawn, then into the stairwell).
 
*Remember that the Sandman prevents enemies from capturing points or pushing carts. If you see a lone enemy on the cart and nobody is taking care of them, you can stun them to halt their capturing efforts and then kill them quickly with your primary weapon. This is especially useful if someone is pushing their cart on the elevator, as it will assume there is nobody to keep the elevator up there and will cause it to fall back down.
 
*Don't forget you can use the ramps around the central tower to get to the higher ground. This is key if you want to knock off or kill any enemies firing down from there, as there is very little space for them to move around in, a medium health kit and the fall will almost definitely inflict damage on them.
 
  
 +
=== {{class link|Spy}} ===
 +
It is very rare for a Scout to ever team up with a Spy, but it is possible and has potential, due to each classes' tendencies to ambush on command.
 +
* As usual, the Scout is a perfect distraction for his teammate. Enemies focusing on the Scout will not realize if a Spy sneaks up behind them for a backstab.
 +
** The Spy can also hang back at a distance as a Scout fights in the front lines. He can then use his health-observing ability to pick off weakened targets with the [[Revolver]], or simply keep firing for headshots with the [[Ambassador]].
 +
* The Scout can make it look like he's being chased by an "enemy" for a quick distraction. Let the Spy disguise as an enemy and chase the Scout, as he shoots back and retreats. Enemies might move forward to help their "teammate", and the Spy can hang back to get backstabs. It makes it more convincing if the Scout uses the "Help!" command using C+1.
 +
** The Spy can also disguise as a friendly teammate beside the Scout, and feign death using the [[Dead Ringer]] as they approach opponents. The Scout can distract the enemy long enough for the Spy to switch to an enemy disguise, recharge his Dead Ringer, and blend into the opposing team.
 +
* A [[Bonk! Atomic Punch]] distraction combined with the Spy's ability to sap buildings can quickly eliminate an entire sentry nest before reinforcements arrive.
 +
** The Scout can also use Bonk! to clear a pathway of Stickybombs so the Spy can move in. However, take note that this will result in the Scout absorbing a high amount of damage that will lead to a considerable slowdown after the invulnerability wears off.
 +
** With proper communication, a Scout with Bonk! and a Spy can clear out a point and capture it.
 +
* As Spies are constantly Spy-checked, he will frequently be on fire. Equipping [[Mad Milk]] to extinguish him will help immensely.
 +
* Take note of this team combination, as you can be the one that ruins your friendly Spy's espionage. Refrain from running towards him if you meet behind enemy lines, as you may accidentally get him blown up by an unwary opponent.
  
 
== See also ==
 
== See also ==
*[[Scout match-ups]]
+
* [[Team strategy]]
*[[Double jump]]
+
* [[Jumping#Double Jump|Double jump]]
*[[How to play the Scout]]
 
 
 
  
 
{{Class strategy}}
 
{{Class strategy}}
 
{{Scout Nav}}
 
{{Scout Nav}}
  
 
+
[[Category:Community strategy]]
 +
[[Category:Scout]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Scout]]
 

Latest revision as of 20:58, 17 September 2024

"LOOK AT ME!"
Hit the road, bozo, let a real Scout get to work!
The Scout on impersonators

The Scout has the fastest movement speed of the nine mercenaries, the ability to double jump, captures objectives and pushes payloads at double the regular speed, and deals a consistent amount of damage from short to medium range. These attributes make him great for quickly completing objectives, such as capturing Control Points, and optimal for one-on-one battles when timed correctly. However, his maximum base health of 125 makes direct confrontations against some mercenaries difficult and risky. Optimal combat involves circle strafing or weapon heckling, techniques that help the Scout avoid and simultaneously put out as much damage as possible.

Quick tips

  • You have double the capture rate of any other class. If you are anywhere near an unguarded enemy Control Point, stand on it in order to aid your team and sometimes distract enemies from your team.
    • In Payload maps, crouch-walking behind the Payload to use it as a shield can be very useful since your body and hitbox is smaller than other classes and can fit behind the Payload easily. This is particularly effective against stationary Sentry Guns, as they cannot target anyone they do not have a direct line of sight.
  • Know where the health packs are on every map, because you will usually work alone and thus be out of reach of your team's Medic(s).
    • You can use the Mad Milk on maps with few health packs to avoid having to leave combat for healing. Additionally, Mad Milk can be used to support your team in a firefight.
  • Attempting to out-gun tougher classes directly is unwise unless you know they are low on health.
    • Use your maneuverability to catch enemies (especially tougher classes) off-guard. Your extra speed and double jump can get you over gaps and other obstacles that block most of the other classes. Constantly strafe when your enemy decides to engage you.
  • Sentry Guns should be avoided because the Scout relies on not being hit; a Sentry Gun's attacks are very strong, have high knockback, and its bullets never miss, making it a natural counter.
    • However, it is possible to destroy a lone Sentry by finding cover near it, exiting cover whilst shooting at it, and retreating to cover repeatedly, as well as with circle-strafing.
    • Bonk! Atomic Punch can be used to distract an enemy Sentry Gun while a teammate destroys it, or to run past the Sentry Gun while avoiding damage. Remember, bullets knock you back, so make sure that the Sentry does not pin you against buildings or other obstacles, or you will die as soon as your invulnerability wears off.
  • As the class with the fastest base speed in the game, you should leave Teleporters for other classes to use. Unless the distance is significant enough, the Teleporter is Level 3, or if you are sure they will be able to recharge before other teammates come by, it is best to run to the objective instead.

General

Combat

  • The Scout excels at one-on-one combat. Wandering or lone players (such as Spies and enemy Scouts) are good targets for a Scout, but if they see you coming, you will not last long. Instead, ambush them from above, behind, or anywhere else from which they can not see you.
    • Knowing how to prioritize targets is an important part of playing Scout. Your first priority should be to target the enemy Medic, especially in Competitive, where ÜberCharge is often the deciding factor of whether you win or not.
  • Refrain from excessively using your Bat or other melee weapons in combat. They may hit fast, but the low damage output with a small health pool most likely won't end in your favor.
  • Call for help if you cannot handle enemies by yourself. Your firepower is generally only effective against a single target. Once enemy reinforcements arrive, you will be forced to retreat.
  • Your speed is useful for avoiding backstabs and headshots; however, jumping will leave you suspended in a predictable arc against Snipers. Use the double jump mechanic (while rapidly pressing crouch), as well as strafing to avoid their shots, but be warned that many Snipers will wait for you to use your double jump, after which you will fall predictably to the ground and may be easier to hit.
    • You should also be aware of common sightlines in various maps, so you are not always worrying about whether a Sniper might be looking at you or not.
  • Open ground lets you use your maneuverability most effectively; tight spaces limit your evasive options and will make staying alive much harder.
  • When playing as Scout, keep moving. If a confrontation goes poorly, you can (almost) always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.
    • Never stand still when you are attacking someone as a Scout — your movement is the only way to prevent yourself from dying quickly, thanks to your low base health. Use your speed to your advantage by strafing left and right while attacking someone. Keep your distance when facing classes such as Soldiers and other Scouts, as a Soldier's rockets at close range do 90+ damage and a Scattergun will do the same damage as yours. When facing other Scouts, try to mirror their strafing movements to make them easier to hit. Once you get below 75 health, start to either make a retreat or jump around erratically to try and land a solid hit to finish the other Scout off.
  • If you find yourself circling an enemy, focus on your strafing and jumping, and fire your weapon only when your crosshair lines up with your target. This makes it more difficult for your enemy to hit you.
  • Find a mouse sensitivity that is suitable for you while playing Scout. A high sensitivity lets you quickly switch targets as you move, while a low sensitivity, paired with more mouse movement, makes it considerably easier to land point-blank shots with your Scattergun.
    • Optimal sensitivities may vary from person to person. Do not be afraid to try out new sensitivities in order to find one that works best for you. Try to use a new sensitivity for at least a few days before switching to a different one.
  • When low on health, wait for the right moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating quickly to avoid enemy fire.
  • The Scout has the smallest hitbox and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.
    • Take note of the object you are hiding behind. If it is tall but narrow, deploying your Bat will allow you to hide without your Scattergun or Pistol protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.
  • Try to be unpredictable while fighting classes that are using hitscan weapons, such as the Shotgun. Hitscan weapons, usually bullet-based weapons, will instantly hit you, as they do not have travel time, unlike a Rocket Launcher or a Flame Thrower.
  • When fighting enemy Pyros that are attempting to airblast you in a predictable arc to kill you with their secondary, use your second jump to escape from above.
    • Your backwards run speed is greater than a Pyro's forward movement speed, meaning you can run back from enemy Pyros while shooting at them without the risk of being ignited.
  • Do not confront a Sentry Gun unless necessary. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry to turn back to its default position.
    • It is also possible to circle-strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This can be difficult, however, and requires that you be somewhat close to the Sentry Gun while also being able to adjust your aim with your constant movements, which may be more difficult if you have a lower mouse sensitivity.
    • Generally, if a Sentry Gun has an attentive Engineer nearby, it is best to find another route instead of trying to destroy it.
  • Do not overestimate your mobility options, staying grounded and not strafing while jumping might be more useful than erratic movements. If you have a good hold of the combat situation try to not throw off your aim by jumping chaotically, instead focus on hitting more shots in a quick succession.
  • Rocket jumping Soldiers can easily be shutdown with the use of your Scattergun and other unlocks, due to the knockback it provides. This can be done to protect you and your teammates, especially your Medic, from an otherwise fatal interaction.
    • To maximize effectiveness, use your multiple jumps to close the distance, increase the damage done to the Soldier, and dodge potential rockets being shot from above.

