Difference between revisions of "User:Lolimsogreat21/Sandbox2"

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m (Doing some corrections.)
m (Added a table showcasing rifle damages)
 
(30 intermediate revisions by the same user not shown)
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{{Neutral}} Stock Weapon.<br/>
 
{{Neutral}} Stock Weapon.<br/>
 
|
 
|
{{Pro}}25% damage bonus.<br/>
+
{{Pro}}200% larger clip size.<br/>
 +
{{Pro}}88% damage bonus.<br/>
 +
{{Pro}}65% shorter reload time.<br/>
 
{{Pro}}60% faster firing speed.<br/>
 
{{Pro}}60% faster firing speed.<br/>
{{Pro}}65% faster reload time.<br/>
 
{{Pro}}200% larger clip size.<br/>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Force-A-Nature.png|135px]]<br>
 
| align="center" | [[File:Backpack Force-A-Nature.png|135px]]<br>
Line 53: Line 53:
 
|
 
|
 
{{Pro}}On hit: applies a [[knockback]] effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a [[Jumping#Force_Jump|Force Jump]] and to horizontally prolong any other [[Jumping#Scout_Jumps|jumping technique]].<br/>
 
{{Pro}}On hit: applies a [[knockback]] effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a [[Jumping#Force_Jump|Force Jump]] and to horizontally prolong any other [[Jumping#Scout_Jumps|jumping technique]].<br/>
 +
{{Pro}}20% more pellets per shot.<br/>
 
{{Pro}}50% faster firing speed.<br/>
 
{{Pro}}50% faster firing speed.<br/>
{{Pro}}20% more pellets per shot.<br/>
+
{{Pro}}This weapon reloads its entire clip at once.<br>
 
{{Con}}66% smaller clip size.<br/>
 
{{Con}}66% smaller clip size.<br/>
{{Con}}10% less damage per pellet.<br/>
+
{{Con}}10% damage penalty per pellet.<br/>
 
{{Con}}If one shot is unused before reloading, it is lost.<br/>
 
{{Con}}If one shot is unused before reloading, it is lost.<br/>
{{Neutral}}This weapon reloads its entire clip at once.<br>
 
 
|
 
|
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}100% larger clip size.<br>
 +
{{Pro}}100% damage bonus '''(against players)'''.<br>
 +
{{Pro}}20% more pellets per shot.<br>
 
{{Pro}}73% faster firing speed.<br>
 
{{Pro}}73% faster firing speed.<br>
{{Pro}}20% bullets per shot.<br>
+
{{Pro}}This weapon reloads its entire clip at once.<br>
{{Pro}}100% damage bonus '''(against players)'''.<br>
 
 
{{Con}}12% damage penalty.<br>
 
{{Con}}12% damage penalty.<br>
{{Con}}While active: -7.7% movement speed.<br>
+
{{Con}}25% longer reload time.<br>
{{Con}}25% slower reload time.<br>
+
{{Con}}100% wider pellet spread.<br>
{{Con}}100% less accurate.<br>
+
{{Con}}Successive shots become less accurate.<br>
 +
{{Con}}If one shot is unused before reloading, it is lost.<br/>
 +
{{Con}}While weapon is active: 8% slower movement speed on wearer.<br>
 
{{Con}}Disabled knockback on user.<br>
 
{{Con}}Disabled knockback on user.<br>
{{Con}}Successive shots become less accurate.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Shortstop.png|135px]]<br>
 
| align="center" | [[File:Backpack Shortstop.png|135px]]<br>
Line 75: Line 77:
 
'''[[Shortstop]]'''
 
'''[[Shortstop]]'''
 
|
 
|
 +
{{Pro}}100% damage bonus per pellet.<br>
 
{{Pro}}42.4% faster firing speed.<br>
 
{{Pro}}42.4% faster firing speed.<br>
{{Pro}}40% more accurate.<br>
+
{{Pro}}40% tighter pellet spread.<br>
{{Pro}}100% more damage per pellet.<br>
+
{{Pro}}This weapon reloads its entire clip at once.<br>
 
{{Pro}}Alt-Fire: does a shove that pushes enemies.<br>
 
{{Pro}}Alt-Fire: does a shove that pushes enemies.<br>
 
{{Con}}33% smaller clip size.<br>
 
{{Con}}33% smaller clip size.<br>
 
{{Con}}60% pellets per shot.<br>
 
{{Con}}60% pellets per shot.<br>
 +
{{Con}}50% longer reload time.<br>
 
{{Con}}25% less ramp-up.<br>
 
{{Con}}25% less ramp-up.<br>
{{Con}}20% increase in push force taken from damage and airblast while deployed.<br>
+
{{Con}}20% more knockback from all damage sources.<br>
{{Con}}50% slower reload time.<br>
+
{{Con}}If one shot is unused before reloading, it is lost.<br/>
{{Neutral}}This weapon reloads its entire clip at once.<br>
 
 
|
 
|
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}100% larger clip size.<br>
 +
{{Pro}}25% damage bonus '''(against players)'''.<br>
 +
{{Pro}}25% more pellets per shot.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}50% faster firing speed.<br>
{{Pro}}25% bullets per shot.<br>
+
{{Pro}}This weapon reloads its entire clip at once.<br>
{{Pro}}25% damage bonus '''(against players)'''.<br>
+
{{Con}}18% damage penalty.<br>
{{Con}}17.5% damage penalty.<br>
+
{{Con}}50% longer reload time.<br>
{{Con}}50% slower reload time.<br>
+
{{Con}}If one shot is unused before reloading, it is lost.<br/>
{{Neutral}}This weapon reloads its entire clip at once.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Soda_Popper.png|135px]]<br>
 
| align="center" | [[File:Backpack_Soda_Popper.png|135px]]<br>
Line 98: Line 102:
 
'''[[Soda Popper]]'''
 
'''[[Soda Popper]]'''
 
|
 
|
 +
{{Pro}}On hit:Build Hype.<br>
 +
{{Pro}}Activate Hype to sextuple jump.<br>
 +
{{Pro}}25% shorter reload time.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}50% faster firing speed.<br>
{{Pro}}25% reload time.<br>
+
{{Pro}}This weapon reloads its entire clip at once.<br>
{{Pro}}On hit:Build Hype.<br>
+
{{Con}}66% smaller clip size.<br>
{{Con}}66% clip size.<br>
 
{{Con}}If one shot is unused before reloading, it is lost.<br/>
 
{{Neutral}}This weapon reloads its entire clip at once.<br>
 
{{Neutral}}Use Hype to sextuple jump.<br>
 
 
|
 
|
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}75% faster firing speed.<br>
 
{{Pro}}75% faster firing speed.<br>
{{Pro}}This weapon deploys 50% faster.<br>
+
{{Pro}}50% faster deploy and holster speed.<br>
{{Pro}}This weapon holsters 50% faster.<br>
 
{{Pro}}On kill: 5 seconds of 100% critical hit chance.<br>
 
 
{{Pro}}[[Critical hits|Crits]] whenever it would normally [[Critical hits#Mini-Crits|mini-crit]].<br>
 
{{Pro}}[[Critical hits|Crits]] whenever it would normally [[Critical hits#Mini-Crits|mini-crit]].<br>
{{Con}}Critical damages is affected by range.<br>
+
{{Pro}}On kill: 100% chance to inflict critical hits for 5 seconds.<br>
 +
{{Pro}}This weapon reloads its entire clip at once.<br>
 
{{Con}}19% damage penalty.<br>
 
{{Con}}19% damage penalty.<br>
{{Con}}50% slower reload time.<br>
+
{{Con}}50% longer reload time.<br>
 +
{{Con}}Critical damage is affected by range.<br>
 +
{{Con}}If one shot is unused before reloading, it is lost.<br/>
 
{{Con}}Hype is disabled.<br>
 
{{Con}}Hype is disabled.<br>
{{Neutral}}This weapon reloads its entire clip at once.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Baby Face's Blaster.png|135px]]<br>
 
| align="center" | [[File:Backpack Baby Face's Blaster.png|135px]]<br>
Line 130: Line 133:
 
|
 
|
 
{{Pro}}On hit: builds Boost.<br/>
 
{{Pro}}On hit: builds Boost.<br/>
 +
{{Pro}}5% damage bonus.<br/>
 +
{{Pro}}65% shorter reload time.<br/>
 
{{Pro}}60% faster firing speed.<br/>
 
{{Pro}}60% faster firing speed.<br/>
{{Pro}}65% faster reload time.<br/>
+
{{Pro}}25% tighter pellet spread<br/>
{{Pro}}5% damage bonus.<br/>
+
{{Pro}}Disabled fall damage on wearer.<br/>
{{Pro}}25% more accurate.<br/>
+
{{Con}}19.5% slower movement speed on wearer.<br/>
{{Pro}}Wearer never takes fall damage.<br/>
 
{{Con}}19.5% slower move speed on wearer.<br/>
 
 
{{Con}}Boost reduced from 173% to 116%.<br/>
 
{{Con}}Boost reduced from 173% to 116%.<br/>
{{Con}}Boost reduced  on air jump.<br/>
+
{{Con}}Boost reduced  on air jumps.<br/>
 
{{Con}}Boost reduced when hit.<br/>
 
{{Con}}Boost reduced when hit.<br/>
 
|-
 
|-
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{{Pro}}Minicrits targets when fired at their back from close range.<br>
 
{{Pro}}Minicrits targets when fired at their back from close range.<br>
 
{{Con}}34% smaller clip size.<br/>
 
{{Con}}34% smaller clip size.<br/>
 +
{{Con}}20% wider pellet spread.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
{{Con}}20% bullet spread.<br/>
 
 
|
 
|
{{Pro}}100% larger clip side.<br/>
+
{{Pro}}Mini-crits targets when fired at their back from close range.<br/>
 +
{{Pro}}100% larger clip size.<br/>
 +
{{Pro}}25% damage bonus '''(against players)'''.<br/>
 +
{{Pro}}50% more pellets per shot.<br/>
 +
{{Pro}}60% shorter reload time.<br/>
 
{{Pro}}55% faster firing speed.<br/>
 
{{Pro}}55% faster firing speed.<br/>
{{Pro}}50% more pellets per shot.<br/>
 
{{Pro}}25% damage bonus '''(against players)'''.<br/>
 
{{Pro}}Mini-crits targets when fired at their back from close range.<br/>
 
 
{{Con}}15% damage penalty.<br/>
 
{{Con}}15% damage penalty.<br/>
{{Con}}-50% less accurate.<br/>
+
{{Con}}50% wider pellet spread.<br/>
 
|-
 
|-
 
! colspan="5" class="header" | Scout Secondaries
 
! colspan="5" class="header" | Scout Secondaries
Line 168: Line 172:
 
{{Pro}}27.5% damage bonus.<br/>
 
{{Pro}}27.5% damage bonus.<br/>
 
{{Pro}}33% faster firing speed.<br/>
 
{{Pro}}33% faster firing speed.<br/>
{{Pro}}50% more accurate.<br/>
+
{{Pro}}50% tighter bullet spread.<br/>
{{Con}}50% slower reload time.<br/>
+
{{Con}}50% longer reload time.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Bonk! Atomic Punch.png|135px]]<br>
 
| align="center" | [[File:Backpack Bonk! Atomic Punch.png|135px]]<br>
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'''[[Bonk! Atomic Punch]]'''
 
'''[[Bonk! Atomic Punch]]'''
 
|
 
|
{{Neutral}} When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player.<br/>
+
{{Neutral}} When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.<br/>
{{Neutral}} After the effect wears off, the user will be subjected to a slowdown effect based on the damage absorbed; this scales from 25% at low damage to 50% at 200+ damage. The slowdown effect lasts for 5 seconds.<br/>
+
{{Neutral}} After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.<br/>
{{Neutral}}The invulnerability effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.<br/>
+
{{Neutral}}The invulnerability effect lasts for 8 seconds and has a 22 seconds cooldown before it can be used again.<br/>
 
|
 
|
{{Neutral}} When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player.<br/>
+
{{Neutral}} When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.<br/>
{{Neutral}} After the effect wears off, the user will be subjected to a slowdown effect based on the damage absorbed; this scales from 25% at low damage to 50% at 200+ damage. The slowdown effect lasts for 5 seconds.<br/>
+
{{Neutral}} After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.<br/>
{{Neutral}}The invulnerability effect lasts for 8 seconds and then it has to recharge for 30 seconds.<br/>
+
{{Neutral}}The invulnerability effect lasts for 8 seconds and has a 30 seconds cooldown before it can be used again.<br/>
{{Pro}}Grants speed boost (~126%) to all nearby teammates for 8 seconds.<br/>
+
{{Pro}}On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds.. <br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Winger.png|135px]]<br>
 
| align="center" | [[File:Backpack Winger.png|135px]]<br>
Line 188: Line 192:
 