Speed

  • Your speed allows you to decide which battles to engage in; enemies cannot escape from you if you pursue them, nor can they catch you if you don't want to fight them.
  • Your high mobility makes you more difficult to hit, and at long range, your speed can render certain projectile weapons useless, since you can easily dodge these attacks.
  • You can reach health/ammo kits or Dispensers more quickly than other classes when needed, minimizing your downtime.
    • However, be mindful of other players that might need a health kit more than you do, as your fast speed means you can easily find another one slightly farther away.
  • Death is less of a penalty for you since you will spend less time than other classes running to where the battle is. Still, be wary that you may die often due to your low health, and respawn times are not reduced for you.
    • You are often the first to the fight at the beginning of the round. Be cautious, though, as you won't be the only one on the battlefield for long.
  • Because you can easily outrun other classes, it is possible to backcap Control Points and other objectives. If the point captures quickly enough, this will lock the enemy out of capturing your own Control Point, forcing them to fall back.
    • Even if you do not manage to capture the point, you can still divert enemy forces so that some must run to deal with you, which you can then engage or simply escape.
  • You are the ideal Intelligence carrier due to your mobility. With good planning, firepower, and luck, you can snatch the Intelligence from enemy-guarded territory and still make it out alive.
  • Run into players to Spy check, as this can conserve ammo, and your high mobility means that doing so won't be much of a time penalty. If you do not pass through them, and instead bump into them, then they are a disguised Spy. One or two point-blank shots from your primary will be enough to kill the Spy. Be sure to keep your distance and never turn away, lest you open yourself up for a backstab.
    • Mad Milk can be useful for tracking down a cloaked Spy, as it allows you to see him while he is invisible. He will be unable to escape you until the debuff wears off — your speed allows you to pursue him easily.
  • Medics who heal you will be able to match your speed — help them reach the front lines faster! Try not to use your double jump too much — you might leave him behind a barrier he cannot cross and leave him open to enemy attacks.

Weapon Heckling

  • Weapon heckling is a tactic that involves deploying a weapon that outranges or overpowers the current weapon your opponent is holding. While every class is capable of doing this with varied results, the Scout's natural speed and his weapons (with different optimal ranges) allow you to pull this off with much more efficiency.
  • Know the optimal range of your weapons and use them when your opponent is using a weapon that cannot significantly harm you at said range.
    • For example, if a Soldier is your target, move in close (though not too close) and blast him with a Scattergun at close range. If he knocks you back with the Rocket Launcher, draw your Pistol and fire at medium range, where rockets take some time to reach. If he switches to the Shotgun to deal accurate and instant damage, get close again and shoot with the Scattergun, where his Shotgun will deal less damage than his Rocket Launcher.
  • Weapon heckling is as important when fighting enemy Scouts as it is with fighting other classes. It is usually more effective to use your Pistol over a Scattergun at medium range, for example, in order to maximize your damage and still have extra Scattergun shots in reserve.
    • As both of you will usually be avoiding each other's shots, it is sometimes possible to bait enemy Scout(s) into using up all his Scattergun shots, then taking advantage of his reload time and running in with your Scattergun or Bat.
The Scout's double jump is incredibly versatile; use it well.

Jumping

  • Whichever movement key is being held at the time of the double jump is the direction you will go. This allows you to instantly change direction in mid-air and confuse enemies.
    • Performing a double jump without pressing a movement key will cancel all horizontal momentum, regardless of your current speed. As a result of this, try to predict where enemies are aiming before double jumping.
  • Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. However, experienced players can wait for you to commit to your second or third jump before attempting an airshot. Once you have committed, your trajectory is mostly locked and skilled players can easily predict your path and severely damage or outright kill you either before or right when you reach the ground.
    • An example is with Snipers: most usually aim where they expect you to be just after they zoom in, and double jumping will throw them off. Skilled Snipers, however, can use this to predict the path of your second jump, since you cannot move in mid-air after using it, and line up a headshot at your inevitable location.
  • Double jumping just before you hit the ground will negate fall damage, regardless of the distance you have fallen.
  • Use the double jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above to take enemies by surprise, using your double jump to negate fall damage. You can confuse enemies by falling from above, firing at them, then jumping over their head as they turn around to see what hit them. This will often allow you to land one or two free hits on them before they figure out where you are.
  • Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.
  • Crouch-jumping can also shrink your hitbox making it harder for enemies to hit you. But you can only do this twice while in the air.
  • Make sure you jump before falling from a ledge if you are double jumping to another spot. Falling off negates your first jump, so be careful.
  • If you are under fire, try double-jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.
    • A slightly difficult, yet potentially useful strategy is to jump on top of an enemy's head, and attack from there. This is best used against Heavies, whose slow movement speed makes it easier to stay on top of them. However, they will be able to kill you quickly from close range, so only engage Heavies when they are vulnerable and on low health.
  • You are able to perform a triple jump of sorts if the Force-A-Nature is equipped as your primary weapon, as the recoil from firing can be used to propel yourself a few feet in the opposite direction of where the shot was fired. To do this, jump and then double jump, and while in the air after the second jump, aim directly down and shoot. It will propel you into the air, effectively giving you a third jump.
    • The Force-A-Nature can be used for a single, very high jump if timed correctly. Whilst running forward, aim down and jump. As you leave the ground, immediately shoot directly down. You will go much farther into the air than a regular double jump would, and you'll still have your double jump.
    • Similar results can be achieved using the Boston Basher's self-damage, though this costs a lot of health to use.
    • The Atomizer allows you to do a triple jump in the same manner as regular jumping, but you must have it deployed.
      • You can use the Force-A-Nature and the Atomizer together to perform a quad jump.
      • The Soda Popper allows you to quintuple jump after filling the Hype meter; however, this does not stack with the Atomizer.
      • When active, the Winger increases the height of all your jumps, allowing you to boost any previously mentioned jump techniques.

Weapon Specific

Primary Weapons

Scattergun + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Scattergun
Stock
Scattergun
Killicon scattergun.png 6 32 11-105 6-60 3-32 180
  • With six shots, the Scattergun is your most reliable primary weapon for prolonged combat, as well as the most versatile compared to the others. This comes at the cost of a relatively long reload time when it is empty, so try to keep at least two shots loaded before engaging the enemy.
  • The Scattergun does large amounts of damage at close range — one shot deals 105 damage if all bullets connect at point-blank range, slightly more than a Shotgun (which in comparison only does a maximum of 90 damage at point-blank range). This makes three shots enough to take out a non-overhealed Heavy. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off-guard.
  • Range severely reduces the Scattergun's damage. If you have not been noticed yet, avoid firing early. Wait until you are just a few feet away from the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This also may negate the need for reloading in the middle of a fight.
    • This is a major factor in fighting Soldiers. Two shots are enough to take down a Soldier at point-blank range, while you need three to do the same at a slightly greater distance. The difference between needing only two shots to kill and needing three is huge against a class whose primary weapon can easily kill you. Sneak up, flank, close the distance, and score two point-blank shots to eliminate him before he can react.
    • If you can, use the Pistol to soften up your targets at a distance before moving in for the finishing shot with your Scattergun.
  • When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
  • A trick that may work for newer Scouts is to shoot 3-4 shots from the Scattergun and then reload one shot. If the enemy sees you reloading, they may believe it is safe to rush up to you, giving you an easy chance to dodge and kill.

Force-A-Nature + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Force-A-Nature
Unlock
Force-A-Nature
Killicon force-a-nature.png 2 32 9-113 5-65 3-34 194
  • The Force-A-Nature has only two shots per clip, fires considerably faster than the stock Scattergun, and reloads both shots at once. It also has 10% less damage per pellet in exchange for 20% more pellets per shot, making it deal slightly more damage per shot than the Scattergun. The Force-A-Nature will knock nearby targets back, and when he is in mid-air, the Scout as well. This mechanic allows triple jumps (and quadruple jumps if accompanied by the Atomizer).
  • The Force-A-Nature's high burst damage and quick firing speed make it good at hit-and-run tactics. However, try not to get into a firefight with many enemies at once, as its slow reload time, small magazine, and short range is not suited for large, prolonged shootouts. Instead, try flanking to take on a single isolated enemy. Try not to approach them from the front; instead, attack from the side or behind, where you can close in easily.
  • Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.
  • Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you, and firing at the end of your second jump. Another method is to jump, fire quickly, and jump again. Only fire one shot, as firing a second shot while still in the air will not have any further effect on your velocity.
    • Use your recoil to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players do not usually look up.
    • The Force-A-Nature works better while the target is busy with something, such as an Engineer setting up a building.
  • Use the Force-A-Nature's knockback ability to your advantage, since it can send enemies flying several meters and into hazards such as the pits in Lumberyard and Steel. It is particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective, and retreat to reload and strike again.
    • The knockback can be a double-edged sword, so if at all possible, determine where your shot will throw them into. It is not hard to accidentally send your target into a med-kit, into the safety of Sentry Gun coverage, or even into a cluster of his teammates.
      • Use the knockback to push people into walls, giving you an easy second shot to finish them.
  • The Force-A-Nature can push ÜberCharged enemies. Use this to either push enemies away from your teammates or break the Medi Gun beam and attack the now-vulnerable target.
  • The Force-A-Nature is generally easier to use when you are grounded, as your enemies will take the full force of the weapon's knockback and you will not lose control. When firing in the air, the knockback keeps enemies pinned down for a second, but your shot will blast you slightly backwards, which can throw off your aim and send you in a predictable path for people to fire at you.
  • If you equip the Force-A-Nature, consider equipping the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload, as well as a backup in case your targets are launched from your first shot. An alternative method is to use your Bat for the finishing hit, in which case it would be ideal to knock the enemy into a wall or the air first for an easy follow-up swing.
  • With fixed bullet spread on, the pellets from the shot will fire in a 3x3 grid. The extra two pellets will fire to the right of the center, making medium range engagements easier if you aim slightly to the left of the target.

Shortstop + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shortstop
Craft
Shortstop
Killicon shortstop.png 4 32 18-72 12-48 6-25 144
  • The Shortstop has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets per clip. When active, it makes the Scout 20% more vulnerable to push force taken from damage, explosions, or the Pyro's compression blast. Additionally, it allows the Scout to "shove" a single enemy away with secondary fire, causing them to get knocked back a short distance.
  • Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the Heavy, who may survive the four shots of the Shortstop and may kill you as you reload.
    • This can be mitigated by using the Mad Milk, which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots. Alternatively, use a damaging secondary like the Pistol to avoid having to wait for the Shortstop to reload.
  • It can be deceptively difficult to hit opponents with the Shortstop, since it only fires four pellets in a narrow spread. As such, treat the weapon somewhat like a Revolver: you have to aim accurately with your crosshair in order to deal good damage at medium range, while its spread and damage makes it near useless at long range.
  • This weapon fires two seconds of Critical hits whenever it randomly Crits, similarly to the Pistol. Hence, while Crits from this weapon only deal a maximum of 144 damage per shot, you will be able to fire up to four critical shots to make up for it.
  • The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.
  • The Shortstop works well for dealing with Sentry Guns. A Mini-Sentry Gun will go down in about a clip, even when you are standing outside of its range, and standard Sentry Guns will take significant damage from the Shortstop's increased damage per pellet.
  • This weapon grants you a unique "shove" mechanic if you have the Shortstop as the active weapon, allowing you to push away enemies that are close by. This is useful for giving you space, since the Shortstop lacks the damage ramp-up of your other primaries, and can also forcibly reposition foes or push them into a hazard such as a pitfall or friendly Sentry Guns.
    • Unlike the compression blast, your shove does not happen instantly, and has a longer cooldown time between shoves. Time them carefully.
    • The shove can also be used to spycheck, effectively not wasting ammo and pushing the Spy away from you or your teammates.
  • While the 20% increase in knockback taken allows classes with knockback capabilities (like the Pyro) to easily push you into an environmental hazard, you can use this to your advantage; the knockback allows you to "surf" and escape from your pursuer.
    • Make use of air-strafing to control your trajectory if attempting this. Not only will this make you more mobile, but will also make it harder for enemies to hit you while airborne. To air-strafe, hold down a directional key (left or right) and turn your mouse slowly in that direction.
      • Miniguns and Mini-Sentry Guns can be great sources of knockback to surf off of at medium range, as they shoot at a consistent rate. This should only be attempted if you have a decent amount of health left, as Heavies especially can shred you in a second with their primary.
  • The Crit-a-Cola pairs well with this weapon, as the Shortstop's faster firing rate will maximize the potential of the Mini-Crit boost's duration, while its high damage per pellet and greatly increased accuracy will make you quite powerful at range.

Soda Popper + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical Damage to Activate Hype Hype Duration
Soda Popper
Craft
Soda Popper
Killicon soda popper.png 2 32 11-105 6-60 3-32 180 350 8 seconds
  • The Soda Popper is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, faster reload time compared to the Force-A-Nature, and no knockback. In addition, the weapon has a "Hype" meter that fills by dealing damage with any weapon while having the Soda Popper equipped. When completely filled, alternate fire activates "Hype mode" and grants 5 extra air jumps for 10 seconds. The Hype meter takes roughly 350 damage to completely fill.
  • Like the Force-A-Nature, the Soda Popper is generally useful for hit-and-run tactics due to its reduced magazine size. However, it reloads faster than the Force-A-Nature, making it better for offensive fighting.
    • As with the Force-A-Nature, reloading after firing one shot wastes the second shot, so try to make sure both shots are used for efficient ammo usage.
  • Similarly to the Baby Face's Blaster, you need to deal damage to fill up the Soda Popper's Hype meter. It takes approximately 4 point-blank shots from the Soda Popper, 16 shots from the Pistol, or 10 swings from the Bat to do so.
  • The extra midair jumps enhances your already good mobility. Classes that rely on tracking a target (such as the Sniper) or projectile classes with slow projectiles (like the Soldier) will have an even harder time landing direct shots on you before you land.
  • This can be paired very well with the Bonk! Atomic Punch for being able to jump around and take alternative routes that Scout would otherwise not be able to reach while also being invulnerable to make a great flank.
  • A good tactic is to constantly keep in the air with your extra jumps while firing downwards at your target. This lets you chip at your opponent's health while you evade all damage.
  • On large maps such as Frontier or 2Fort, Hype can be used to find alternate routes around the enemy, or to simply get somewhere faster.
  • The Pistol, Pretty Boy's Pocket Pistol, and the Winger are all very suitable for attacking in midair with the hype meter as using your Soda Popper is used for close range attacks while pistols are usually associated with more long ranged attacks.
  • This weapon pairs very well with the Winger, as its increased jump height lets you reach even greater heights when using the Soda Popper's Hype. It also serves as a backup weapon for opponents that survive both shots of your Soda Popper, though other pistols will be more effective for dealing damage.
    • The stock Pistol is also a good choice as a backup weapon, as it is more useful in prolonged combat.

Baby Face's Blaster

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Baby Face's Blaster
Craft
Baby Face's Blaster
Killicon baby face's blaster.png 4 32 11-105 6-60 3-32 180
  • The Baby Face's Blaster acts like the Scattergun, but decreases the Scout's base speed by 10% and only has four shots per clip. However, it has a boost meter: as damage is dealt, the meter fills and the Scout's speed increases. At full boost, the Scout runs 40% faster than a normal Scout. The boost decreases when receiving damage and upon a double-jump, and is lost upon death.
  • The Baby Face's Blaster is a strong weapon for those who stick to a "hit-and-run" playstyle. The quick speed allows a skilled player to avoid engaging in a prolonged fight to avoid damage and keep their boost from being drained, and take small chunks of health from a target multiple times before killing them.
    • However, its reduced clip size makes direct confrontations riskier, as you have less margin for error. Ambushes become less effective as well, as the number of enemies you can damage and/or kill with a clip decreases.
  • Your priority should be constantly gaining boost while using this weapon, due to the benefits you gain with increased speed and how easy it is to lose charge.
    • It takes 100 damage from any weapon to fill the boost bar, such as a point-blank shot from the Blaster. However, it only takes 25 damage to completely drain a full boost bar, making an enemy Scout's Bat swing or a single close-range Winger shot enough to take away all your increased speed. Keep scoring hits on opponents so your boost is always high.
  • At full boost, you will be extremely hard to hit as long as you move unpredictably. Only Sentry Guns, the Natascha, and Flame Throwers are constant threats. However, your inability to double jump without losing your boost means you will have a harder time dodging projectiles, such as rockets.
    • Your high speed will make it even more difficult to aim at times, so try and adjust for that by ambushing enemies, who will have no time to dodge.
  • Your full speed boost is capable of chasing down or retreating from any opponents, even enemy Scouts.
    • The only exceptions are enemy Scouts with the same weapon at full charge, a Demoman who is charging, and explosive jumping enemies. Have this in mind when fighting against any of those.
  • The Baby Face's Blaster is useful for reaching and capturing objectives. It is especially useful for grabbing the Intelligence on Capture the Flag maps and returning it quickly.
  • Air jumping will deplete 75% of your boost, making double jumps riskier if you want to keep your boost. Make sure your air jump is worth the sacrifice, such as to dodge a rocket that would have drained all of your boost anyway.
  • There are some instances to take note of when collecting boost:
    • Shooting an enemy Scout under the effects of Bonk! Atomic Punch will charge the Blaster's boost.
    • Shooting an enemy under the effects of a stock Medi Gun's ÜberCharge will not charge the boost.
  • Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols at a distance for small gains, get a Flying Guillotine hit to instantly charge your meter, or drink Crit-a-Cola and blast at range.
  • The Fan O' War's mark for death can help with collecting boost. However, you have to actually hit someone with it first, which can be difficult with your initially reduced speed, and will make you a vulnerable target.
  • The Atomizer is not recommended to use with this weapon, as a triple jump will remove all your boost. However, it will make your jumps more effective when you actually need to use it.
  • The Boston Basher will charge up to 85% of your boost meter on a successful hit, but missing and hitting yourself will often fully drain it.
  • The Wrap Assassin is a good alternative to the Boston Basher as it has a ranged bleed on hit

Back Scatter

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Back Scatter
Craft
Back Scatter
Killicon back scatter.png 4 32 11-105 6-60 3-32 180
  • The Back Scatter deals Mini-Crits when fired at close range from behind, at the cost of 20% increased bullet spread and a reduced clip size of four.
  • In general, the Back Scatter acts as an ambushing-focused sidegrade to the Scattergun. While it excels at picking off unaware targets, direct confrontations at medium range and farther become less effective due to its lower clip size and accuracy.
  • Some strategies that apply for the Spy may also apply to this weapon. Get behind enemies and fire at them while unnoticed to benefit from the Back Scatter’s Mini-Crits.
  • The Back Scatter deals 142 Mini-Crit damage at point blank — enough to kill 125-health classes with a single shot if all pellets connect. This makes you even more effective when attacking unaware targets, such as Snipers and Medics.
    • Jumping over an enemy and then quickly turning around can land you a free Mini-Crit shot.
  • The Back Scatter excels at Spy-checking due to a back hit being able to instantly kill enemy Spies.
    • If the Spy has a Dead Ringer, the Mini-Crit marker over his head will give him away. Follow this marker and shoot them until they die.
  • Even if your opponent turns around, you can still take them down with two shots at close range, since the Back Scatter deals standard Scattergun damage if all pellets connect.
    • The clip size penalty can be negligible if you do not usually use a gun's entire clip (for example, firing 2 shots then reloading will have no difference to the Scattergun), although this means you will reload more frequently.
  • Because of the decreased accuracy, engaging at medium range is not suggested. Prolonged combat also becomes less effective, as your lower clip size and higher bullet spread will put you at a significant disadvantage.
    • The extra spread of this weapon does make Spy-checking easier, though, due to the larger spread letting your bullets cover a larger area.
  • Getting behind enemy lines is crucial in using this weapon most efficiently. Bonk! Atomic Punch, the Atomizer, and the Winger synergize best with this, allowing you to get behind enemies without too much trouble.
  • Because of the lower clip size, it can be good to bring a Pistol variant for when you run out of Scattergun shots.
  • Pairing the Back Scatter with the Crit-a-Cola is not recommended, as the bullet spread will prevent your shots from hitting at range, while you can already deal Mini-Crits from behind anyway.
  • Due to the gun's stats when compared to the stock Scattergun, the Back Scatter can be used to help train Scouts to play their class more effectively overall.
    • The Mini-Crits encourage Scouts to adopt a more flank and ambush-focused playstyle, as well as avoiding damage in one-on-one fights by maneuvering behind the enemy.
    • The smaller clip size means the Scout can be left vulnerable waiting for a reload if they spam all their rounds, meaning the player needs to apply effective ammo management in order to not be caught vulnerable after spamming 4 shots and waiting for a reload.
    • The wider bullet spread means that the Scout needs to shoot only if they're as close to the target as possible, and to use their Pistol or Flying Guillotine for midrange rather than their primary.