'''[[Winger]]'''
 
'''[[Winger]]'''
 
|
 
|
{{Pro}}15% more damage.<br/>
+
{{Pro}}15% damage bonus.<br/>
{{Pro}}Jump height increased by 25% when active.<br/>
+
{{Pro}}When weapon is active: 25% higher jump height.<br/>
 
{{Con}}60% smaller clip size.<br/>
 
{{Con}}60% smaller clip size.<br/>
 
|
 
|
 
{{Pro}}100% larger clip size.<br/>
 
{{Pro}}100% larger clip size.<br/>
{{Pro}}57.5% damage bonus.<br/>
+
{{Pro}}57% damage bonus.<br/>
 
{{Pro}}33% faster firing speed.<br/>
 
{{Pro}}33% faster firing speed.<br/>
{{Pro}}37.5% more accurate.<br/>
+
{{Pro}}37.5% tighter bullet spread.<br/>
{{Pro}}25% faster deploy speed.<br/>
+
{{Pro}}25% faster deploy and holster speed.<br/>
{{Pro}}25% faster holster speed.<br/>
+
{{Con}}25% longer reload time.<br/>
{{Pro}}25% slower reload time.<br/>
 
 
{{Con}}Disabled extra jump height.<br/>
 
{{Con}}Disabled extra jump height.<br/>
 
|-
 
|-
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{{Con}}25% smaller clip size.<br/>
 
{{Con}}25% smaller clip size.<br/>
 
|
 
|
 +
{{Pro}}On Hit: Gain up to +3 health.<br/>
 
{{Pro}}200% larger clip size.<br/>
 
{{Pro}}200% larger clip size.<br/>
 
{{Pro}}15% damage bonus.<br/>
 
{{Pro}}15% damage bonus.<br/>
 
{{Pro}}45% faster firing speed.<br/>
 
{{Pro}}45% faster firing speed.<br/>
{{Pro}}17% more accurate.<br/>
+
{{Pro}}17% tighter pellet spread.<br/>
{{Pro}}On Hit: Gain up to +3.0 health.<br/>
+
{{Con}}50% longer reload time.<br/>
{{Con}}50% slower reload time.<br/>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Mad Milk.png|135px]]<br>
 
| align="center" | [[File:Backpack Mad Milk.png|135px]]<br>
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{{Pro}}Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.<br/>
 
{{Pro}}Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.<br/>
 
{{Pro}}Partially nullifies Cloak on enemy Spies.<br/>
 
{{Pro}}Partially nullifies Cloak on enemy Spies.<br/>
{{Pro}}Extinguishes fire on wielder and allied players.<br/>
+
{{Pro}}Extinguishes flames on wielder and allied players.<br/>
 
{{Pro}}20% decrease in recharge time when you extinguish an allied player.<br/>
 
{{Pro}}20% decrease in recharge time when you extinguish an allied player.<br/>
{{Neutral}}Has a 20-second recharge time.<br/>
+
{{Neutral}}Has a 20 second recharge time.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Crit-a-Cola.png|135px]]<br>
 
| align="center" | [[File:Backpack Crit-a-Cola.png|135px]]<br>
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'''[[Crit-a-Cola]]'''
 
'''[[Crit-a-Cola]]'''
 
|
 
|
{{Neutral}}While under effect:<br/>
+
{{Neutral}}When consumed, user receives the following effects:<br/>
 
:{{Pro}}Guaranteed Mini-Crits.<br/>
 
:{{Pro}}Guaranteed Mini-Crits.<br/>
 
:{{Con}}Making any attack while under the effect causes a 5-second Marked-For-Death debuff.<br/>
 
:{{Con}}Making any attack while under the effect causes a 5-second Marked-For-Death debuff.<br/>
 
{{Neutral}}The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.<br/>
 
{{Neutral}}The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.<br/>
 
|
 
|
{{Neutral}}While under effect:<br/>
+
{{Neutral}}When consumed, user receives the following effects:<br/>
 
:{{Pro}}Guaranteed Mini-Crits.<br/>
 
:{{Pro}}Guaranteed Mini-Crits.<br/>
 
:{{Con}}Making any attack while under the effect causes a 5-second Marked-For-Death debuff.<br/>
 
:{{Con}}Making any attack while under the effect causes a 5-second Marked-For-Death debuff.<br/>
{{Neutral}}The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 16 seconds in order to be used again.<br/>
+
{{Neutral}}The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again.<br/>
{{Pro}}100% faster holster speed.<br/>
+
{{Pro}}100% faster holster and deploy speed.
{{Pro}}100% faster deploy speed.<br/>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Flying Guillotine.png|135px]]<br>
 
| align="center" | [[File:Backpack Flying Guillotine.png|135px]]<br>
Line 254: Line 256:
 
|
 
|
 
{{Neutral}}Can be thrown to damage enemies. Recharges after 6 seconds.<br/>
 
{{Neutral}}Can be thrown to damage enemies. Recharges after 6 seconds.<br/>
{{Pro}}On hit: cause bleeding for 8 seconds and 50 damage.<br/>
+
{{Pro}}On hit: inflicts bleed for 8 seconds and deals 50 damage.<br/>
{{Pro}}Long-distance hit reduces charge time by 1.5 seconds.<br/>
+
{{Pro}}Long-distance hit reduces recharge time by 1.5 seconds.<br/>
 
{{Con}}No random Critical Hits.<br/>
 
{{Con}}No random Critical Hits.<br/>
 
{{Con}}Cannot be picked up after being thrown.<br/>
 
{{Con}}Cannot be picked up after being thrown.<br/>
Line 261: Line 263:
 
{{Neutral}}Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.<br/>
 
{{Neutral}}Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.<br/>
 
{{Pro}}On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.<br/>
 
{{Pro}}On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.<br/>
{{Pro}}On hit: cause bleeding for 8 seconds and 111 damage.<br/>
+
{{Pro}}On hit: inflicts bleed for 8 seconds and deals 111 damage.<br/>
{{Pro}}Long-distance hit reduces charge time by 1.5 second.<br/>
+
{{Pro}}Long-distance hit reduces recharge time by 1.5 second.<br/>
 +
{{Pro}}100% bleed damage bonus.<br/>
 
{{Con}}Cannot be picked up after being thrown.<br/>
 
{{Con}}Cannot be picked up after being thrown.<br/>
 
|-
 
|-
Line 279: Line 282:
 
'''[[Sandman]]'''
 
'''[[Sandman]]'''
 
|
 
|
{{Pro}}Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.<br>
+
{{Pro}}Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.<br>
{{Con}}Lose 15 max health.<br>
+
{{Con}}-15 max health on wearer.<br>
 
|
 
|
{{Pro}}Alt Fire: Launches a baseball that slows the enemy for 3 seconds by 40%, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.<br>
+
{{Pro}}Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.<br>
{{Pro}} +2 max balls (3 total balls).<br>
+
{{Pro}} +2 max balls on wearer (3 total balls).<br>
{{Con}}Lose 15 max health.<br>
+
{{Con}}-15 max health on wearer.<br>
 
{{Con}}100% slower swing speed.<br>
 
{{Con}}100% slower swing speed.<br>
 
{{Con}} Each ball recharges one after the other (not all at the same time).<br>
 
{{Con}} Each ball recharges one after the other (not all at the same time).<br>
Line 292: Line 295:
 
'''[[Atomizer]]'''
 
'''[[Atomizer]]'''
 
|
 
|
{{Pro}}Grants the ability to triple jump while weapon is deployed.<br>
+
{{Pro}}When weapon is active: +1 extra air jump on wearer.<br>
{{Pro}}Melee attacks mini-crit while airborne.<br>
+
{{Pro}}Guaranteed mini crits while the user is airborne.<br>
{{Con}}15% less damage against players.<br>
+
{{Con}}15% damage penalty.<br>
{{Con}}50% deploy penalty.<br>
+
{{Con}}50% slower deploy speed.<br>
 
|
 
|
 
{{Neutral}}When weapon is active:<br>
 
{{Neutral}}When weapon is active:<br>
:{{Pro}}+3% faster movement speed (Only on certain maps).<br>
+
:{{Pro}}3% faster movement speed on wearer.<br>
:{{Con}}Health is drained at a rate of -3 per second<br>
+
:{{Con}}Up to -3 health drained per second.<br>
{{Pro}}Melee attacks mini-crit while airborne.<br>
+
{{Pro}}Guaranteed mini crits while the user is airborne.<br>
{{Con}}100% slower sing speed.<br>
+
{{Con}}15% damage penalty '''against players'''<br>
{{Con}}15% less damage '''against players'''<br>
+
{{Con}}100% slower swing speed.<br>
 
{{Con}}Does not grant an extra jump while deployed<br>
 
{{Con}}Does not grant an extra jump while deployed<br>
 
|-
 
|-
Line 309: Line 312:
 
'''[[Sun-on-a-Stick]]'''
 
'''[[Sun-on-a-Stick]]'''
 
|
 
|
{{Pro}} Guarantees [[Critical hits|Critical]] damage on burning targets.<br>
+
{{Pro}}Guaranteed crits on burning players.<br>
{{Pro}}25% damage resistance from fire while this weapon is active.<br>
+
{{Pro}}When weapon is active: lowers fire damage vulnerability by 25% on wearer.<br>
{{Con}}25% less damage.<br>
+
{{Con}}25% damage penalty.<br>
 
|
 
|
{{Pro}}20% faster switch-to and switch-from speed on wearer.<br>
+
{{Pro}}20% faster universal deploy and holster speed on wearer.<br>
{{Con}}100% less damage.<br>
+
{{Con}}100% damage penalty.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Wrap Assassin.png|135px]]<br>
 
| align="center" | [[File:Backpack Wrap Assassin.png|135px]]<br>
Line 320: Line 323:
 
'''[[Wrap Assassin]]'''
 
'''[[Wrap Assassin]]'''
 
|
 
|
{{Pro}}Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 7.5 seconds.<br>
+
{{Pro}}Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds.<br>
{{Pro}}Long-range hits guarantee a Critical hit.<br>
+
{{Pro}}Guaranteed crits on long range hits.<br>
 +
{{Con}}65% damage penalty.<br>
 
{{Con}}25% increase in ball recharge rate.<br>
 
{{Con}}25% increase in ball recharge rate.<br>
{{Con}}65% less damage.<br>
 
 
|
 
|
{{Pro}}Alt-Fire: Launches a festive ornament that shatters causing bleeding and on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 15 seconds.<br>
+
{{Pro}}Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 15 seconds.<br>
{{Pro}} Inflict 40% slowness for 1.5 seconds on direct hit.<br>
+
{{Pro}} On direct hit: decreases enemy movement speed by 40% for 1.5 seconds.<br>
{{Pro}}+1 max ball (2 total balls).<br>
+
{{Pro}}+1 max ball on wearer (2 total balls).<br>
{{Neutral}}When weapon is active:<br>
+
{{Pro}}Guaranteed crits on long range hits.<br>
:{{Con}}-3% slower move speed.<br>
+
{{Con}}75% damage penalty.<br>
 +
{{Con}}100% slower swing speed.<br>
 +
{{Con}}50% decrease in ball recharge rate.<br>
 +
{{Con}}When weapon is active: 3% slower movement speed on wearer.<br>
 
{{Con}} Each ball recharges one after the other (not all at the same time).<br>
 
{{Con}} Each ball recharges one after the other (not all at the same time).<br>
{{Con}}50% decrease in ball recharge rate.<br>
 
{{Con}}100% slower swing speed.<br>
 
{{Con}}75% less damage <br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Fan O'War.png|135px]]<br>
 
| align="center" | [[File:Backpack Fan O'War.png|135px]]<br>
 
<small>[[Melee]]</small><br>
 
<small>[[Melee]]</small><br>
'''[[Fan 0'War]]'''
+
'''[[Fan O'War]]'''
 
|
 
|
 
{{Pro}}On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.<br>
 
{{Pro}}On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.<br>
 
{{Pro}}Crits whenever it would normally mini-crit.<br>
 
{{Pro}}Crits whenever it would normally mini-crit.<br>
{{Con}}Deals 75% less damage.<br>
+
{{Con}}75% damage penalty.<br>
 
|
 
|
 
{{Neutral}} No changes.
 