Secondary Weapons

Pistol + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pistol
Stock
Pistol
Killicon pistol.png 12 36 22 15 8 45
Lugermorph
Promotional
Lugermorph
Killicon lugermorph.png
C.A.P.P.E.R
Uncrate
C.A.P.P.E.R
Killicon c.a.p.p.e.r.png
  • Targets too far away for the Scattergun should be fought with the Pistol. Its greater accuracy at medium range and quick reload makes it a viable backup weapon for when your Scattergun runs out of ammunition, though it only holds three spare magazines of bullets.
  • One of the Pistol's primary uses is to finish off wounded targets attempting to retreat. Do not underestimate the power of the Pistol, as several shots at close range can kill you quickly.
    • The Pistol is also a great weapon for baiting enemy players. If you can run behind enemy lines, hit a few shots and then run away; players will often try to pursue you, making it easier for your team to move in without as much trouble.
  • The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will allow you to fire sooner than reloading the Scattergun.
    • Be careful - changing weapons before the Pistol finishes reloading will cancel the reload, wasting the time you spent reloading. Wait until when your ammo count changes before switching weapons.
  • The Pistol can waste a lot of ammunition if fired haphazardly into a firefight, partly due to its firing speed and especially since you only have three magazines of bullets. Choose your targets wisely and aim carefully.
  • Your Pistol is the best option to take down Sentry Guns from longer ranges than any other Scout weapon, since buildings are not affected by damage falloff. If you're out of the Sentry Gun's range, consider hitting the Engineer with a Sandman ball (if your using it) when he is far away from the Sentry (making it harder for him to reach the Sentry before you destroy it) and then destroying the Sentry Gun with your Pistol.
  • When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with one close-range blast of your primary weapon.
  • The Pistol is one of the most deadly weapons to get Critical hits with. If you happen to get First Blood in Arena, switch to your Pistol, as it can take any class down in one clip, including most overhealed enemies if you fire fast, and accurately, and the Critical hits mean the Pistol can kill enemies from longer distances without a need to consider damage falloff. However, for closer ranges, the Scattergun may still work better.
  • The Pistol is a reliable backup weapon for any of your primary weapons. All Scattergun sidegrades have a lower clip size, so switch to your Pistol and fire at them once you are out of shots. This allows you to sustain fire when you would otherwise have been vulnerable reloading.

Winger + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Winger
Craft
Winger
Killicon winger.png 5 36 26 17 9 52
  • The Winger deals 15% more damage per shot than the Pistol, but has only 5 rounds per magazine. It also allows the user to jump 25% higher when active.
  • The Winger requires you to fire more accurately than the Pistol. If you cannot aim well, consider using a different Pistol instead.
  • Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's frequent reloading.
  • The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine. Take advantage of its high damage and use it for close encounters.
    • However, the larger clip of the Pistol makes for more sustained damage, and can potentially take down a target when the Winger would have run out of shots. Choose whichever one is preferable for the engagement.
  • Despite its drawback of 5 shots, this allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. However, the Winger is best for short encounters with weak targets, while the Pistol excels at prolonged combat. Consider this when determining your loadout.
  • The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at buildings do not factor in damage ramp-up/fall-off.
    • However, the reduced magazine size will make it harder when there is an Engineer constantly repairing the Sentry Gun.
  • Use the Winger's increased jump height to take alternate routes throughout the map. Ambush enemies by approaching from unexpected areas.

Pretty Boy's Pocket Pistol

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pretty Boy's Pocket Pistol
Craft
Pretty Boy's Pocket Pistol
Killicon pretty boy's pocket pistol.png 9 36 22 15 8 45

The Pretty Boy's Pocket Pistol deals the same damage as the stock Pistol; however, it has a 25% smaller clip size. It allows you to heal up to 3 health per hit and has a 15% faster firing speed.

  • This weapon offers a middle-ground between the healing utility of the Mad Milk and the various offensive roles of the Stock Pistol. It does not support your team, but it can be greatly beneficial for surviving when roaming around in enemy territory, where friendly Dispensers and Medics are scarce. It also fulfills most of the Stock Pistol's roles, albeit slightly less effectively.
  • Due to its increased firing speed, the Pretty Boy's Pocket Pistol is excellent for dealing fast burst damage that the stock Pistol cannot match.
    • However, due to the decreased clip size, the Pistol still deals more damage overall, but across a longer period of time.
  • As a Pistol, this weapon is useful in all the same ways as the Stock Pistol, including the ability to easily finish off weakened enemies at a distance, directly fight enemies at a distance, and destroy Sentry Guns at a distance, among others.
    • Similarly to the Stock Pistol, the Pocket Pistol also offers an alternative to the Scattergun with better effective distance, faster fire rate, and a faster reload speed. It is a good backup weapon for when there is no time to reload your Scattergun or when you are out of its effective range.
  • The Pretty Boy's Pocket Pistol is useful for healing minor wounds. Fire at unaware or unprepared targets.
  • Attacking unaware or distant enemies can significantly increase the Scout's chances of survival.
    • Some very easy targets to hit include unprepared Heavies and Pyros.
    • If being pursued by an enemy, it may be a good decision to turn around and fire at them, to partially regain health you are losing.
  • If lit on fire, shoot the offending Pyro. Stay out of the range of their flames and backpedal while firing.
  • Don't rely on the healing of the Pretty Boy's Pocket Pistol alone. If you need to heal a significant portion of your health, reach a health pack or Medic instead, and use the Pistol to top off any remaining health while you retreat.

Bonk! Atomic Punch + reskins

Weapon Ammo Effect
Loaded Carried Drink Effect Duration Recharge Time
Bonk! Atomic Punch
Unlock
Bonk! Atomic Punch
1 Drink to become invulnerable. Cannot attack, capture, or defend during this time. Damage absorbed will slow you when the effect ends. 8 seconds 22 s
  • When consumed Bonk! Atomic Punch, you will become invincible for 8 seconds, although you are still affected by knockback, similar to an ÜberCharge. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-kill with the Sandman or Atomizer). After the invulnerability effect wears off, the Scout will receive a 5-second slowing effect based on the damage they absorbed under Bonk!'s effect. Bonk! takes 22 seconds to recharge after use.
  • Use Bonk! as a safety net when you find yourself in a bad situation, like running into Sentry Guns, Heavy/Medic combos, or large groups of enemies.
    • Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage. If you are launched by knockback while you drink, the animation will be canceled and you will not gain invulnerability, but it will still consume the drink and you will have to wait for it to recharge.
    • Take note of the map's flank routes and locations. You may need to run to a deserted area and wait out the slowdown following the end of your effect, as you will be highly vulnerable then, or you may be able to run behind your teammates for cover and recovery.
  • You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting. This can help you get ready for your next fight, or set up a taunt kill on unaware players. As you cannot switch weapons under Bonk!, make sure that you switch to the Bonk! from your primary rather than your melee weapon, as you will be forced to the last held weapon after you use Bonk!.
  • Bonk! can be used to avoid damage-over-time from fire or bleeding. Though the afterburn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool or a source of health before you burn to death.
    • This also lets you negate Jarate and other effects that mark you for death. Drink Bonk! to protect yourself from the increased damage you will take otherwise. It is also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.
      • However, this does not work for effects like the Mad Milk's health-on-hit effect, as enemies can still gain on-hit effects from you while you are under the effects on Bonk!. The same goes for enemy Medics using the Ubersaw, as they can still fill up their ÜberCharge meter by hitting you.
  • If your team is about to push with an ÜberCharge, take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it. This can keep your Medic safe before he uses his ÜberCharge, and your allies can take out the opposition while you provide cover and distraction. It may also let you take the brunt of the knockback rather than your teammates, so they can advance more easily. If you have no one backing you, simply reporting what you found via voice chat or using the "Sentry Ahead!" voice command can potentially save your teammates.
    • If your team lacks a Medic, you can use Bonk! in the same way as an ÜberCharge, making the Sentry Gun target you while your teammates attack it. Make sure to escape before the Bonk! wears off, and know that Sentry Guns will deal knockback to you that may make it harder to flee. However, Wrangled Sentry Guns may make this ineffective, as the Engineer controlling it will likely focus its fire on the greater threats.
      • It is possible to position yourself so that the Engineer is between you and their Sentry Gun. As Sentry Guns can injure both their owner and the enemy, you can use this to kill the Engineer with his own Sentry Gun, though this can be risky, as you will need to balance time used to kill the Engineer as well as time to escape before the effect ends.
    • As you will be absorbing high amounts of damage, you will be considerably slowed after the invulnerability wears off. If you "dodge" 200 damage or more, you will be reduced to half speed for 5 seconds, allowing enemies to hit you easily.
  • It is very easy to distract enemies while you are under the influence of Bonk!. Enemy Snipers can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into Soldiers and Demomen will usually result in them hurting or outright killing themselves with their explosive weapons. Heavies and Pyros will also find it difficult to focus on firing if you run circles around them.
  • You can use your invulnerability to block enemies or projectiles. Body-blocking an enemy Medic's patient can potentially waste their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's charge.
    • Save Sentry Guns or even hurt teammates from enemy fire by taking rockets and bullets before they can hit. Keep track of when your Bonk! runs out, though, and escape a few seconds before it wears off to recover from the post-effect slowdown in peace.
  • Bonk! can be used to propel yourself across the map using enemy explosives or Sentry Guns. However, where you will go is often unpredictable, as you will have to rely on enemies for knockback.
  • Try to avoid taking unnecessary fire from enemies, as it will slow you down even more. Remember that you can still dodge attacks just as easily under the effects of Bonk!.
  • Try to use Bonk! at the right time. Using it in situations where it was not needed may result in a slowdown effect for no reason.

Crit-a-Cola

Weapon Ammo Effect
Loaded Carried Drink Effect Duration Recharge Time
Crit-a-Cola
Craft
Crit-a-Cola
1 While effect is active: each attack Mini-Crits and sets Mark-For-Death for 5 seconds. 8 seconds 22 s
  • When consumed Crit-a-Cola, all damage dealt will be Mini-Crits for 8 seconds. Attacking while under the effect will mark you for death for five seconds (does not stack, but resets each time you attack). The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 22 seconds.
  • The Crit-a-Cola is a high-risk, high-reward weapon. A Mini-Crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you take Mini-Crits for five seconds after attacking, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.
    • Since you take Mini-Crits for five seconds after attacking, using this to up your damage output in a 1v1 fight is no longer viable, so Crit-a-Cola is now mainly a tool for assassinating lone players or flanking and taking out Medics.
  • During the 8-second Mini-Crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times. As such, make sure your weapon is fully loaded to benefit the most from the Mini-Crits.
      • Keep in mind that when you use the Crit-a-Cola, you will automatically switch to your last equipped weapon. If this is your melee weapon, be prepared to attack with it or quickly switch to your primary.
  • At point-blank range, one blast from the Scattergun (or any primary weapon other than the Shortstop) with the Mini-Crit buff is capable of killing any 125 HP class from full health. Therefore, if you find yourself behind multiple light classes, the Crit-a-Cola can give you one kill per shot. Land two shots to kill most other classes.
  • Be careful about drinking the Crit-a-Cola when facing competent Soldiers or Demomen. You will die to one close-range direct hit rocket or grenade, and if you are using the Sandman, one point-blank Shotgun blast will also kill you.
  • Since Mini-Crits do not suffer from damage falloff, your primary weapon will remain useful at a longer range as well.
    • However, you will still be generally disadvantaged at range against most classes. As you are vulnerable while drinking, it is better to hide, drink it, then run closer to fight back.
  • Never drink the Crit-a-Cola under the effects of a friendly Buff Banner or a Critical hit boost, or when facing an enemy that is marked-for-death. Your Mini-Crits do not stack with Critical hits or other Mini-Crits - using Crit-a-Cola will only weaken yourself with a self-inflicted marked-for-death debuff.
    • If possible, coordinate drinking Crit-a-Cola with a friendly Soldier's Battalion's Backup; the defense boost will negate your increased vulnerability and will allow you to deal Mini-Crits with no downsides.
  • The Force-A-Nature is capable of dealing up to 153 damage with the Crit-a-Cola, making it possible to kill any class (besides overhealed Heavies) with two shots at point-blank range. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, as the Force-A-Nature's fast firing speed may be able to kill the enemy before they can react.
    • Remember to take into account the Force-A-Nature’s knockback to ensure you don’t accidentally blast your target into safety.
  • The Crit-a-Cola pairs well with the Shortstop, as its extra range and tighter spread combined with Mini-Crits not being affected by damage falloff lets you fire from a safer distance than is possible with the Scattergun.
  • The Crit-a-Cola and Soda Popper can be used together well because the damage boost from the Crit-a-Cola allows you to charge your Hype faster, and the Hype buff will allow you to avoid most damage altogether, negating your marked-for-death debuff.
    • However, you sacrifice a secondary weapon, making you less effective at long range.
  • When using the Baby Face's Blaster with the Crit-a-Cola, it is much easier to gain boost at a distance due to the Mini-Crits.
  • It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, because the 15 base health you lose may allow Soldiers, Demomen, and other Scouts to kill you before you can kill them.

Mad Milk + reskins

Weapon Ammo Effect
Loaded Carried Effect on Enemies Effect on Teammates Duration Recharge Time
Mad Milk
Craft
Mad Milk
1 60% of all damage dealt is returned as health. Also negates Cloak. Extinguishes flame on yourself and/or teammates. 10 seconds / 2.5 seconds 20 seconds / 16 seconds when teammates extinguished.
Mutated Milk
Uncrate
Mutated Milk
  • Mad Milk is similar to Jarate, it is a thrown weapon that covers enemies in the substance, and nullifies the Cloak of enemy Spies and extinguishes teammates and yourself when on fire. Anyone who attacks a player covered in Mad Milk will heal 60% of the damage they dealt. Mad Milk has a recharge time of 20 seconds.
  • Mad Milk allows you to remain in combat for longer without dying or needing to retreat, since you will regain health as you deal damage.
  • Mad Milk is a great supplement for an offensive push, allowing attackers to replenish their health quickly. Simply throw it onto enemy combatants and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.
    • For example, when using the Kritzkrieg's Crit-boost, teammates heal a great amount of health.
  • Mad Milk can also be used on defense. When thrown on a Payload or control point, your teammates and yourself can easily stop a push.
  • Using Mad Milk on classes like the Heavy can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to his slow speed and high health. For example, Snipers will be able to regain at least 90 health if they land a headshot on a “milked” target.
    • While still risky, Mad Milk makes head-on approaches to bulky classes like Heavies much easier, as you will be able to take more damage as you attack the enemy.
    • Using Mad Milk on offensive classes like Pyros allows for survivability while fighting them. It allows you to survive the high outputs of damage from them through close range combat.
  • Mad Milk is a useful tool for dealing with enemy Spies. The dripping effect is easily spotted if they are disguised and will prevent them from evading your team by cloaking.
    • Additionally, the white particles of any player dripping in milk makes them more visible on dark maps such as Sawmill.
  • Mad Milk lets you extinguish teammates or yourself. It is especially beneficial to you, as afterburn will deal enough damage over time to drain half your health. Do not be afraid to use it when you see a burning teammate, as it refills 20% of its charge instantly if you extinguish a teammate.
  • Some of your Scattergun variants synergize well with Mad Milk.
    • The healing will be more effective at close range with the Scattergun, as the larger clip and stronger shots can keep you alive longer using Mad Milk's effect.
    • The Shortstop will excel at a distance, as its reliable medium-range shots will give you a decent amount of health while letting you hang back safely.
    • Mad Milk will keep you alive while you constantly hunt enemies with the Baby Face's Blaster to fill your Boost bar.
  • Hitting an enemy with the Fan O'War and dousing them with Mad Milk will return more health per hit, but may alert the enemy to your presence.

Flying Guillotine

Weapon Kill Icon Ammo Damage
Loaded Carried Any Range Mini-Crit Critical Recharge Time
Flying Guillotine
Craft
Flying Guillotine
Killicon flying guillotine.png 1 50 68 150 6 seconds / 4.5 seconds
Bleeding Killicon bleed.png N/A N/A 40 damage over 6 seconds 54 damage over 6 seconds 40 damage over 6 seconds N/A
  • The Flying Guillotine is a thrown weapon that causes bleeding when it hits an enemy.
  • The Flying Guillotine sacrifices your accurate Pistol for a stronger, harder-to-aim weapon with cooldown. One hit from the Flying Guillotine deals moderate damage, equivalent to several Pistol shots, if including bleed. However, you will lack a secondary weapon if you miss, so make sure your throws count.
  • This weapon flies at an arc, and takes some time to reach its destination. Lead your target accordingly, as throwing where your enemy was will simply cause it to miss.
    • While it can be hard to aim, the Flying Guillotine is very hard to see when thrown. Enemies will usually fail to see your throw coming until it strikes them.
  • The Flying Guillotine deals no damage to buildings: when thrown at any building, the weapon will simply bounce off.
    • Conversely, enemy Pyros can airblast your thrown weapon and bounce it back at you. Be careful, as this will take away most of your health.
  • This weapon can be very useful on Payload matches because most players will be moving slowly and/or not paying attention while they are pushing the cart, so you can dish out a solid amount of damage. The added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.
  • Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower-health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.
  • Bleeding damage included, a regular hit will fill up most of the Baby Face Blaster's boost gauge in one hit.
  • Long-range hits will decrease the already short recharge time. Try to hit shots from farther away to make it able to be thrown more often.

Melee Weapons

Bat + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical
Bat
Stock
Bat
Killicon bat.png 0.5 seconds 35 47 105
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Drop
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Promotional
Memory Maker
Killicon memory maker.png
Ham Shank
Drop
Ham Shank
Killicon ham shank.png
Golden Frying Pan
Reward
Golden Frying Pan
Killicon golden frying pan.png
Necro Smasher
Achievement
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Batsaber
Uncrate
Batsaber
Killicon batsaber.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
  • While the Bat swings quickly, it deals less than half the damage of other stock melee weapons. Each swing does 1/3 of a point-blank Scattergun shot, making it only useful as a backup weapon.
    • On servers with random Critical hits, the Bat becomes much more effective due to its high swing speed, which lets it roll for more Crits compared to other melee weapons.
  • The Bat works well as a finishing weapon. A couple fast hits on an injured enemy will most likely kill them.
    • If low on ammo or have no time to reload your weapons in the middle of a firefight, the Bat acts as a last resort weapon, although it is usually best you retreat.
  • In a one-on-one melee fight, you will be able to get in more hits due to the Bat's swing speed and your own mobility, but your enemy will be able to kill you faster if he lands his.
  • You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies, but this strategy should not be used excessively otherwise.
  • You may use the bat when ambushing an enemy who is constantly strafing (as melee weapons require less precise aim to hit).
  • Unless under the conditions described above, you would generally be better off using your primary weapon.

Sandman + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical Slow Time Recharge Time
Sandman
Unlock
Sandman
Killicon sandman.png 0.5 seconds 35 47 105 N/A N/A
Killicon sandman ball.png 0.25 seconds 15 20 45 1-7 seconds 15 seconds
  • The Sandman can launch a baseball with the secondary fire that will slow an enemy on hit for 1-8 seconds, depending on how long the ball has stayed in the air, but carrying this weapon will lower the Scout's maximum health by 15, to a total of 110. Hit targets are considerably slowed and cannot jump. Hitting an enemy with the ball at maximum range will render the target immobile for the entire effect duration. The ball has a recharge rate of 10 seconds, but can instantly be reused by picking up a baseball that has been launched by the player or another Scout.
    • The ball counts as a projectile, and can be airblasted.
    • A launched ball lingers for 3 seconds if it hits someone, or 10 seconds if it doesn't.
  • The Sandman can be a great support weapon for your team. Slowing a target that has a Kritzkrieg activated on them can delay the enemy's push.
    • It is also a great tool for slowing key targets, like Heavies, Medics, or Snipers, leaving them open to attack.
  • If you are caught in a bad situation, the slowing effect can buy you enough time to get to safety.
    • Similarly, if you are in a situation to get the first strike, slowing your opponent can make it much easier for you to hit them before they can react.
  • Critical hits lengthen the slow time. In servers with random Critical hits enabled, the baseball also uses the same base critical chance of 15% as any melee weapon, making such criticals rather common on these servers.
  • Aiming the baseball is not always easy due to its arc and travel time, but in certain areas, it can be. For example, the bridge in Badlands is just long enough for you to hit an enemy with a moon shot (a maximum strength slow) and it is relatively easy to hit someone with it since the bridge is a straight pathway.
  • When equipping the Sandman, be aware that you start with only 110 health. At point-blank range, a Soldier can kill you with one rocket, as can a Demoman with a well-placed stickybomb. If survival is a priority, it is better to switch to another melee weapon.
  • A lone Engineer is a prime target for the Sandman's ball. While slowed, the Engineer may not be able to reach his Sentry Gun in time due to his decreased speed. Use this opportunity to attack the Sentry Gun. This is especially useful if the Engineer is a good distance away from his Sentry Gun.
  • Avoid using the Sandman with Crit-a-Cola, as the 15 health deduction will allow enemies to kill you nearly instantly.

Holy Mackerel + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical
Holy Mackerel
Craft
Holy Mackerel
Killicon holy mackerel.png 0.5 seconds 35 47 105
Unarmed Combat
Craft
Unarmed Combat
Killicon unarmed combat.png
  • The Holy Mackerel and Unarmed Combat are similar to the stock Bat. But each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!".
  • While the kill feed announcement may be aesthetic, hitting a cloaked Spy will be displayed on the kill feed. Conversely, triggering a Dead Ringer Spy's cloak or hitting a disguised Spy will not be displayed in the kill feed. This lets you track down Spies that attempt to feign death.
  • The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.