{{Neutral}} No changes.
Line 350: Line 353:
 
|
 
|
 
{{Pro}}A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.<br>
 
{{Pro}}A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.<br>
{{Con}}25% Explosive damage vulnerability on wearer.<br>
+
{{Con}}Raises explosive damage vulnerability by 25% on wearer.<br>
 
|
 
|
{{Neutral}}When weapon is active:<br>
+
{{Pro}}When weapon is active: Up to +3 health regenerated per second.<br>
:{{Pro}}Up to +3 HP/s regen<br>
+
{{Pro}}On hit: restores up to +50 health. <br>
{{Pro}}On hit: restore 50 health points. <br>
 
 
{{Pro}}A small health pack is dropped when the player kills a zombie with the Candy Cane.<br>
 
{{Pro}}A small health pack is dropped when the player kills a zombie with the Candy Cane.<br>
{{Con}}25% Explosive damage vulnerability on wearer.<br>
+
{{Con}}Raises explosive damage vulnerability by 25% on wearer.<br>
{{Con}}Marked for death (remains for a short period of time when switching weapons)<br>
+
{{Con}}User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Boston Basher.png|135px]]<br>
 
| align="center" | [[File:Backpack Boston Basher.png|135px]]<br>
Line 363: Line 365:
 
'''[[Boston Basher]]'''
 
'''[[Boston Basher]]'''
 
|
 
|
{{Pro}}On hit: causes bleed to enemy for 5 seconds.<br>
+
{{Pro}}On hit: inflicts bleed to enemy for 5 seconds.<br>
{{Con}}On miss, causes self-damage and bleed to the player for 5 seconds.<br>
+
{{Con}}On miss: inflicts self-damage and bleed to the wearer for 5 seconds.<br>
 
|
 
|
{{Pro}}On hit: causes bleed to enemy for 5 seconds.<br>
+
{{Pro}}On hit: inflicts bleed to enemy for 5 seconds.<br>
{{Con}}25% less damage.<br>
+
{{Con}}25% damage penalty.<br>
 
|}
 
|}
  
Line 384: Line 386:
 
{{Neutral}} Stock weapon.
 
{{Neutral}} Stock weapon.
 
|
 
|
{{Pro}}25% faster reload time.<br>
+
{{Pro}}171% damage bonus.<br>
{{Pro}}171% more damage.<br>
+
{{Pro}}25% shorter reload time.<br>
{{Con}}50% less damage '''against players'''.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
 
{{Con}}Disabled self-knockback<br>
 
{{Con}}Disabled self-knockback<br>
 
|-
 
|-
Line 393: Line 395:
 
'''[[Direct Hit]]'''
 
'''[[Direct Hit]]'''
 
|
 
|
{{Pro}}80% faster rocket speed.<br>
+
{{Pro}}25% damage penalty.<br>
{{Pro}}25% more damage.<br>
+
{{Pro}}80% faster projectile speed.<br>
 
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, [[Grappling Hook|grapple hook]], or enemy attack.<br>
 
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, [[Grappling Hook|grapple hook]], or enemy attack.<br>
 
{{Con}}70% smaller splash damage radius.<br>
 
{{Con}}70% smaller splash damage radius.<br>
 
|
 
|
{{Pro}}100% faster rocket speed.<br>
+
{{Pro}}204% damage bonus.<br>
{{Pro}}25% faster reload time.<br>
+
{{Pro}}100% faster projectile speed.<br>
{{Pro}}204% more damage.<br>
+
{{Pro}}25% shorter reload time.<br>
 
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.<br>
 
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
{{Con}}25% less damage '''against players'''.<br>
+
{{Con}}-25 max health on wearer.<br>
 +
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}70% smaller splash damage radius.<br>
 
{{Con}}70% smaller splash damage radius.<br>
{{Con}}+100% blast damage from rocket jumps.<br>
+
{{Con}}100% more self damage from blast jumping.<br>
{{Con}}Lose 25 max health.<br>
 
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 413: Line 415:
 
'''[[Black Box]]'''
 
'''[[Black Box]]'''
 
|
 
|
On hit: restores up to 20 health points.<br>
+
{{Pro}}On hit: restores up to +20 health.<br>
{{Con}} Has a 25% smaller clip size.<br>
+
{{Con}}25% smaller clip size.<br>
 
|
 
|
{{Pro}}25% faster reload time.<br>
+
{{Pro}}144% damage bonus.<br>
 +
{{Pro}}Up to 20% damage bonus as rage increases.<br>
 +
{{Pro}}25% shorter reload time.<br>
 +
{{Pro}}On hit: restores up to +20 health.<br>
 
{{Pro}}34% longer banner duration.<br>
 
{{Pro}}34% longer banner duration.<br>
{{Pro}}144% more damage.<br>
+
{{Con}}25% smaller clip size.<br>
{{Pro}}Up to 20% more damage as rage increases.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
{{Pro}}On hit: restores up to 20 health points.<br>
 
{{Con}}50% less damage '''against players'''.<br>
 
 
{{Con}}15% slower firing speed.<br>
 
{{Con}}15% slower firing speed.<br>
{{Con}}Has a 25% smaller clip size.<br>
 
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 432: Line 434:
 
{{Pro}}+200% max primary ammo on wearer.<br>
 
{{Pro}}+200% max primary ammo on wearer.<br>
 
{{Pro}} No self inflicted blast damage taken.<br>
 
{{Pro}} No self inflicted blast damage taken.<br>
{{Con}} -100% damage penalty.<br>
+
{{Con}} 100% damage penalty.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} Unable to carry the intelligence and the PASS Time JACK.<br>
 
{{Con}} Unable to carry the intelligence and the PASS Time JACK.<br>
 
|
 
|
 +
{{Pro}}1011% damage bonus.<br>
 
{{Pro}}25% larger splash damage radius.<br>
 
{{Pro}}25% larger splash damage radius.<br>
{{Pro}}1011% more damage.<br>
+
{{Pro}}On direct hit: decreases enemy movement speed by 40% for 3 seconds.<br>
{{Pro}}On Hit: Slow target movement by 40% for 3.0s<br>
 
{{Con}}50% less damage '''against players'''.<br>
 
{{Con}}337% slower firing speed.<br>
 
 
{{Con}}75% smaller clip size.<br>
 
{{Con}}75% smaller clip size.<br>
When weapon is active.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
:{{Con}}20% slower movement speed.<br>
 
{{Con}}63% slower reload time.<br>
 
 
{{Con}}50% slower projectile speed.<br>
 
{{Con}}50% slower projectile speed.<br>
 +
{{Con}}63% longer reload time.<br>
 +
{{Con}}337% slower firing speed.<br>
 
{{Con}}150% slower deploy and holster speed.<br>
 
{{Con}}150% slower deploy and holster speed.<br>
{{Con}}+200% blast damage from rocket jumps.<br>
+
{{Con}}When weapon is active: 20% slower movement speed on wearer.<br>
 +
{{Con}}200% more self damage from blast jumping.<br>
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 454: Line 455:
 
'''[[Liberty Launcher]]'''
 
'''[[Liberty Launcher]]'''
 
|
 
|
+25% clip size.<br>
+
{{Pro}}25% larger clip size.<br>
{{Pro}} Has 40% faster rocket speed.<br>
+
{{Pro}}40% faster projectile speed.<br>
{{Pro}} -25% blast damage from rocket jumps.<br>
+
{{Pro}}25% less self damage from blast jumping.<br>
{{Con}} -25% damage penalty.<br>
+
{{Con}}25% damage penalty.<br>
 
|
 
|
 
{{Pro}}25% larger clip size.<br>
 
{{Pro}}25% larger clip size.<br>
 +
{{Pro}}204% damage bonus.<br>
 
{{Pro}}40% faster projectile speed.<br>
 
{{Pro}}40% faster projectile speed.<br>
{{Pro}}-25% blast damage from rocket jumps.<br>
+
{{Pro}}25% less self damage from blast jumping.<br>
 
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br>
 
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br>
 
:{{Pro}}15% faster projectile speed.<br>
 
:{{Pro}}15% faster projectile speed.<br>
:{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.<br>
+
:{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.<br>
{{Pro}}204% more damage.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
{{Con}}50% less damage '''against players'''.<br>
+
{{Con}}25% longer reload time.<br>
 
{{Con}}15% slower firing speed.<br>
 
{{Con}}15% slower firing speed.<br>
{{Con}}25% slower reload time.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Cow Mangler 5000.png|135px]]<br>
 
| align="center" | [[File:Backpack Cow Mangler 5000.png|135px]]<br>
Line 474: Line 475:
 
'''[[Cow Mangler 5000]]'''
 
'''[[Cow Mangler 5000]]'''
 
|
 
|
{{Neutral}}Does not use ammo (replaced with an ammo meter).<br>
+
{{Pro}}Does not use ammo (replaced with an ammo meter).<br>
{{Con}} No random critical hits.<br>
+
{{Con}}80% damage penalty against buildings.<br>
{{Con}}  Deals only 20% damage to buildings.<br>
+
{{Con}}Mini-crits whenever it would normally crit.<br>
{{Con}} Mini-crits whenever it would normally crit.<br>
+
{{Con}}No random critical hits.<br>
 
{{Neutral}}Secondary fire is a charged shot that:<br>
 
{{Neutral}}Secondary fire is a charged shot that:<br>
:{{Pro}} Mini-crits players.<br>
+
:{{Pro}} Guarantees mini-crits on players<br>
 
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br>
 
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br>
 
:{{Pro}} Disables buildings for 4 seconds.<br>
 
:{{Pro}} Disables buildings for 4 seconds.<br>
Line 485: Line 486:
 
:{{Con}} Cannot be used unless ammo meter is full.<br>
 
:{{Con}} Cannot be used unless ammo meter is full.<br>
 
|
 
|
{{Neutral}}Does not use ammo (replaced with an ammo meter).<br>
+
{{Pro}}155% damage bonus.<br>
 +
{{Pro}}Up to 20% damage bonus as rage increases.<br>
 +
{{Pro}}Does not use ammo (replaced with an ammo meter).<br>
 
{{Pro}}67% longer banner duration.<br>
 
{{Pro}}67% longer banner duration.<br>
{{Pro}}Up to 20% more damage as rage increases.<br>
 
{{Pro}}155% more damage.<br>
 
 
{{Neutral}}Secondary fire is a charged shot that:<br>
 
{{Neutral}}Secondary fire is a charged shot that:<br>
:{{Pro}} Mini-crits players.<br>
+
:{{Pro}} Guarantees mini-crits on players<br>
 
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br>
 
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br>
 
:{{Pro}} Disables buildings for 4 seconds.<br>
 
:{{Pro}} Disables buildings for 4 seconds.<br>
 
:{{Con}} Empties entire ammo meter.<br>
 
:{{Con}} Empties entire ammo meter.<br>
 
:{{Con}} Cannot be used unless ammo meter is full.<br>
 
:{{Con}} Cannot be used unless ammo meter is full.<br>
{{Con}}50% less damage '''against players'''.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
 
{{Con}}15% slower firing speed.<br>
 
{{Con}}15% slower firing speed.<br>
{{Con}} Mini-crits whenever it would normally crit.<br>
+
{{Con}}Mini-crits whenever it would normally crit.<br>
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 504: Line 505:
 
'''[[Beggar's Bazooka]]'''
 
'''[[Beggar's Bazooka]]'''
 
|
 
|
Hold Fire to load up to three rockets.<br>
+
{{Neutral}}Hold Fire to load up to three rockets.<br>
:{{Pro}} Release Fire to unleash the barrage at 223% increased fire rate.<br>
+
:{{Pro}} Release Fire to unleash the barrage at 223% faster firing speed.<br>
 
:{{Con}} +3 degrees random projectile deviation.<br>
 
:{{Con}} +3 degrees random projectile deviation.<br>
 
:{{Con}} Overloading the chamber will cause a misfire.<br>
 
:{{Con}} Overloading the chamber will cause a misfire.<br>
:{{Con}} Cannot collect ammo from dispensers while active.<br>
+
{{Con}}20% smaller splash damage radius.<br>
:{{Con}} -20% less explosion radius.<br>
+
{{Con}}30% longer reload time.<br>
{{Con}}30% slower reload time.<br>
+
{{Con}} Cannot collect ammo from dispensers while active.<br>
 
|
 
|
 +
{{Pro}}100% damage bonus.<br>
 
{{Neutral}}Hold Fire to load up to three rockets.<br>
 
{{Neutral}}Hold Fire to load up to three rockets.<br>
:{{Pro}} Release Fire to unleash the barrage at 180.7% increased fire rate.<br>
+
:{{Pro}} Release Fire to unleash the barrage at 180.7% faster firing speed.<br>
 
:{{Con}} +1.5 degrees random projectile deviation.<br>
 
:{{Con}} +1.5 degrees random projectile deviation.<br>
 
:{{Con}} Overloading the chamber will cause a misfire.<br>
 
:{{Con}} Overloading the chamber will cause a misfire.<br>
:{{Con}} Cannot collect ammo from dispensers while active.<br>
+
{{Con}}50% damage penalty '''against players'''<br>
:{{Con}} -20% less explosion radius.<br>
+
{{Con}}20% smaller splash damage radius.<br>
{{Pro}}100% more damage.<br>
+
{{Con}}30% longer reload time.<br>
{{Con}}50% less damage '''against players'''<br>
 