Candy Cane

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical
Candy Cane
Craft
Candy Cane
Killicon candy cane.png 0.5 seconds 35 47 105
  • The Candy Cane drop a small Health pack, regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.
  • Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.
    • Use the Candy Cane to check for Dead Ringer Spies, as feigned deaths will not drop Health kits.
  • The Candy Cane can be a double-edged sword when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill. Use it when pushing the enemy back.
  • A successful kill with the Candy Cane in Medieval Mode will cause two health kits to be dropped instead of one.
  • Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from most of their primary weapons at close range will instantly kill you.
    • With this knowledge, consider equipping this weapon with others that give you additional damage vulnerability, such as the Crit-a-Cola, may be useful, as any hit from an explosive would kill you anyway, even without the marked-for-death effect.
    • You can also use this fact to train yourself to dodge better, as getting hit by the explosive damage punishes you for not dodging well.
  • Using the Mad Milk with the Candy Cane can allow you to heal yourself and teammates if no Medics or Health kits are nearby.
  • The Candy Cane is also useful when you have a damaged Medic nearby. With the Medic's healing, you can easily secure a kill, which will drop a small medkit for your Medic.

Boston Basher + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical
Boston Basher
Craft
Boston Basher
Killicon boston basher.png 0.5 seconds 35 47 105
Three-Rune Blade
Promotional/Craft
Three-Rune Blade
Killicon three-rune blade.png
Bleeding Killicon bleed.png N/A 40 damage over 5 seconds 50 damage over 5 seconds N/A
  • The Boston Basher will apply bleed to an enemy hit by it for 5 seconds (for a total of 75 damage), but on miss, it will apply 18 base damage and bleed effect to the user at a reduced rate (a total of 48 damage). The user will not be damaged when hitting a teammate, any world geometry, or props.
  • Be cautious and accurate with your shots; missing can take out up to half your health.
    • Spamming the Boston Basher will usually result in death; it is advisable to only go for 1-2 hits per attack on a target.
    • If you end up making yourself bleed, you can stop the bleeding by using items such as Bonk! Atomic Punch or a health kit.
  • A successful hit including bleed will deal 75 damage, making hit-and-run tactics even more effective. Run in, melee your target once to soften him up, and fire Scattergun shots as you retreat.
    • If you are losing a one-on-one fight and need to escape or are likely to die, hitting your opponent as you run away may be enough to kill them. This is more effective on light classes like other Scouts, although heavier classes may still be forced to retreat.
  • Ambushing is key with the Boston Basher. If an enemy is unaware of your presence, run in and land a few hits with the Basher before finishing them off with your Scattergun.
  • By swinging right after jumping, you can boost yourself with the self-damage of the Boston Basher to heights comparable to the Pyro's Detonator jump. However, this costs a lot of health, so take note of where the map's health packs are.
    • By combining the boost of the Boston Basher with the ability of the Force-A-Nature to perform a third jump, you can jump over long stretches of a map.
  • By hitting yourself while being healed, you can help a friendly Medic build ÜberCharge faster.
  • The bleed effect can be useful for preventing Spies from escaping by cloaking. However, do not try to hit a Spy that is already invisible, or you may weaken yourself and allow him to finish you off with his Revolver.
    • Hitting a teammate will not result in damage, this can be used for Spy-checking.
  • If you land a successful hit on an enemy with the Boston Basher while the enemy is coated in Mad Milk, the bleed damage will heal you. This can reduce the health lost from missed attacks.
  • The Crit-a-Cola can be useful with the Boston Basher; self-inflicted damage will not be boosted by Crit-a-Cola's effect, and the Mini-Crits apply to bleed damage making it an even better ambush and hit-and-run tactic against enemies because of the increased damage dealt.

Sun-on-a-Stick

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical
Sun-on-a-Stick
Promotional/Craft
Sun-on-a-Stick
Killicon sun-on-a-stick.png 0.5 seconds 26 35 79
  • The Sun-on-a-Stick delivers 25% less damage than the stock Bat, but guarantees a Critical hit whenever you strike a burning enemy. Additionally, it grants the user 25% fire resistance when it is the active weapon.
  • Equipping the Sun-on-a-Stick usually comes down to whether you have a Pyro on your team, as the Critical hits only come into play when your opponent is suffering from afterburn.
    • Likewise, fire resistance is virtually useless if there are no Pyros on the enemy team, and flat-out worthless if there are no enemies capable of inflicting fire damage at all, such as Cow Mangler 5000-wielding Soldiers.
  • While the Sun-on-a-Stick's Critical hits on burning targets are powerful, your Scattergun deals damage much more reliably. Because of this, attacking with the weapon is generally a bad idea unless you are ambushing a burning enemy.
  • The Sun-on-a-Stick's passive fire resistance is usually more useful than its highly situational Critical hits, giving you the extra survivability needed to retreat to a health source when you're on fire.
  • The best game mode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the Huntsman and the Sharpened Volcano Fragment. Otherwise, it is overall a weak weapon to use for combat, and may not be reliable in a melee fight.

Fan O'War

Weapon Kill Icon Attack Interval Damage
Point Blank Critical Marked for Death Time
Fan O'War
Promotional/Craft
Fan O'War
Killicon fan o'war.png 0.5 seconds 9 27 15 seconds
  • The Fan O'War will "marked for death" when hit an enemy. The "marked for death" is indicated by the skull with crossbones floating above their head, and all damage they take will be Mini-Crits. The "marked for death" effect lasts 15 seconds. The Fan O'War also deals Critical hits when it would normally Mini-Crit. As a drawback, the Fan O' War deals 75% less damage on hit.
    • The Fan O' War's effect can only be applied to one enemy at a time.
  • Remember that the Fan O'War is essentially the melee equivalent of Crit-a-Cola; while you do not receive increased damage from enemies, it still requires that you get within point-blank range of enemies.
    • Unlike the Crit-a-Cola, you still get access to your secondary weapon, so the Fan O' War is a good choice if you do not use your melee weapon for combat often.
  • The Fan O'War deals 9 damage against unmarked players, and 26 damage for subsequent hits. Like most melee weapons, it is not a good choice for directly dealing damage. Hit the enemy once, then use your primary and secondary weapons to take full advantage of the damage bonus.
  • Ambushing and good maneuvering are crucial with the Fan O'War; whether you are using it on the front lines or the opposing base, remember that surprise is key to landing a hit. Rushing straight towards an enemy with a melee weapon is never a good strategy.
    • Try attacking enemies that are alone, so that you are not outnumbered once you mark an enemy for death.
    • If you are cornered, hit key targets like Heavies and Medics. Your teammates may be able to kill them even if you die.
  • Unlike Jarate, the mark for death persists for 15 seconds and its duration is not reduced if the target is being healed, making the Fan O'War better at weakening key targets.
  • The Fan O'War is very effective for countering Spies. Even if a marked Spy cloaks with a Dead Ringer, the skull symbol will remain above his head, nullifying his invisibility.

Atomizer

Weapon Kill Icon Attack Interval Damage
On Enemies On Buildings Mini-Critical Critical
Atomizer
Craft
Atomizer
Killicon atomizer.png 0.5 seconds 30 35 40 89
  • The Atomizer grants the Scout the ability to triple jump while holding the weapon and Mini-Crit enemies while airborne, but also deploys 50% slower in addition to 15% less damage done to players.
    • The Atomizer deals less damage to players, but not to buildings. Using it to take out an enemy Teleporter or Dispenser can conserve primary and secondary ammo while doing regular damage.
  • Like the Fan O'War, the Atomizer is more of a utility than a weapon. If you do not use your melee enough for its penalties to matter, consider using the Atomizer.
  • Use the Triple jump while attacking an enemy to be able to get a Mini-Crit and deal 40 damage. This Mini-Crit can be utilized expertly while dealing with slow classes such as the Heavy or the Soldier as they will be distracted and getting Mini-Crits hit towards them and they not even noticing it.
  • The Atomizer's third jump can be very useful when retreating, as it gives you another jump to dodge enemy attacks. This triple jump can be used for distracting or confusing slow classes when going over them for a sneaky attack. Its switch speed penalty makes it less useful in direct combat, however; you cannot fire your Scattergun while holding the Atomizer.
  • Using the Atomizer's third jump, you can often take shortcuts into places in the map you could not otherwise reach. Try using them for devastating flanks.
  • The Atomizer does not pair well with the Baby Face's Blaster, as the Blaster loses most of its speed boost with each jump. Using your third jump will lose all your Boost.

Wrap Assassin

Weapon Kill Icon Attack Interval Damage
Point Blank Mini-Crit Critical Recharge Time
Wrap Assassin
Craft
Wrap Assassin
Killicon wrap assassin.png 0.5 seconds 11 17 32 N/A
Killicon sandman ball.png 0.25 seconds 15 20 45 11.25 seconds
Bleeding Killicon bleed.png 40 damage over 5 seconds N/A N/A N/A N/A
  • The Wrap Assassin allows you to launch a Bauble with secondary fire similar to the Sandman's baseball, but causes damage and bleeding on hit instead of slowing. The bauble also breaks on contact with a surface, dealing negligible damage to enemies around it, or the Scout himself. The Wrap Assassin's ball regenerates 25% faster than the Sandman's, allowing for more shots. The drawback is its melee damage, which is reduced by 65%.
  • The Wrap Assassin is a Sandman variant that sacrifices its slow ability for a more frequent damage option and no maximum health reduction. Its melee damage reduction should be negligible if you use a primary weapon at close range.
    • As the bauble works similarly to the Sandman's ball, most of the Sandman's tactics work for this weapon.
  • Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.
    • The ornament also shatters if it hits anything, dealing 4-13 damage in an area-of-effect. This shatter damage does not cause bleeding. Rely on direct hits to deal damage.
  • The bleed damage of the Wrap Assassin can greatly benefit from the Crit-a-Cola, as it will deal a greater amount of damage to enemies.
  • The Wrap Assassin's ball can be used as an opening attack, or to to harass and keep pressure on distant enemies like Snipers, with the damage over time effect.
  • Although the Flying Guillotine does more damage and has a faster recharge time, the Wrap Assassin allows you to choose a secondary of your preference and retain a weapon that causes a bleeding effect.
    • However, using both at once can make you a damage-over-time powerhouse, as bleed damage stacks with multiple bleeding weapons. You will do up to 146 damage if both weapons hit.
    • Use the Force-A-Nature alongside the Wrap Assassin and Flying Guillotine to deal up to 259 damage.

Kill taunts

Grand Slam

Kill Icon Weapon Damage Duration Details
Grand Slam
Grand Slam
Killicon grand slam.png Sandman
Atomizer
500 with Sandman, 425 with Atomizer 5 seconds The Scout points to the sky, winds up, and swings a deadly blow.
  • It is advisable to only use your killing taunt on Snipers with tunnel vision. As with most other killing taunts, it can also be used to retaliate during Humiliation as the losing team.
  • You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. Make sure to use it wisely because you can only do the taunt once in the duration of the Bonk! Atomic Punch. You can, however, still be knocked back, ruining the taunt attempt. It can prove useful to walk into a large crowd and perform the taunt, as unaware players might not spot you performing the taunt. However, this will likely result in getting yourself killed.
  • This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon execution. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Grand Slam taunt kill.

Weapon combinations

Cooperative Class Strategies

Leaderboard class scout.png Scout

An experienced Scout alone is powerful, but two or more, or even a squadron can cause massive havoc for the enemy team. A coordinated ambush can easily take down any enemy.

  • Because a Scout's main duties are to provide a distraction and rush to the objective, one Scout has the ability to distract a whole team at once by shooting from one route, while another Scout can go through an alternate route to the objective without any hassle.
  • If a team is experienced enough and is willing to cooperate, they can utilize a Scout Rush to swarm over enemy objectives before the enemy team has time to prepare a defense.
    • In Capture the Flag, a team of Scouts can get to the enemy base before the other team has time to set up defenses. Once the Scouts are situated in the flag room, it is only a matter of time before they capture the flag.
    • In Attack/Defend, a team of BLU Scouts can overwhelm the RED defense before they are fully prepared to counter-attack. Coupled with the outrageous capture speed of a Scout rush and the RED team's long respawn time, this strategy is very hard to combat.
    • In Payload Race, the cart only requires two Scouts to reach maximum speed, while the rest of the team can rush to the other cart and prevent them from advancing farther. With the majority of teammates focused on the enemy while the enemy is focused on their cart, the attacking team will make easy work of the opposition.
  • When teaming up with another Scout, make sure your loadout complements their loadout's weaknesses.
    • A team of Scouts can fulfill many roles; distracting Sentry Guns with Bonk!, slowing enemies for easier aiming, healing teammates and Spy-checking via Mad Milk, and even taking down a Heavy-Medic combo.
      • Even without the effects of Bonk!, a pair of Scouts can quickly rush a Sentry Gun and destroy it with their Scatterguns, with the Sentry having no one target to lock on.
  • Regardless of the tactics mentioned above, Scout teams suffer when the enemy has set up defenses; it will be difficult to overwhelm an objective quickly if a fully constructed Sentry Gun is built there, or if a Heavy-Medic pair constantly hunts you down. Additionally, cramped maps such as Junction will make it more difficult for Scout teams to avoid damage.
    • As such, the earlier in a round you attempt a Scout team, the better.

Leaderboard class soldier.png Soldier

While it may seem unlikely, a Soldier-Scout duo can easily decimate any obstacle that happens to move into their sights; with the combined effect of the Scattergun and Rocket Launcher's close to medium range power, it is unlikely that any target will survive long enough to fight back.

  • Although the Scout is very powerful on the ground, the Soldier is the master of the air. While the Scout engages an enemy from below, the Soldier can rocket jump and blast rockets on the ground to overwhelm his enemies. While both teammates are focused on the same enemy, they can easily take down any foe together.
  • As the Soldier's rockets have a longer travel time than bullets, the Scout can run in and clean up any injured enemies should the Soldier miss rockets at medium range.
    • These two teammates can work together as a tag-team. The Scout can protect the Soldier while he reloads by firing his Scattergun to draw attention away from the Soldier. The Soldier should have reloaded by the time the Scout runs out of bullets, and the Soldier can then protect the Scout as he reloads.
  • The Soldier, with his rocket jumps, can be just as mobile as the Scout, at the cost of some health. This pairing can be used to their advantage.
    • In Control Points, this means that they can both capture the same point together with the efficiency of three players. If the Soldier is using the Pain Train, this pair-up is especially effective.
    • In Capture the Flag, this combo allows the Scout and Soldier to capture the flag in double-time. While the Scout goes into the base to steal the intelligence, the Soldier waits outside for the Scout. The Scout passes the intelligence to the Soldier, where he rocket jumps back to his home base. The Scout goes back to the enemy base as he captures, and the cycle starts anew.
    • In Payload, a Scout can hide behind the cart while a Soldier stands on top of the cart to shoot at enemies. This pairing defends the Scout's invaluable double-capture bonus while still clearing a straight path to the next capture zone.
    • On Steel, the Soldier and Scout can both rush to Point E while the enemy team is distracted at other control points. The Scout can deny enemy troops a clear path by firing at approaching enemies, and the Soldier can target specific enemies so that they do not interfere.
  • This team can make a great Anti-Sentry Gun setup; the Scout can use Bonk! Atomic Punch to distract Sentry Guns, while the Soldier can destroy them and any Engineers with a few Rockets.
  • Mad Milk thrown by the Scout into a group of enemies will allow the Soldier to heal significant amounts of health and keep in combat longer, especially with the Black Box. The Candy Cane is also a good choice, as the Soldier can pick up health packs you drop.
  • A Soldier with the Buff Banner can improve the Scout's Scattergun effectiveness, as Mini-Crits are not affected by damage falloff. This will make both the Scout and Soldier deal good damage at range.
  • This team is weakest in small buildings. The more open areas the map has, the more effective this combination will be, as both players will be able to move quickly.

Leaderboard class pyro.png Pyro

The Pyro and Scout are both excellent and efficient ambushing classes. Due to their strengths at close range, a coordinated ambush can result in killing practically any enemy without too much effort.

  • As the Scout's speed makes him a wonderful distraction, a Scout can run in and make an opponent focus on him as the Pyro takes an alternate route to ambush them while they are turned away.
    • The same can be done in reverse, where the Pyro burns and confuses an opponent as the Scout runs in to finish the job.
  • A Pyro can "mark" an opponent by setting them on fire before the Scout runs in to take them down, as they will either be injured or running to a healthpack.
  • A Pyro can be a lifesaver for a burning Scout, as afterburn can drain about half of his health. Airblasting can potentially save the Scout from a lengthy respawn time.
  • An enemy who has been set on fire by a Pyro can be finished off quickly by a Scout with the Sun-on-a-Stick and, combined with Mad Milk, the Pyro can Crit using the Neon Annihilator. In addition to the extra damage, the Mad Milk will heal the Pyro for 94 health on a successful hit. This is a potent combination in Medieval mode.
    • Even without this combination, Mad Milk can improve a Pyro's endurance while they burn enemies.
  • A Scout equipped with a Candy Cane can potentially give a steady stream of health to a Pyro carrying the Back Scratcher: the Pyro can light enemies on fire while the Scout provides the finishing blow. Likewise, the Scout's 25% damage vulnerability to explosives can be neutralized by simply airblasting away any explosives.
  • The Pyro can use the Detonator or Scorch Shot to take routes where the Scout can.
  • The Mad Milk pairs especially well with the Phlogistinator. The Mad Milk's healing rate will partially negate the Pyro's vulnerability while they burn opponents for "Mmph" and, when the weapon is charged, the Pyro can not only fill up their whole health capacity in under a second using milked targets, but also destroy any opponents in range.
    • The Backburner operates on the same principles as the Phlogistinator, but with more emphasis on ambushing.
  • The Pyro's afterburn combined with the Scout's bleeding (when equipped with either the Flying Guillotine, Wrap Assassin, Boston Basher, or Three-Rune Blade) turns the team into a damage-over-time powerhouse. Constant hits from the Flare Gun and the Scout's bleed weapons will do significant damage, even at range, where the Scout and Pyro are weak at.
  • As mentioned above, this team combination is exceptionally weak at range. Snipers and Heavies can often ruin any attempts for the Scout or Pyro to move in. This team combo works best when both parties find alternate routes to ambush enemies, or when one provides a distraction for the other.

Leaderboard class demoman.png Demoman

Another unlikely team up, the Demoman and Scout are complete opposites of each other; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense and keeping the enemy at bay from mid-range. However, when combined, they can fill a number of roles together.

  • Because the Scout specializes in distractions and weapon heckling, a lone Scout is able to lead an enemy right into a Sticky trap even from far away.
    • This also allows a Demoman with a sword and shield to charge up to a distracted enemy.
  • As the Demoman excels at medium range and Grenades are hard to land, he can help the Scout deal good damage where his Scattergun would not, while the Scout can run in to clean up any missed Grenade shots with his more accurate Scattergun.
  • Similarly to a Scout and Soldier team, a Demoman can equip the Sticky Jumper and Pain Train to gain the capture rate and speed of a Scout. Combined, they can swiftly capture points together.
  • Mad Milk can offset the -25 health penalty incurred by the Eyelander, giving the Demoman more survivability.
  • Because the Sandman ball can slow enemies for a period of time, a Demoman can place multiple Stickybombs around a slowed enemy before they can get away and detonate them all at once to guarantee an instant kill. Eyelander-wielding Demomen can also get an easy head with this combo, not needing to have to chase down the enemy anymore.
    • The Scout can also use the Force-A-Nature to launch slowed enemies into Stickybomb traps for an easy kill.
  • This team combo works well if both parties make up for each class's range weakness.

Leaderboard class heavy.png Heavy

The Heavy and Scout are complete opposites when it comes to movement speed; the combined force of their weapons, however, is not much of a laughing matter.