{{Con}}30% slower reload time.<br>
 
 
{{Con}}15% slower firing speed,<br>
 
{{Con}}15% slower firing speed,<br>
{{Con}}30% slower reload time.<br>
+
{{Con}}Cannot collect ammo from dispensers while active.<br>
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 529: Line 529:
 
'''[[Air Strike]]'''
 
'''[[Air Strike]]'''
 
|
 
|
{{Pro}}-15% damage from rocket jumps.<br>
+
{{Pro}}185% faster firing speed while blast jumping.<br>
{{Pro}}Increased attack speed while blast jumping.<br>
+
{{Pro}}On kill: +1 larger clip size ( Up to 4).<br>
{{Pro}}Clip size increased on kill (up to +4).<br>
+
{{Pro}}15% less self-damage from blast jumping.<br>
 
{{Con}}15% damage penalty.<br>
 
{{Con}}15% damage penalty.<br>
 
{{Con}}10% smaller splash damage radius radius.<br>
 
{{Con}}10% smaller splash damage radius radius.<br>
 
{{Con}}20% smaller splash damage radius while blast jumping.<br>
 
{{Con}}20% smaller splash damage radius while blast jumping.<br>
 
|
 
|
{{Pro}}134% more damage.<br>
+
{{Pro}}134% damage bonus.<br>
{{Pro}}Clip size increased on kill (up to +4).<br>
 
 
{{Pro}}40% faster projectile speed.<br>
 
{{Pro}}40% faster projectile speed.<br>
{{Pro}}-15% damage from rocket jumps.<br>
+
{{Pro}}On kill: +1 larger clip size ( Up to 4).<br>
 +
{{Pro}}15% less self-damage from blast jumping.<br>
 
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br>
 
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br>
 
:{{Pro}}15% faster projectile speed.<br>
 
:{{Pro}}15% faster projectile speed.<br>
 
:{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.<br>
 
:{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.<br>
 
{{Neutral}}Hold Fire to load up to four rockets.<br>
 
{{Neutral}}Hold Fire to load up to four rockets.<br>
:{{Pro}} Release Fire to unleash the barrage at 60% increased fire rate.<br>
+
:{{Pro}} Release Fire to unleash the barrage at 180% increased fire rate.<br>
 
:{{Con}} +1 degrees random projectile deviation.<br>
 
:{{Con}} +1 degrees random projectile deviation.<br>
:{{Con}} Cannot collect ammo from dispensers while active.<br>
+
{{Con}}50% damage penalty '''against players'''.<br>
:{{Con}}-10% less explosion radius.<br>
+
{{Con}}50% longer reload time.<br>
{{Con}}50% less damage '''against players'''.<br>
+
{{Con}}10% smaller splash damage radius.<br>
{{Con}}50% slower reload time.<br>
+
{{Con}}Cannot collect ammo from dispensers while active.<br>
 
{{Con}}Disabled self-knockback.<br>
 
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
Line 561: Line 561:
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
 +
{{Pro}}20% damage bonus.<br>
 +
{{Pro}}60% shorter reload time.<br>
 
{{Pro}}60% faster firing speed.<br>
 
{{Pro}}60% faster firing speed.<br>
{{Pro}}60% faster reload time.<br>
 
{{Pro}}20% damage bonus.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Buff Banner.png|135px]]<br>
 
| align="center" | [[File:Backpack Buff Banner.png|135px]]<br>
Line 570: Line 570:
 
|
 
|
 
{{Neutral}}Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
 
{{Neutral}}Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
{{Pro}} At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits.<br>
+
{{Pro}}While the buff is active, for 10 seconds the user and nearby teammates receive: guaranteed Mini-Crits.<br>
 
|
 
|
 
{{Neutral}}Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
 
{{Neutral}}Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
{{Pro}} At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits.<br>
+
{{Pro}}While the buff is active, for 15 seconds the user and nearby teammates receive: guaranteed Mini-Crits.<br>
 +
{{Pro}}When weapon is acrive:10% faster movement speed on wearer.<br>
 
{{Pro}}50% longer banner duration.<br>
 
{{Pro}}50% longer banner duration.<br>
{{Con}}14% longer activation time.<br>
+
{{Con}}15% longer banner activation time.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Battalion's Backup.png|135px]]<br>
 
| align="center" | [[File:Backpack Battalion's Backup.png|135px]]<br>
Line 582: Line 583:
 
|
 
|
 
{{Neutral}} Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
 
{{Neutral}} Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
{{Pro}} At 100% charge, using it grants player and nearby teammates 10 seconds of:<br>
+
{{Pro}}While the buff is active, for 10 seconds the user and nearby teammates receive:<br>
 
:{{Pro}}Immunity to Critical damage.<br>
 
:{{Pro}}Immunity to Critical damage.<br>
:{{Pro}}Raises resistance to damage by 35%.<br>
+
:{{Pro}}Lowers damage vulnerability by 35%.<br>
:{{Pro}}Raises resistance to Sentry Gun by 50% (does not stack with previous).<br>
+
:{{Pro}}Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).<br>
{{Pro}} Passively increases max health by 20 points (220 total) on wearer.<br>
+
{{Pro}}+20 max health on wearer.<br>
 
|
 
|
 
{{Neutral}} Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
 
{{Neutral}} Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.<br>
{{Pro}} At 100% charge, using it grants player and nearby teammates 10 seconds of:<br>
+
{{Pro}}While the buff is active, for 15 seconds the user and nearby teammates receive:<br>
 
:{{Pro}}Immunity to Critical damage.<br>
 
:{{Pro}}Immunity to Critical damage.<br>
:{{Pro}}Raises resistance to damage by 35%.<br>
+
:{{Pro}}Lowers damage vulnerability by 35%.<br>
:{{Pro}}Raises resistance to Sentry Gun by 50% (does not stack with previous).<br>
+
:{{Pro}}Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).<br>
{{Pro}} Passively increases max health by 20 points (220 total) on wearer.<br>
+
{{Pro}}+20 max health on wearer.<br>
 
{{Pro}}50% longer banner duration.<br>
 
{{Pro}}50% longer banner duration.<br>
 
|-
 
|-
Line 600: Line 601:
 
'''[[Concheror]]'''
 
'''[[Concheror]]'''
 
|
 
|
{{Neutral}} Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.<br>
+
{{Neutral}}Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.<br>
{{Pro}} While the buff is active, for 10 seconds the user and nearby teammates:<br>
+
{{Pro}}While the buff is active, for 10 seconds the user and nearby teammates:<br>
:{{Pro}}Have their movement speed boosted.<br>
+
:{{Pro}}Between 25% and 40% faster movement speed.<br>
:{{Pro}}Are healed for 35% of the damage they deal.<br>
+
:{{Pro}}On hit: restores 35% of the damage dealt as health.<br>
{{Pro}} Passively grants a health regeneration depending on recent damage taken; max is +4.<br>
+
{{Pro}}Up to +4 health regenerated per second passively.<br>
 
|
 
|
{{Neutral}} Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.<br>
+
{{Neutral}}Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.<br>
{{Pro}} While the buff is active, for 10 seconds the user and nearby teammates:<br>
+
{{Pro}} While the buff is active, for 15 seconds the user and nearby teammates receive:<br>
:{{Pro}}Have their movement speed boosted.<br>
+
:{{Pro}}Between 25% and 40% faster movement speed.<br>
:{{Pro}}Are healed for 35% of the damage they deal.<br>
+
:{{Pro}}On hit: restores 35% of the damage dealt as health.<br>
{{Pro}} Passively grants a health regeneration depending on recent damage taken; max is +4.<br>
+
{{Pro}}Up to +4 health regenerated per second passively.<br>
 
{{Pro}}50% longer banner duration.<br>
 
{{Pro}}50% longer banner duration.<br>
{{Con}}14% longer activation time.<br>
+
{{Con}}15% longer banner activation time.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Mantreads.png|135px]]<br>
 
| align="center" | [[File:Backpack Mantreads.png|135px]]<br>
Line 618: Line 619:
 
'''[[Mantreads]]'''
 
'''[[Mantreads]]'''
 
|
 
|
{{Pro}} –75% reduction in push force taken from enemy damage.<br>
+
{{Pro}} 75% reduction in push force taken from enemy damage.<br>
 
{{Pro}} Deals 3x falling damage to the player you land on.<br>
 
{{Pro}} Deals 3x falling damage to the player you land on.<br>
{{Pro}} -75% reduction in airblast vulnerability.<br>
+
{{Pro}} Lowers airblast vulnerability by 75%<br>
{{Pro}} 200% increased air control when blast jumping.<br>
+
{{Pro}} 200% increased air control when blast jumping.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability.<br>
 
|
 
|
Line 631: Line 632:
 
|
 
|
 
{{Neutral}} Shoots an electric projectile instead of shotgun pellets.<br>
 
{{Neutral}} Shoots an electric projectile instead of shotgun pellets.<br>
 +
{{Pro}} Projectiles penetrate players and damage enemies behind them.<br>
 
{{Pro}} Does not use ammo (replaced with an ammo meter).<br>
 
{{Pro}} Does not use ammo (replaced with an ammo meter).<br>
{{Pro}} Projectile penetrates enemy targets.<br>
 
 
{{Pro}} Projectiles cannot be deflected.<br>
 
{{Pro}} Projectiles cannot be deflected.<br>
{{Con}} Deals only 20% damage to buildings.<br>
+
{{Con}} 33% smaller clip size.<br>
{{Con}} Has a 33% smaller clip size.<br>
+
{{Con}} 28% slower firing speed.<br>
 +
{{Con}} 20% damage penalty against buildings.<br>
 
|
 
|
 
{{Neutral}} Shoots an electric projectile instead of shotgun pellets.<br>
 
{{Neutral}} Shoots an electric projectile instead of shotgun pellets.<br>
 +
{{Pro}}33% larger clip size.<br>
 +
{{Pro}}130% damage bonus '''against players'''.<br>
 +
{{Pro}}35% faster firing speed.<br>
 +
{{Pro}}25% shorter reload time.<br>
 +
{{Pro}} Projectiles penetrate players and damage enemies behind them.<br>
 
{{Pro}} Does not use ammo (replaced with an ammo meter).<br>
 
{{Pro}} Does not use ammo (replaced with an ammo meter).<br>
{{Pro}} Projectile penetrates enemy targets.<br>
 
 
{{Pro}} Projectiles cannot be deflected.<br>
 
{{Pro}} Projectiles cannot be deflected.<br>
{{Pro}}130 damage bonus '''against players'''.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}25% faster reload time.<br>
 
{{Pro}}33% larger clip size.<br>
 
 
{{Con}} Deals only 20% damage to buildings.<br>
 
{{Con}} Deals only 20% damage to buildings.<br>
{{Con}}100% damage penalty against NPCs (deals no damage)<br>
+
{{Con}} Deals no damage against NPCs.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Reserve Shooter.png|135px]]<br>
 
| align="center" | [[File:Backpack Reserve Shooter.png|135px]]<br>
Line 652: Line 654:
 
'''[[Reserve Shooter]]'''
 
'''[[Reserve Shooter]]'''
 
|
 
|
{{Pro}} 20% faster weapon switch-to speed.<br>
+
{{Pro}}20% faster deploy speed.<br>
{{Pro}} 15% faster weapon switch-from speed.<br>
+
{{Pro}}15% faster holster speed.<br>
{{Pro}} Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
+
{{Pro}}Guaranteed mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
 
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
 
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
{{Con}} Has 34% smaller clip size.<br>
+
{{Con}}34% smaller clip size<br>
 
|
 
|
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}100% larger clip size.<br>
{{Pro}} 20% faster weapon switch-to speed.<br>
+
{{Pro}}20% damage bonus.<br>
 +
{{Pro}}60% shorter reload time.<br>
 +
{{Pro}}60% faster firing speed.<br>
 +
{{Pro}}40% tighter pellet spread.<br>
 +
{{Pro}}20% faster deploy speed.<br>
 
{{Pro}} Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
 
{{Pro}} Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
 
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
 
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
{{Pro}}60% faster firing speed.<br>
 
{{Pro}}60% saster reload time.<br>
 
{{Pro}}20% saster weapon deploy.<br>
 
{{Pro}}40% more accurate.<br>
 
{{Pro}}20% damage bonus.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
Line 672: Line 673:
 
'''[[Panic Attack]]'''
 
'''[[Panic Attack]]'''
 
|
 
|
{{Pro}} +50% bullets per shot.<br>
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}} +50% faster weapon deploy time.<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}} Fires a fixed shot pattern.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Con}} -20% damage penalty.<br>
+
{{Con}}20% damage penalty.<br>
{{Con}} Successive shots become less accurate.<br>
+
{{Con}}Successive shots become less accurate.<br>
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
{{Pro}} +50% bullets per shot.<br>
+
{{Pro}}25% damage bonus '''against players'''.<br>
{{Pro}} +50% faster weapon deploy time.<br>
+
{{Pro}}50% more pellets per shot.<br>
 +
{{Pro}}45% shorter reload time<br>
 
{{Pro}}80% faster firing speed<br>
 
{{Pro}}80% faster firing speed<br>
{{Pro}}45% faster reload time<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Pro}} Fires a fixed shot pattern.<br>
 
 
{{Con}}37% damage penalty<br>
 
{{Con}}37% damage penalty<br>
{{Con}}50% less accurate<br>
+
{{Con}}50% wider pellet spread.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
|-
 
|-
Line 693: Line 694:
 
'''[[Gunboats]]'''
 
'''[[Gunboats]]'''
 
|
 
|
{{Pro}} Grants 60% less self-damage from rocket jumping.<br>
+
{{Pro}}Lowers explosive self-damage vulnerability by 60%<br>
 
:{{Neutral}} This doesn't affect fall damage.<br>
 
:{{Neutral}} This doesn't affect fall damage.<br>
 
:{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability<br>.
 
:{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability<br>.
 
|
 
|
{{Pro}} Grants 60% less self-damage from rocket jumping.<br>
+
{{Pro}}Lowers explosive self-damage vulnerability by 60%<br>
 
:{{Neutral}} This doesn't affect fall damage.<br>
 
:{{Neutral}} This doesn't affect fall damage.<br>
 
:{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability.<br>
 
:{{Neutral}} Grants its abilities passively, does not need to be selected first in order to apply the ability.<br>
{{Pro}} Wearer receives a default stock shotgun.<br>
+
{{Pro}} Wearer receives an unmodified stock shotgun.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack B.A.S.E. Jumper.png|135px]]<br>
 
| align="center" | [[File:Backpack B.A.S.E. Jumper.png|135px]]<br>
Line 706: Line 707:
 
'''[[Base Jumper]]'''
 
'''[[Base Jumper]]'''
 
|
 
|
{{Neutral}} Allows player to activate a parachute whilst midair, slowing their descent.<br>
+
{{Neutral}} Allows player to activate a parachute whilst midair, slowing down their descent.<br>
 +
{{Pro}}Parachute can be deactivated at any time.<br>
 +
{{Con}}Once deactivated, parachute cannot be activated again until the user has touched the ground.
 
|
 
|
 
{{c|No|Weapon is banned.}}<br>
 
{{c|No|Weapon is banned.}}<br>
Line 726: Line 729:
 
{{Neutral}} When weapon is active:<br>
 
{{Neutral}} When weapon is active:<br>
 
{{Pro}} Damage increase as user's remaining health decreases.<br>
 
{{Pro}} Damage increase as user's remaining health decreases.<br>
{{Con}} -90% less healing from Medic sources.<br>
+
{{Con}} 90% less healing from Medic sources.<br>
 
|
 
|
 
{{Neutral}} No changes.
 
{{Neutral}} No changes.
Line 734: Line 737:
 
'''[[Market Gardener]]'''
 
'''[[Market Gardener]]'''
 
|
 
|
{{Pro}} Deals crits while the wielder is rocket jumping.<br>
+
{{Pro}} Guaranteed critical hits while wielder is rocket jumping.<br>
{{Con}} 20% slower firing speed.<br>
+
{{Con}} 20% slower swing speed.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} No random critical hits.<br>
 
|
 
|
Line 745: Line 748:
 
|
 
|
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
{{Con}} Raises bullet vulnerability by 10%.<br>
+
{{Con}} Raises bullet damage vulnerability by 10%.<br>
 
|
 
|
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
Line 751: Line 754:
 
:{{Pro}}10% faster movement speed.<br>
 
:{{Pro}}10% faster movement speed.<br>
 
:{{Con}}Raised damage vulnerability by 20%.<br>
 
:{{Con}}Raised damage vulnerability by 20%.<br>
{{Con}} Raises bullet vulnerability by 10%.<br>
+
{{Con}} Raises bullet damage vulnerability by 10%.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Half-Zatoichi.png|135px]]<br>
 
| align="center" | [[File:Backpack Half-Zatoichi.png|135px]]<br>
Line 759: Line 762:
 
{{Pro}} 50% longer melee range.<br>
 
{{Pro}} 50% longer melee range.<br>
 
{{Pro}} On kill: heals 50% of user's base health.<br>
 
{{Pro}} On kill: heals 50% of user's base health.<br>
 +
{{Pro}} Returned health can overheal.<br>
 +
{{Con}} 75% slower deploy and holster speed.<br>
 +
{{Con}} This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} No random critical hits.<br>
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.<br>
 
 
{{Neutral}} A single successful hit will kill an enemy wielding the same weapon.<br>
 
{{Neutral}} A single successful hit will kill an enemy wielding the same weapon.<br>
 
|
 
|
Line 774: Line 778:
 
|
 
|
 
{{Pro}} 70% longer melee range.<br>
 
{{Pro}} 70% longer melee range.<br>
{{Pro}} On hit ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.<br>
+
{{Pro}} On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.<br>
{{Con}} Deals 25% less damage.<br>
+
{{Con}} 25% damage penalty.<br>
 
|
 
|
 
{{Pro}} 70% longer melee range.<br>
 
{{Pro}} 70% longer melee range.<br>
{{Con}}25% slower firing speed.<br>
+
{{Con}} 25% slower swing speed.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Escape Plan.png|135px]]<br>
 
| align="center" | [[File:Backpack Escape Plan.png|135px]]<br>
Line 787: Line 791:
 
{{Pro}} Movement speed increase as user's remaining health decreases. (Up to 128%).<br>
 
{{Pro}} Movement speed increase as user's remaining health decreases. (Up to 128%).<br>
 
{{Con}} User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br>
 
{{Con}} User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br>
{{Con}} -90% less healing from Medic sources.<br>
+
{{Con}} 90% less healing from Medic sources.<br>
 
|
 
|
 
{{Neutral}} When weapon is active:<br>
 
{{Neutral}} When weapon is active:<br>
Line 793: Line 797:
 
{{Con}} 28% slower move speed.<br>
 
{{Con}} 28% slower move speed.<br>
 
{{Con}} User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br>
 
{{Con}} User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br>
{{Con}} -90% less healing from Medic sources.<br>
+
{{Con}} 90% less healing from Medic sources.<br>
 
|}
 
|}
  
Line 810: Line 814:
 
{{Neutral}} Stock weapon<br>
 
{{Neutral}} Stock weapon<br>
 
|
 
|
 +
{{Pro}}On hit:100% chance to slow down target.<br>
 +
{{Con}}50% slower repressurization rate on Alt-Fire.<br>
 
{{Con}}Airblast costs 50% more ammo to fire (30 instead of 20).<br>
 
{{Con}}Airblast costs 50% more ammo to fire (30 instead of 20).<br>
{{Con}}-50% repressurization rate on Alt-Fire.<br>
+
{{Con}}Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).<br>
{{Con}} Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Backburner.png|135px]]<br>
 
| align="center" | [[File:Backpack Backburner.png|135px]]<br>
Line 818: Line 823:
 
'''[[Backburner]]'''
 
'''[[Backburner]]'''
 
|
 
|
{{Pro}} Guarantees Critical hits when attacking from behind.<br>
+
{{Pro}}Guaranteed Critical hits when attacking from behind.<br>
{{Con}} Airblasts cost 150% more ammo to fire (50 instead of 20).<br>
+
{{Con}}Airblasts cost 150% more ammo to fire (50 instead of 20).<br>
{{Con}} No random critical hits.<br>
+
{{Con}}No random critical hits.<br>
 
|
 
|
{{Pro}} Guarantees Critical hits when attacking from behind.<br>
+
{{Pro}}Guaranteed Critical hits when attacking from behind.<br>
{{Pro}}+200% Airblast push force.<br>
+
{{Pro}}On hit:100% chance to slow down target.<br>
When weapon is active<br>
+
{{Pro}}200% greater Airblast push force.<br>
:{{Con}}100% less metal from Dispensers and Pickups.<br>
+
{{Con}}50% slower repressurization rate on Alt-Fire.<br>
 +
{{Con}}When weapon is active:100% less metal from Dispensers and Pickups.<br>
 
{{Con}}Airblast costs 350% more ammo to fire (80 instead of 20).<br>
 
{{Con}}Airblast costs 350% more ammo to fire (80 instead of 20).<br>
{{Con}}-50% repressurization rate on Alt-Fire.<br>
+
{{Con}} Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).<br>
{{Con}} Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Degreaser.png|135px]]<br>
 
| align="center" | [[File:Backpack Degreaser.png|135px]]<br>
Line 834: Line 839:
 
'''[[Degreaser]]'''
 
'''[[Degreaser]]'''
 
|
 
|
{{Pro}} +60% faster switch-to speed.<br>
+
{{Pro}}60% faster deploy speed.<br>
{{Pro}} +30% faster switch-from speed.<br>
+
{{Pro}}30% faster holster speed.<br>
{{Con}} Airblasts cost 25% more ammo to fire (25 instead of 20).<br>
+
{{Con}}Airblasts cost 25% more ammo to fire (25 instead of 20).<br>
{{Con}} Deals 66% less afterburn damage.<br>
+
{{Con}}66% afterburn damage penalty.<br>
 
|
 
|
{{Pro}} +60% faster switch-to speed.<br>
+
{{Pro}}60% faster deploy speed.<br>
{{Pro}} +30% faster switch-from speed.<br>
+
{{Pro}}30% faster holster speed.<br>
{{Con}} Deals 66% less afterburn damage.<br>
+
{{Pro}}On hit:100% chance to slow down target.<br>
 +
{{Con}}66% afterburn damage penalty.<br>
 +
{{Con}}50% slower repressurization rate on Alt-Fire.<br>
 
{{Con}}Airblast costs 100% more ammo to fire (40 instead of 20).<br>
 
{{Con}}Airblast costs 100% more ammo to fire (40 instead of 20).<br>
{{Con}}-50% repressurization rate on Alt-Fire.<br>
+
{{Con}}Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).<br>
{{Con}} Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Phlogistinator.png|135px]]<br>
 
| align="center" | [[File:Backpack Phlogistinator.png|135px]]<br>
Line 850: Line 856:
 
'''[[Phlogistinator]]'''
 
'''[[Phlogistinator]]'''
 
|
 
|
{{Pro}} Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.<br>
+
{{Pro}}Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.<br>
{{Con}} Cannot fire blasts of compressed air.<br>
+
{{Con}}Cannot fire blasts of compressed air.<br>
{{Con}} No random critical hits.<br>
+
{{Con}}No random critical hits.<br>
 
|
 
|
{{Pro}} Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.<br>
+
{{Pro}}Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.<br>
 
{{Pro}}10% damage bonus.<br>
 
{{Pro}}10% damage bonus.<br>
{{Pro}}10% longer range.<br>
+
{{Pro}}10% longer flamethrower range.<br>
 
{{Pro}}300% larger flame hitbox.<br>
 
{{Pro}}300% larger flame hitbox.<br>
{{Con}} Cannot fire blasts of compressed air.<br>
+
{{Pro}}On hit:100% chance to slow down target.<br>
{{Con}} Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).<br>
+
{{Con}}Cannot fire blasts of compressed air.<br>
 +
{{Con}}Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Dragon's Fury.png|135px]]<br>
 
| align="center" | [[File:Backpack Dragon's Fury.png|135px]]<br>
Line 867: Line 874:
 
{{Neutral}}A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.<br>
 
{{Neutral}}A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.<br>
 
{{Neutral}}Uses a shared pressure tank for Primary Fire and Alt-Fire.<br>
 
{{Neutral}}Uses a shared pressure tank for Primary Fire and Alt-Fire.<br>
{{Pro}} Deals 300% damage to burning players.<br>
+
{{Pro}}300% damage bonus to burning players.<br>
 