  • Because the Scout is good for distracting enemies, leading them into the path of a Heavy will force them to retreat, allowing you to finish them off after the Heavy has inflicted his share of damage.
  • Conversely, the Heavy is a good shock trooper at the front lines, and is enough of a threat that enemies will usually focus on him. The Scout can take advantage by having free reign of the area the Heavy is covering, and can fire easily at distracted enemies.
  • If a Heavy stands in a narrow doorway expecting enemies to come by, the Scout can use his Bonk! Atomic Punch and walk in front of him to act as a human shield. Since enemies cannot shoot through you and the friendly Heavy can, the Heavy's chances of survival greatly increase.
  • The pair can complement each other's healing capabilities through combining the Heavy's Sandvich and the Scout's Mad Milk; the Heavy benefits from the massive healing granted from hitting milked targets with his Minigun, and the Scout will uniquely gain 75 health from the Sandvich instead of 50 health.
    • Mad Milk is especially useful with the Dalokohs Bar or Warrior's Spirit, where the former's +50 health increase will give the Heavy even further augmented survivability, and the latter's max damage vulnerability will be offset by the constant healing.
  • The Heavy's Natascha's slowdown effect combined with the slow effect of a Sandman ball will make enemies practically immobile, giving either of you an easy kill.
    • Even without the Sandman, this will make the Scout's job much easier.
  • Because the Heavy carries huge firepower and very slow speed, this makes him a prime target for Spies to backstab him. A Scout can Spy-check the area by throwing his Mad Milk or attacking teammates.
  • As the Heavy is slow whilst you are fast, it is essential to protect the Heavy or wait for him to move before you approach enemies, especially if both of you are working closely together. Ensure that he survives instant deaths from backstabs or headshots by providing a distraction, while he protects you from being overwhelmed by opponents.

Leaderboard class engineer.png Engineer

Scouts, at first, do not seem to be a potential Engineer buddy. However, the Scout's abilities not only make up for what the Engineer lacks, but can also be a vital part of a base.

  • One of the Scout's purposes is to see what is ahead of the team and alert them to it. If a Scout sees an incoming threat, such as a Heavy, Demoman, or Soldier, alert the Engineer as soon as you can so he can prepare better.
    • If it is a weaker class, such as another Scout, it may be best to kill him yourself or let the Sentry Gun kill him.
  • If the Engineer is trying to get to the enemy base to build a Teleporter, the Scout should go in front of him to check for danger. Additionally, if enemies come out of one route while the Engineer wants to build in another route (such as the vents on Turbine), the Scout should distract the enemies so that the Engineer can slip by unnoticed.
  • One of the Sentry Gun's primary counters is a Heavy and Medic pair. Luckily, the Scout can take action to keep the Sentry active.
    • If a Scout has Bonk! equipped, use it to body-block the Heavy's bullets. The Sentry Gun should kill the Heavy before your invincibility wears off.
    • Even if the Heavy is Übered, you can use the Force-A-Nature to knock either him or the Medic off-course, messing up his aim. However, this strategy will not work on a Quick-Fix Übercharge, as it prevents all knockback.
    • If you can hit the Heavy with the Fan of War, all damage he takes will be increased by 35%, including ramp-up damage. This will cause the Heavy to take much more damage than a Medic can heal, dramatically decreasing his survivability.
  • A Scout has much better Spy-checking abilities than the Engineer does. Use this to your advantage.
    • A Scout's Pistol is useful for surveying the area for cloaked Spies. If you stand near a Dispenser while spamming bullets, you gain as much ammunition as the Engineer normally would.
    • A Scout's speed allows him to run into teammates to check for Spies; if you cannot go through a teammate, they are an enemy Spy. Furthermore, if the Spy attacks you on a reflex, he will reveal himself and be gunned down by the Sentry Gun.
    • The Mad Milk will reveal cloaked and disguised enemy Spies. If you think you see a disguised Spy or if he tries to cloak in order to escape, use your Mad Milk in order to track him down.
    • The Scout's bleed mechanic works in the same way as the Mad Milk, while dealing damage over time. Do not be afraid to hit teammates with the Boston Basher if you are not sure they are a Spy; your Engineer's Dispenser will heal you up if you miss.
    • The Holy Mackerel or Unarmed Combat will reveal cloaked Spies in the kill feed when hit. However, they will not reveal disguised Spies or those using the Dead Ringer.
  • Using the Crit-a-Cola while standing next to a Dispenser will offset the self-mark-for-death penalty, allowing you to roast your enemies from afar when coupled with the Shortstop.
  • If you see a fully charged Medic looking to use his Ubercharge with his patient to destroy your Engineer's Sentry Gun, shoot at the Medic to try and force an early Ubercharge from him, or if he has slow reaction times, kill him outright.
  • Overall, you will be a fragile, yet useful Engineer buddy with lots of utility. While you will often be at the front lines preventing enemies from coming close, helping out your Engineer will make his job, and your team's defense, more effective.

Leaderboard class medic.png Medic

A Scout and Medic can make a great team. The Scout's main job is to protect the Medic at all costs and escort him to other teammates so he can heal them as quickly as possible.

  • Always be sure to Spy-check, as Medics are usually the main killing priority for Spies; alert teammates immediately if you find a possible Spy that is trying to target your Medic.
  • Due to the Scout's low health pool, it is a good idea for a Medic to stay nearby in order to top him off as necessary.
    • Keep in mind that in the order of classes to heal, Scouts are a relatively low priority. If more important teammates (ex. Heavies, Soldiers, Demomen, or another Medic) are injured, heal them first.
  • Do not ask for an Übercharge to be deployed, unless it is an emergency or if the Medic is using the Kritzkrieg or Quick-Fix; if you do, you can easily waste an Übercharge that would have been more beneficial with another teammate.
    • However, do not underestimate a Crit-boosted Scout. A full Pistol clip, aimed correctly, deals enough damage to take down any class. Additionally, the Scattergun's Critical hits can take down any overhealed target in just 3 hits at close range, even a Heavy. As Critical hits do not suffer from damage falloff, this can make you exceptionally powerful even at range.
  • Although it is generally a bad idea to pocket a Scout, it can be viable. Since all Mediguns mirror the patient's speed for the Medic himself, he will be able to keep up with you, while its healing lets you tank damage much more than usual.
    • This works especially well with the Mad Milk, as the health on hit can make the duo very hard to kill.
  • The Vaccinator's resistances can potentially save the Scout and his low health pool from death. The Medic can give a resistance bubble to the Scout before he moves in, such as bullet resistance to tank a Sentry Gun's shots.
  • The Quick-Fix pairs perfectly for the Scout, due to the increased healing working well with the Scout's low health pool.
    • In Control Points, the Scout's speed and evasiveness can allow a Medic and Scout pair to get behind enemy lines in order to back-cap the point. The Scout's firepower and the Medic's rapid healing allows the duo to hold the point until it becomes available to capture.
    • In Capture the Flag, the Medic can ride with the Scout until he reaches the Intelligence room. When the Medic is situated in the enemy base, the Scout can run off without him to capture the flag. The Medic can then wait for teammates to arrive and give them assistance with the next cap.
  • Using the Boston Basher's self-inflicted damage is extremely useful for building an ÜberCharge. If the Scout keeps hurting himself, the Medic will be able to fill his meter in half the time he could if the Scout was at full health.
  • If the Scout uses the Baby Face's Blaster, the Medic will receive speed directly proportional to the Scout's boost bar. When the Scout is at full speed, the Medic will go ludicrously fast, allowing them to get to the front lines much faster. The healing will also allow the Scout to gain boost back safely whenever he gets hurt.
  • This team combination does not work well when you encounter multiple bulkier enemies like the Soldier or Heavy, as the Scout is only strong in one-on-one confrontations. As the Medic will be more beneficial if he heals his entire team instead of just you, ensure that your team can handle themselves before attempting any of these solo tactics.

Leaderboard class sniper.png Sniper

The Scout and Sniper make up for each other's range weakness. The Scout focuses on close-range combat while the Sniper focuses on long-range combat, allowing the both of you to guard one another.

  • The Scout is a perfect distraction for a Sniper. If he has a line of sight, the Sniper can constantly get free shots with minimal danger at a distance while enemies are distracted by the Scout's close-range shenanigans.
    • The Sniper can also take down distant Sentry Guns so you can run in safely.
  • A Sniper can protect you from other Scouts and Snipers. If trying to capture the Intelligence, a point, or escort the Payload, he can pick off enemies from a distance to keep you safe. You can do the same for the Sniper as well, protecting him from his close-range weakness as he snipes.
  • Snipers who decide to follow you to the front lines with the Huntsman will be vulnerable after each shot. The Scout can distract enemies as the Sniper keeps back, or outright kill enemies who want to come closer to capitalize on the Huntman's slow reload.
  • Jarate will make the Scout's job easier, as he can take down enemies with less shots. Mad Milk can also be a surprisingly good utility for a Sniper, as a fully-charged headshot on a milked target will instantly refill all his health.
  • The Sandman's slow will keep opponents moving minimally, making it much easier for the Sniper to get a headshot or two.
  • The Sniper and Scout can form an adequate Spy checking-team. With the combined force of the Wrap Assassin, Mad Milk or Flying Guillotine, Bushwacka or Tribalman's Shiv, and Jarate, a Spy usually cannot escape.
  • While you may excel at keeping one another safe, you will often not be able to protect both members due to the different ranges your classes work at. This team combination might have to sacrifice one's safety for the benefit of the other, as a Sniper will be easily killed at close range, while a Scout's weapons are helpless at long range.

Leaderboard class spy.png Spy

It is very rare for a Scout to ever team up with a Spy, but it is possible and has potential, due to each classes' tendencies to ambush on command.

  • As usual, the Scout is a perfect distraction for his teammate. Enemies focusing on the Scout will not realize if a Spy sneaks up behind them for a backstab.
    • The Spy can also hang back at a distance as a Scout fights in the front lines. He can then use his health-observing ability to pick off weakened targets with the Revolver, or simply keep firing for headshots with the Ambassador.
  • The Scout can make it look like he's being chased by an "enemy" for a quick distraction. Let the Spy disguise as an enemy and chase the Scout, as he shoots back and retreats. Enemies might move forward to help their "teammate", and the Spy can hang back to get backstabs. It makes it more convincing if the Scout uses the "Help!" command using C+1.
    • The Spy can also disguise as a friendly teammate beside the Scout, and feign death using the Dead Ringer as they approach opponents. The Scout can distract the enemy long enough for the Spy to switch to an enemy disguise, recharge his Dead Ringer, and blend into the opposing team.
  • A Bonk! Atomic Punch distraction combined with the Spy's ability to sap buildings can quickly eliminate an entire sentry nest before reinforcements arrive.
    • The Scout can also use Bonk! to clear a pathway of Stickybombs so the Spy can move in. However, take note that this will result in the Scout absorbing a high amount of damage that will lead to a considerable slowdown after the invulnerability wears off.
    • With proper communication, a Scout with Bonk! and a Spy can clear out a point and capture it.
  • As Spies are constantly Spy-checked, he will frequently be on fire. Equipping Mad Milk to extinguish him will help immensely.
  • Take note of this team combination, as you can be the one that ruins your friendly Spy's espionage. Refrain from running towards him if you meet behind enemy lines, as you may accidentally get him blown up by an unwary opponent.

See also