:{{Neutral}}Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.<br>
 
:{{Neutral}}Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.<br>
{{Pro}} +50% repressurization rate on hit.<br>
+
{{Pro}}50% faster repressurization rate on hit.<br>
{{Pro}}40% longer range.<br>
+
{{Pro}}40% longer flamethrower range.<br>
{{Con}} -50% repressurization rate on Alt-Fire.<br>
+
{{Con}}50% slower repressurization rate on Alt-Fire.<br>
{{Con}} No random critical hits.<br>
+
{{Con}}No random critical hits.<br>
 
|
 
|
 
{{Neutral}}A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.<br>
 
{{Neutral}}A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.<br>
 
{{Neutral}}Uses a shared pressure tank for Primary Fire and Alt-Fire.<br>
 
{{Neutral}}Uses a shared pressure tank for Primary Fire and Alt-Fire.<br>
{{Pro}} Deals 300% damage to burning players.<br>
+
{{Pro}}300% damage bonus to burning players.<br>
{{Pro}} +50% repressurization rate on hit.<br>
+
{{Pro}}50% faster repressurization rate on hit.<br>
{{Pro}}40% longer range.<br>
+
{{Pro}}40% longer flamethrower range.<br>
{{Pro}}On hit: Inflicts slowdown.<br>
+
{{Pro}}On hit:100% chance to slow down target.<br>
{{Con}} -50% repressurization rate on Alt-Fire.<br>
+
{{Con}}50% slower repressurization rate on Alt-Fire.<br>
{{Con}} Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).<br>
+
{{Con}}Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).<br>
 
|-
 
|-
 
! colspan="5" class="header" | Pyro Secondaries
 
! colspan="5" class="header" | Pyro Secondaries
Line 892: Line 899:
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
 +
{{Pro}}20% damage bonus.<br>
 +
{{Pro}}60% shorter reload time.<br>
 
{{Pro}}60% faster firing speed.<br>
 
{{Pro}}60% faster firing speed.<br>
{{Pro}}60% faster reload time.<br>
 
{{Pro}}20% damage bonus.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Flare Gun.png|135px]]<br>
 
| align="center" | [[File:Backpack Flare Gun.png|135px]]<br>
Line 900: Line 907:
 
'''[[Flare Gun]]'''
 
'''[[Flare Gun]]'''
 
|
 
|
{{Neutral}} On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}} Guaranteed Critical damage on burning targets.<br>
{{Pro}} Guarantees Critical damage on burning targets.<br>
+
{{Pro}} This weapon reloads automatically when not holstered.<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
|
 
|
{{Neutral}} On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
 
{{Pro}} Guarantees Critical damage on burning targets.<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}}25% faster firing speed.<br>
 
 
{{Pro}}700% damage bonus.<br>
 
{{Pro}}700% damage bonus.<br>
 +
{{Pro}}25% shorter reload time.<br>
 +
{{Pro}}Guaranteed critical hits on burning targets.<br>
 +
{{Pro}}This weapon reloads automatically when not holstered.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
 +
{{Pro}}Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Con}}58% damage penalty '''against players'''.<br>
 
{{Con}}58% damage penalty '''against players'''.<br>
 
|-
 
|-
Line 918: Line 925:
 
'''[[Detonator]]'''
 
'''[[Detonator]]'''
 
|
 
|
{{Neutral}}On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.<br>
 
 
{{Neutral}} Flares detonate on impact, with a greatly reduced explosion radius.<br>
 
{{Neutral}} Flares detonate on impact, with a greatly reduced explosion radius.<br>
{{Neutral}} On detonation flare destroys enemy sticky bombs.<br>
+
{{Pro}} Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}} On detonation flare destroys enemy sticky bombs.<br>
{{Pro}} Guarantees Mini-Crit damage on burning targets, regardless of distance.<br>
+
{{Pro}} Guaranteed Mini-Crit damage on burning targets.<br>
 +
{{Pro}} This weapon reloads automatically when not holstered.<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
{{Con}} 50% explosion self-damage vulnerability on user.<br>
 
 
{{Con}} 25% damage penalty.<br>
 
{{Con}} 25% damage penalty.<br>
 +
{{Con}} 50% more self-damage from blast jumping.<br>
 
|
 
|
{{Neutral}}On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit.<br>
 
 
{{Neutral}} Flares detonate on impact, with a greatly reduced explosion radius.<br>
 
{{Neutral}} Flares detonate on impact, with a greatly reduced explosion radius.<br>
{{Neutral}} On detonation flare destroys enemy sticky bombs.<br>
+
{{Pro}} Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}} 600% damage bonus.<br>
{{Pro}}600% damage bonus.<br>
+
{{Pro}} 25% shorter reload time.<br>
{{Pro}}25% faster firing speed.<br>
+
{{Pro}} On detonation flare destroys enemy sticky bombs.<br>
{{Pro}} Guarantees Mini-Crit damage on burning targets, regardless of distance.<br>
+
{{Pro}} Guaranteed Mini-Crit damage on burning targets.<br>
 +
{{Pro}} This weapon reloads automatically when not holstered.<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
{{Con}} 50% explosion self-damage vulnerability on user.<br>
 
 
{{Con}} 58% damage penalty '''against players'''.<br>
 
{{Con}} 58% damage penalty '''against players'''.<br>
{{Con}}Deals normal damage whenever it would normally crit.<br>
+
{{Con}} 50% more self-damage from blast jumping.<br>
{{Con}}Disabled knockback on user.<br>
+
{{Con}} Deals normal damage whenever it would normally crit.<br>
 +
{{Con}} Disabled self-knockback.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Manmelter.png|135px]]<br>
 
| align="center" | [[File:Backpack Manmelter.png|135px]]<br>
Line 946: Line 953:
 
'''[[Manmelter]]'''
 
'''[[Manmelter]]'''
 
|
 
|
{{Neutral}} On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} No extra damage on burning targets.<br>
+
{{Pro}} Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).<br>
{{Neutral}} Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).<br>
+
{{Pro}} 50% faster projectile speed.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}} Does not use ammo.<br>
{{Pro}} Extinguishing teammates will heal you +20 HP.<br>
+
{{Pro}} This weapon reloads automatically when not holstered.<br>
{{Pro}} Does not require ammo.<br>
 
{{Pro}} +50% projectile speed.<br>
 
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 +
{{Pro}} Extinguishing teammates heals you +20 HP.<br>
 
{{Con}} Does not get random Critical hits.<br>
 
{{Con}} Does not get random Critical hits.<br>
 
|
 
|
{{Neutral}} On hit: ignites enemy.<br>
+
{{Neutral}}Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} No extra damage on burning targets.<br>
+
{{Pro}}Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).<br>
{{Neutral}} Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).<br>
+
{{Pro}}160% damage bonus.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}}50% faster projectile speed.<br>
{{Pro}} Extinguishing teammates will heal you +20 HP.<br>
 
{{Pro}} Does not require ammo.<br>
 
{{Pro}} +50% projectile speed.<br>
 
{{Pro}} Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
 
{{Pro}}70% faster firing speed.<br>
 
{{Pro}}70% faster firing speed.<br>
{{Pro}}160% damage bonus.<br>
+
{{Pro}}Does not use ammo.<br>
 +
{{Pro}}This weapon reloads automatically when not holstered.<br>
 +
{{Pro}}Can be fired into water to damage enemies (no afterburn will be applied).<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
{{Con}}50% penalty '''against players'''.<br>
+
{{Pro}}Extinguishing teammates heals you +20 HP.<br>
 +
{{Con}}50% damage penalty '''against players'''.<br>
 
{{Con}}Mini-crits whenever it would normally crit.<br>
 
{{Con}}Mini-crits whenever it would normally crit.<br>
 
|-
 
|-
Line 974: Line 979:
 
'''[[Scorch Shot]]'''
 
'''[[Scorch Shot]]'''
 
|
 
|
{{Neutral}} On hit: ignites enemy.<br>
+
{{Neutral}} Fires an accurate flare projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
+
{{Pro}} Flare falls to the ground after directly hitting an enemy where it explodes, igniting more targets.<br>
{{Pro}} Flare knocks back target on hit and ignites enemy in a small radius.<br>
+
{{Pro}} On detonation flare destroys enemy stickybombs.<br>.
{{Pro}} Guarantees Mini-Crit damage and increased knockback on burning targets.<br>
+
{{Pro}} Guaranteed Mini-Crit damage and increased knockback on burning targets.<br>
{{Pro}} Flare can be used to destroy stickybombs.<br>
+
{{Pro}} This weapon reloads automatically when not holstered.<br>
{{Pro}} Flare falls to the ground after directly hitting an enemy, lying there for a little while, potentially igniting those who touch it.<br>
+
{{Con}} 35% damage penalty.<br>
{{Con}} -35% damage penalty.<br>
+
{{Con}} 35% less knockback from blast jumping.<br>
{{Con}} -35% self damage force penalty.<br>
 
 
|
 
|
{{Neutral}} Fires rockets instead of Flares.<br>
+
{{Neutral}}Fires an accurate rocket projectile that sets targets on fire instead of bullets.<br>
{{Neutral}} On hit: ignites enemy.<br>
+
{{Pro}}Rocket ignites enemies in a small radius.<br>
{{Neutral}} This weapon will reload automatically when not active.<br>
 
{{Pro}} Rockets ignite enemies in a small radius.<br>
 
 
{{Pro}}740% damage bonus.<br>
 
{{Pro}}740% damage bonus.<br>
{{Pro}}Deals 700% more afterburn damage.<br>
+
{{Pro}}100% damage bonus against burning players.<br>
{{Pro}}Deals 100% damage to burning players.<br>
+
{{Pro}}700% afterburn damage bonus.<br>
{{Pro}} +81% projectile speed.<br>
+
{{Pro}}81% faster projectile speed.<br>
{{Pro}}10% faster reload time.<br>
+
{{Pro}}10% shorter reload time.<br>
{{Pro}} Guarantees Mini-Crit damage and increased knockback on burning targets.<br>
+
{{Pro}}Guaranteed Mini-Crit damage and increased knockback on burning targets.<br>
{{Con}} 50% damage penalty '''against players'''.<br>
+
{{Pro}}This weapon reloads automatically when not holstered.<br>
 +
{{Con}}50% damage penalty '''against players'''.<br>
 
{{Con}}50% smaller splash damage radius.<br>
 
{{Con}}50% smaller splash damage radius.<br>
{{Con}}-67% afterburn duration.<br>
+
{{Con}}67% shorter afterburn duration.<br>
{{Con}} -100% self damage force penalty.<br>
+
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Thermal Thruster.png|135px]]<br>
 
| align="center" | [[File:Backpack Thermal Thruster.png|135px]]<br>
Line 1,002: Line 1,005:
 
'''[[Thermal Thruster]]'''
 
'''[[Thermal Thruster]]'''
 
|
 
|
 +
{{Neutral}}Contains two charges that allows the player to launch themselves into the air.
 
{{Pro}} Pushes nearby enemies away upon landing.<br>
 
{{Pro}} Pushes nearby enemies away upon landing.<br>
 
{{Pro}} Deals 3x the fall damage to an enemy you land on.<br>
 
{{Pro}} Deals 3x the fall damage to an enemy you land on.<br>
 
{{Pro}} Extinguish teammates at the beginning of your launch.<br>
 
{{Pro}} Extinguish teammates at the beginning of your launch.<br>
{{Pro}} Fall damage is decreased when a charge is used.<br>
+
{{Pro}} Lowers fall damage vulnerability by 75% when a charge is used.<br>
{{Neutral}} Has a 15 second recharge for each launch.<br>
+
{{Con}} Has a 15 second recharge for each charge.<br>
 
{{Con}} 0.8 second locked holster penalty.<br>
 
{{Con}} 0.8 second locked holster penalty.<br>
{{Con}} 30% knockback from all damage sources when a charge is used.<br>
+
{{Con}} 30% more knockback from all damage sources when a charge is used.<br>
 
|
 
|
 
{{c|No|Weapon is banned.}}<br>
 
{{c|No|Weapon is banned.}}<br>
Line 1,017: Line 1,021:
 
|
 
|
 
{{Pro}} Creates a horrific visible gas that coats enemies with a flammable material.<br>
 
{{Pro}} Creates a horrific visible gas that coats enemies with a flammable material.<br>
{{Pro}} Enemies covered in gas ignite into afterburn if they take damage (even enemy Pyros!).<br>
+
{{Pro}} Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).<br>
 
{{Pro}} Gas meter builds with damage done and/or time.<br>
 
{{Pro}} Gas meter builds with damage done and/or time.<br>
 
{{Con}} Spawning and resupply do not affect the Gas meter.<br>
 
{{Con}} Spawning and resupply do not affect the Gas meter.<br>
Line 1,024: Line 1,028:
 
|
 
|
 
{{Neutral}}Throws an incendiary grenade instead of a gas canister.<br>
 
{{Neutral}}Throws an incendiary grenade instead of a gas canister.<br>
{{Neutral}} On hit:
+
{{Pro}} Creates a horrific visible gas that coats enemies with a flammable material.<br>
:{{Pro}}Deals 100 damage to zombies and inflicts afterburn.<br>
+
{{Pro}}19900% damage bonus.<br>
:{{Pro}}Deals large amounts of damage to certain NPCs (even bosses!).<br>
+
{{Pro}}900% afterburn damage bonus.<br>
{{Pro}}50% faster weapon switch to and from speed.<br>
+
{{Pro}}50% faster holster and deploy speed.<br>
{{Pro}}86% faster recharge time (8 seconds).<br>
+
{{Pro}}Grenades have very little bounce and roll.<br>
{{Con}}Has limited amount of recharges (200).<br>
+
{{Pro}}Gas meter builds with damage done and/or time.<br>
 +
{{Pro}}19900% larger misc. ammo size.<br>
 +
{{Con}}90% damage penalty '''against players'''.<br>
 +
{{Con}}900% slower firing speed.<br>
 +
{{Con}}Gas meter starts empty.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Reserve Shooter.png|135px]]<br>
 
| align="center" | [[File:Backpack Reserve Shooter.png|135px]]<br>
Line 1,035: Line 1,043:
 
'''[[Reserve Shooter]]'''
 
'''[[Reserve Shooter]]'''
 
|
 
|
{{Pro}} 20% faster weapon switch-to speed.<br>
+
{{Pro}} Guaranteed Mini-crits on target that are blast jumping, knocked back, launched by the Thermal Thruster stomp, or using the grapple hook.<br>
{{Pro}} 15% faster weapon switch-from speed.<br>
+
:{{Con}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
{{Pro}} Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
+
{{Pro}} 20% faster weapon deploy speed.<br>
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
+
{{Pro}} 15% faster weapon holster speed.<br>
{{Con}} Has 34% smaller clip size.<br>
+
{{Con}} 33% smaller clip size.<br>
 
|
 
|
 +
{{Pro}}Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
 +
:{{Con}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
 
{{Pro}}100% larger clip size.<br>
 
{{Pro}}100% larger clip size.<br>
{{Pro}} 20% faster weapon switch-to speed.<br>
+
{{Pro}}20% damage bonus.<br>
{{Pro}} Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.<br>
+
{{Pro}}60% shorter reload speed.<br>
:{{Neutral}} Mini-crits only take affect within 5 seconds of deploying this weapon.<br>
 
 
{{Pro}}60% faster firing speed.<br>
 
{{Pro}}60% faster firing speed.<br>
{{Pro}}60% faster reload time.<br>
+
{{Pro}}40% tighter pellet spread.<br>
{{Pro}}20% faster weapon deploy.<br>
+
{{Pro}}20% faster weapon deploy speed.<br>
{{Pro}}40% more accurate.<br>
 
{{Pro}}20% damage bonus.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
Line 1,055: Line 1,062:
 
'''[[Panic Attack]]'''
 
'''[[Panic Attack]]'''
 
|
 
|
{{Pro}} +50% bullets per shot.<br>
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}} +50% faster weapon deploy time.<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}} Fires a fixed shot pattern.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Con}} -20% damage penalty.<br>
+
{{Con}}20% damage penalty.<br>
{{Con}} Successive shots become less accurate.<br>
+
{{Con}}Successive shots become less accurate.<br>
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
{{Pro}} +50% bullets per shot.<br>
+
{{Pro}}25% damage bonus '''against players'''.<br>
{{Pro}} +50% faster weapon deploy time.<br>
+
{{Pro}}50% more pellets per shot.<br>
 +
{{Pro}}45% shorter reload time<br>
 
{{Pro}}80% faster firing speed<br>
 
{{Pro}}80% faster firing speed<br>
{{Pro}}45% faster reload time<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Pro}} Fires a fixed shot pattern.<br>
 
 
{{Con}}37% damage penalty<br>
 
{{Con}}37% damage penalty<br>
{{Con}}50% less accurate<br>
+
{{Con}}50% wider pellet spread.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
|-
 
|-
Line 1,078: Line 1,085:
 
'''[[Homewrecker]]'''
 
'''[[Homewrecker]]'''
 
|
 
|
{{Pro}}Deals double damage against enemy [[building]]s.<br/>
+
{{Pro}}100% damage bonus against [[building]]s.<br/>
 
{{Pro}}Able to remove [[Electro Sapper]]s (in one hit).<br/>
 
{{Pro}}Able to remove [[Electro Sapper]]s (in one hit).<br/>
{{Con}}Deals 25% less damage against players.<br/>
+
{{Con}}25% damage penalty against players.<br/>
 
|
 
|
 
|-
 
|-
Line 1,088: Line 1,095:
 
|
 
|
 
{{Pro}}On Hit: target is engulfed in flames.<br/>
 
{{Pro}}On Hit: target is engulfed in flames.<br/>
{{Con}}Deals 20% less damage.<br/>
+
{{Con}}20% damage penalty.<br/>
 
|
 
|
 
{{Info}} No changes.<br/>
 
{{Info}} No changes.<br/>
Line 1,096: Line 1,103:
 
'''[[Hot Hand]]'''
 
'''[[Hot Hand]]'''
 
|
 
|
{{info}}On attack: dishes out two consecutive slaps.<br/>
 
{{Pro}}Gain a speed boost when you hit an enemy player.<br/>
 
{{Con}}-20% damage penalty.<br/>
 
 
{{info}}Broadcasts every successful hit on an enemy player over the death-notice area.<br/>
 
{{info}}Broadcasts every successful hit on an enemy player over the death-notice area.<br/>
 
{{info}}Kills are labelled as "'''SLAP-KILL'''" in the death-notice area.<br/>
 
{{info}}Kills are labelled as "'''SLAP-KILL'''" in the death-notice area.<br/>
 +
{{Pro}}On attack: dishes out two consecutive slaps.<br/>
 +
{{Pro}}Gain a speed boost when you hit an enemy player.<br/>
 +
{{Con}}20% damage penalty.<br/>
 
|
 
|
 
{{Info}} No changes.<br/>
 
{{Info}} No changes.<br/>
Line 1,108: Line 1,115:
 
'''[[Backscratcher]]'''
 
'''[[Backscratcher]]'''
 
|
 
|
{{Pro}}Deals 25% more damage.<br/>
+
{{Pro}}25% damage bonus.<br/>
{{Pro}}When picking up [[health packs]], 50% extra health is given on wearer.<br/>
+
{{Pro}}50% more healing from map health sources (healthpacks).<br/>
{{Con}}When receiving health from other sources, such as a [[Dispenser]] or [[Medi Gun]], 75% less health is given on wearer.<br/>
+
{{Con}}75% less healing from medic sources.<br/>
 
|
 
|
 
{{Info}}No changes.<br/>
 
{{Info}}No changes.<br/>
Line 1,118: Line 1,125:
 
'''[[Neon Annihilator]]'''
 
'''[[Neon Annihilator]]'''
 
|
 
|
{{Pro}}100% critical hit vs wet players.<br/>
+
{{Pro}}Guaranteed critical hits against [[Soaked|wet]] players.<br/>
 
{{Pro}}Able to remove [[Electro Sapper]]s (in two hits).<br/>
 
{{Pro}}Able to remove [[Electro Sapper]]s (in two hits).<br/>
{{Con}}-20% damage penalty vs. players.<br/>
+
{{Con}}20% damage penalty against players.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
 
|
 
|
Line 1,129: Line 1,136:
 
'''[[Third Degree]]'''
 
'''[[Third Degree]]'''
 
|
 
|
{{Pro}}Damage transfers to all players connected by Medic beams.
+
{{Pro}}Damage transfers to all players connected via Medic beams.
 
|
 
|
 
{{Info}}No changes.<br/>
 
{{Info}}No changes.<br/>
Line 1,145: Line 1,152:
 
'''[[Axtinguisher]]'''
 
'''[[Axtinguisher]]'''
 
|
 
|
{{Pro}}Mini-crits burning targets and extinguishes them.<br/>
+
{{Pro}}Guaranteed mini-crits on burning targets.<br/>
 
{{Pro}}Damage increases based on remaining duration of afterburn.<br/>
 
{{Pro}}Damage increases based on remaining duration of afterburn.<br/>
{{Pro}}Killing blows on burning players grant a speed boost.<br/>
+
{{Pro}}Killing blows on burning players guarantee a speed boost. <br/>
{{Con}}-33% damage penalty.<br/>
+
{{Con}}33% damage penalty.<br/>
 +
{{Con}}35% slower deploy speed.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
{{Con}}35% slower switch-from speed.<br/>
+
{{Con}}Hitting burning targets extinguishes them.
 
|
 
|
 
{{Info}}No changes.<br/>
 
{{Info}}No changes.<br/>
Line 1,158: Line 1,166:
 
'''[[Powerjack]]'''
 
'''[[Powerjack]]'''
 
|
 
|
{{Pro}}On kill: restores 25 health points.<br/>
+
{{Pro}}On kill: restores up to +25 health points.<br/>
{{Pro}}+15% faster move speed on wearer when active.<br/>
+
{{Pro}}When weapon in active: 15% faster movement speed on wearer.<br/>
{{Con}}Raises damage vulnerability by 20% when active.<br/>
+
{{Con}}When weapon ins active: raises damage vulnerability by 20%.<br/>
 
|
 
|
{{Pro}}On kill: restores 25 health points.<br/>
+
{{Pro}}On kill: restores up to +25 health points.<br/>
{{Pro}}+5% faster move speed on wearer when active.<br/>
+
{{Pro}}When weapon in active: 5% faster movement speed on wearer.<br/>
{{Con}}Raises damage vulnerability by 40% when active.<br/>
+
{{Con}}When weapon ins active: raises damage vulnerability by 40%.<br/>
 
|-
 
|-
 
|}
 
|}
Line 1,182: Line 1,190:
 
{{Neutral}}Stock weapon.<br>
 
{{Neutral}}Stock weapon.<br>
 
|
 
|
{{Pro}}25% faster reload time.<br>
 
 
{{Pro}}210% damage bonus.<br>
 
{{Pro}}210% damage bonus.<br>
 +
{{Pro}}25% shorter reload time.<br>
 
{{Con}}55% damage penalty '''against players'''.<br>
 
{{Con}}55% damage penalty '''against players'''.<br>
 
|-
 
|-
Line 1,190: Line 1,198:
 
'''[[Loch-n-Load]]'''
 
'''[[Loch-n-Load]]'''
 
|
 
|
{{Pro}} Deals 20% more damage vs buildings.<br>
+
{{Pro}}20% damage bonus against buildings.<br>
{{Pro}} Has 25% faster grenade travel speed.<br>
+
{{Pro}}25% faster projectile speed.<br>
{{Pro}} Grenades do not tumble when fired.<br>
+
{{Pro}}Grenades do not tumble when fired.<br>
{{Con}} -25% less clip size.<br>
+
{{Con}}25% smaller clip size.<br>
{{Con}} -25% less explosion radius.<br>
+
{{Con}}25% smaller splash damage radius.<br>
{{Con}} Launched bombs shatter on surfaces.<br>
+
{{Con}}Launched bombs shatter on surfaces.<br>
 
|
 
|
 +
{{Pro}}150% damage bonus.<br>
 +
{{Pro}}50% faster projectile speed.<br>
 
{{Pro}}75% faster firing speed.<br>
 
{{Pro}}75% faster firing speed.<br>
{{Pro}}Has 50% faster grenade travel speed.<br>
+
{{Pro}}25% faster weapon deploy and holster speed.<br>
{{Pro}}25% faster weapon switch to and switch from speed.<br>
+
{{Con}}25% smaller clip size.<br>
{{Pro}}150% damage bonus.<br>
 
 
{{Con}}75% smaller splash damage radius.<br>
 
{{Con}}75% smaller splash damage radius.<br>
{{Con}}25% slower reload speed.<br>
+
{{Con}}25% shorter reload time.<br>
{{Con}} -25% smaller clip size.<br>
 
 
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Ali Baba's Wee Booties.png|135px]]<br>
 
| align="center" | [[File:Backpack Ali Baba's Wee Booties.png|135px]]<br>
Line 1,210: Line 1,217:
 
'''[[Ali Baba's Wee Booties]]'''
 
'''[[Ali Baba's Wee Booties]]'''
 
|
 
|
{{Pro}} Increases maximum health by 25.<br>
+
{{Pro}}+25 max health on wearer.<br>
{{Pro}} Increases turning speed while charging by 200%.<br>
+
{{Pro}}Increases turning speed while charging by 200%.<br>
{{Pro}} Melee kills refill 25% of your charge meter.<br>
+
{{Pro}}Melee kills refill 25% of your charge meter.<br>
{{Pro}} +10% faster move speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.<br>
+
{{Pro}}10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.<br>
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
+
{{Neutral}}Grants its abilities passively, does not need to be selected.<br>
 
|
 
|
 
{{c|No|Weapon is banned.}}<br>
 
{{c|No|Weapon is banned.}}<br>
Line 1,222: Line 1,229:
 
'''[[Loose Cannon]]'''
 
'''[[Loose Cannon]]'''
 
|
 
|
{{Neutral}} Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br>
+
{{Neutral}}Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br>
{{Neutral}} Holding down the fire key for too long will cause a misfire.<br>
+
{{Neutral}}Holding down the fire key for too long will cause a misfire.<br>
{{Pro}} Cannonballs push players back on impact.<br>
+
{{Pro}}Cannonballs push players back on impact.<br>
{{Pro}} +20% faster projectile speed.<br>
+
{{Pro}}20% faster projectile speed.<br>
{{Pro}} Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.<br>
+
{{Pro}}Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.<br>
{{Con}} Cannonballs do not explode on impact.<br>
+
{{Con}}Cannonballs do not explode on impact.<br>
{{Con}} Cannonballs must be charged for at least 0.10 seconds for Double-Donks.<br>
+
{{Con}}Cannonballs must be charged for at least 0.10 seconds for Double-Donks.<br>
 
|
 
|
{{Neutral}} Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br>
+
{{Neutral}}Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br>
 +
{{Pro}}520% damage bonus.<br>
 +
{{Pro}}25% larger splash damage radius.<br>
 +
{{Pro}}50% faster projectile speed.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
 
{{Pro}}Applies a strong downwards force on hit.<br>
{{Pro}}25% larger splash damage radius.<br>
 
{{Pro}}Has 50% faster grenade travel speed.<br>
 
{{Pro}}520% damage bonus.<br>
 
 
{{Con}}40% damage penalty '''against players'''.<br>
 
{{Con}}40% damage penalty '''against players'''.<br>
 +
{{Con}}25% longer reload time.<br>
 
{{Con}}65% slower firing speed.<br>
 
{{Con}}65% slower firing speed.<br>
{{Con}}25% slower reload time.<br>
+
{{Con}}100% more self-damage from blast jumping.<br>
{{Con}}100% explosion self-damage vulnerability on user.<br>
+
{{Con}}Disabled self-knockback.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Iron Bomber.png|135px]]<br>
 
| align="center" | [[File:Backpack Iron Bomber.png|135px]]<br>
Line 1,244: Line 1,252:
 
'''[[Iron Bomber]]'''
 
'''[[Iron Bomber]]'''
 
|
 
|
{{Pro}} Grenades have very little bounce and roll.<br>
+
{{Pro}}Grenades have very little bounce and roll.<br>
{{Pro}} Grenades explode 30% faster.<br>
+
{{Pro}}30% faster fuse time on grenades<br>
{{Con}} -15% explosion radius.<br>
+
{{Con}}15% smaller splash damage radius.<br>
 
|
 
|
 
{{Pro}} Grenades have very little bounce and roll.<br>
 
{{Pro}} Grenades have very little bounce and roll.<br>
{{Pro}} Grenades explode 30% faster.<br>
 
{{Pro}}25% faster reload time.<br>
 
 
{{Pro}}210% damage bonus.<br>
 
{{Pro}}210% damage bonus.<br>
 +
{{Pro}}25% shorter reload time.<br>
 +
{{Pro}}30% faster fuse time on grenades<br>
 
{{Con}}55% damage penalty '''against players'''.<br>
 
{{Con}}55% damage penalty '''against players'''.<br>
{{Con}} -15% explosion radius.<br>
+
{{Con}}15% smaller splash damage radius.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack B.A.S.E. Jumper.png|135px]]<br>
 
| align="center" | [[File:Backpack B.A.S.E. Jumper.png|135px]]<br>
Line 1,271: Line 1,279:
 
{{Neutral}}Stock weapon.<br>
 
{{Neutral}}Stock weapon.<br>
 
|
 
|
{{Pro}}25 Max health on wearer.<br>
+
{{Pro}}+25 max health on wearer.<br>
{{Pro}}25% Faster reload time.<br>
+
{{Pro}}25% damage bonus.<br>
{{Pro}}25% Damage bonus.<br>
+
{{Pro}}Up to 100% damage bonus based on charge.<br>
{{Pro}}Up to +100% damage based on charge.<br>
+
{{Pro}}25% shorter reload time.<br>
{{Pro}}On hit: Stun zombies for 3 seconds.<br>
+
{{Pro}}On hit: 100% chance to stun zombies for 3 seconds.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}No knockback.<br>
 
{{Con}}No knockback.<br>
Line 1,285: Line 1,293:
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} +50% resistance to fire damage.<br>
+
{{Pro}} Lowers fire damage vulnerability by 50%.<br>
{{Pro}} +30% resistance to explosive damage.<br>
+
{{Pro}} Lowers explosive damage vulnerability by 30%.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
Line 1,293: Line 1,301:
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} +50% resistance to fire damage.<br>
+
{{Pro}} Lowers fire damage vulnerability by 50%.<br>
{{Pro}} +30% resistance to explosive damage.<br>
+
{{Pro}} Lowers explosive damage vulnerability by 30%.<br>
 
{{Pro}} Grants its abilities passively, does not need to be selected.<br>
 
{{Pro}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
Line 1,305: Line 1,313:
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} +20% resistance to fire damage.<br>
+
{{Pro}} 70% charge impact damage bonus.<br>
{{Pro}} +20% resistance to explosive damage.<br>
+
{{Pro}} 50% increase in charge recharge rate.<br>
{{Pro}} +70% more charge impact damage.<br>
+
{{Pro}} Lowes fire damage vulnerability by 20%.<br>
{{Pro}} +50% charge recharge rate.<br>
+
{{Pro}} Lowes explosive damage vulnerability by 20%.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
Line 1,315: Line 1,323:
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} +15% resistance to fire damage.<br>
+
{{Pro}} 70% charge impact damage bonus.<br>
{{Pro}} +15% resistance to explosive damage.<br>
+
{{Pro}} 50% increase in charge recharge rate.<br>
{{Pro}}Full turning control while charging.<br>
+
{{Pro}} Lowes fire damage vulnerability by 20%.<br>
 +
{{Pro}} Lowes explosive damage vulnerability by 20%.<br>
 +
{{Pro}} Full turning control while charging.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
{{Pro}} +70% more charge impact damage.<br>
 
{{Pro}} +50% charge recharge rate.<br>
 
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Grants its abilities passively, does not need to be selected.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
 
{{Neutral}} Does not grant resistance to self-inflicted damage.<br>
Line 1,330: Line 1,338:
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Neutral}} Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} +15% resistance to fire damage.<br>
+
{{Pro}} Lowes fire damage vulnerability by 15%.<br>
{{Pro}} +15% resistance to explosive damage.<br>
+
{{Pro}} Lowes explosive damage vulnerability by 15%.<br>
 
{{Pro}} Full turning control while charging.<br>
 
{{Pro}} Full turning control while charging.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
Line 1,341: Line 1,349:
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}}When hit: Consumes entire charge meter and applies 1 second of invulnerability.<br>
 
{{Pro}} Charging removes debuffs.<br>
 
{{Pro}} Charging removes debuffs.<br>
{{Pro}} Charging removes debuffs.<br>
+
{{Pro}} Lowes fire damage vulnerability by 15%.<br>
{{Pro}} +15% resistance to fire damage.<br>
+
{{Pro}} Lowes explosive damage vulnerability by 15%.<br>
{{Pro}} +15% resistance to explosive damage.<br>
 
 
{{Pro}} Full turning control while charging.<br>
 
{{Pro}} Full turning control while charging.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
 
{{Pro}} Melee kills refill 75% of charge meter.<br>
Line 1,354: Line 1,361:
 
'''[[Sticky Jumper]]'''
 
'''[[Sticky Jumper]]'''
 
|
 
|
{{Pro}} +200% max secondary ammo.(max is 72).<br>
+
{{Pro}} 200% larger secondary ammo size.(max is 72).<br>
 
{{Pro}} No self inflicted blast damage taken.<br>
 
{{Pro}} No self inflicted blast damage taken.<br>
{{Con}} -100% damage penalty.<br>
+
{{Con}}100% damage penalty.<br>
{{Con}} Unable to carry the intelligence and the PASS Time JACK.<br>
+
{{Con}}Unable to carry the intelligence and the PASS Time JACK.<br>
{{Con}} -6 stickybombs out.(max is 2)<br>
+
{{Con}}75% less total stickybombs out.(max is 2)<br>
 
{{Neutral}} No random critical hits (purely cosmetic, as they don't inflict any damage either).<br>
 
{{Neutral}} No random critical hits (purely cosmetic, as they don't inflict any damage either).<br>
 
|
 
|
 +
{{Pro}}275% damage bonus.<br>
 +
{{Pro}}Up to 220% damage bonus based on charge.<br>
 
{{Pro}}25% larger splash damage radius.<br>
 
{{Pro}}25% larger splash damage radius.<br>
{{Pro}}275% damage bonus.<br>
+
{{Pro}}On hit: 100% chance to stun zombies for 3 seconds.<br>
{{Pro}}Up to +220% damage based on charge.<br>
+
{{Con}}90% smaller clip size.<br>
{{Pro}}On hit: Stun zombies for 3 seconds.<br>
 
{{Con}} -2 stickybombs out.(max is 6)<br>
 
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 +
{{Con}}37% longer reload time.<br>
 
{{Con}}315% slower firing speed.<br>
 
{{Con}}315% slower firing speed.<br>
{{Con}}When active: 20% slower move speed on wearer.<br>
+
{{Con}}+1.15 sec slower bomb arm time.<br>
{{Con}}37% slower reload time.<br>
+
{{Con}}150% slower weapon deploy and holster speed.<br>
{{Con}}150% slower weapon switch to and switch from speed.<br>
+
{{Con}}When weapon is active: 20% slower movement speed on wearer.<br>
{{Con}}1.15 sec slower bomb arm time.<br>
+
{{Con}}200% more self-damage from blast jumping.<br>
{{Con}}200% explosion self-damage vulnerability on user.<br>
+
{{Con}}25% less total stickybombs out.(max is 6)<br>
 
{{Con}}No knockback.<br>
 
{{Con}}No knockback.<br>
 
|-
 
|-
Line 1,380: Line 1,388:
 
|
 
|
 
{{Neutral}} Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.<br>
 
{{Neutral}} Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.<br>
{{Pro}} Can destroy enemy stickies.<br>
+
{{Pro}} On detonation stickies destroys enemy stickybombs.<br>
{{Pro}} +6 more stickybombs out at once (max is 14).<br>
+
{{Pro}} 75% more total stickybombs out at once (max is 14).<br>
{{Pro}} +50% more ammo carried (max is 36).<br>
+
{{Pro}} 50% larger secondary ammo size (max is 36).<br>
{{Pro}} +25% faster firing speed.<br>
+
{{Pro}} 25% faster firing speed.<br>
{{Con}} Stickybombs have 0.8 second longer priming time.<br>
+
{{Con}} +0.8 sec slower bomb arm time.
 
|
 
|
{{Neutral}}Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
+
{{Neutral}}Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.<br>
{{Pro}}25 Max health on wearer.<br>
+
{{Pro}}+25 max health on wearer.<br>
{{Pro}}25% Faster reload time.<br>
+
{{Pro}}25% damage bonus.<br>
{{Pro}}25% Damage bonus.<br>
+
{{Pro}}Up to 100% damage bonus based on charge.<br>
{{Pro}}Up to +100% damage based on charge.<br>
+
{{Pro}}25% shorter reload time.<br>
{{Pro}}On hit: Stun zombies for 3 seconds.<br>
+
{{Pro}}On hit: 100% chance to stun zombies for 3 seconds.<br>
{{Pro}} +2 more stickybombs out at once (max is 10).<br>
+
{{Pro}}25% more total stickybombs out at once (max is 10).<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
{{Con}} Stickybombs have 0.8 second longer priming time.<br>
+
{{Con}}+0.8 sec slower bomb arm time.<br>
 
{{Con}}No knockback.
 
{{Con}}No knockback.
 
|-
 
|-
Line 1,401: Line 1,409:
 
'''[[Quickiebomb Launcher]]'''
 
'''[[Quickiebomb Launcher]]'''
 
|
 
|
{{Pro}} Able to destroy enemy stickybombs.<br>
+
{{Pro}} Up to 35% damage bonus based on charge.<br>
 +
{{Pro}} 70% faster charge rate<br>
 
{{Pro}} -0.2 sec faster bomb arm time.<br>
 
{{Pro}} -0.2 sec faster bomb arm time.<br>
{{Pro}} Max charge time decreased by 70%.<br>
+
{{Pro}} On detonation stickies destroys enemy stickybombs.<br>
{{Pro}} Up to +35% damage based on charge.<br>
+
{{Con}} 50% smaller clip size.<br>
{{Con}} -15% damage penalty.<br>
+
{{Con}} 15% damage penalty.<br>
{{Con}} -50% clip size.<br>
 
 
|
 
|
{{Pro}}25 Max health on wearer.<br>
+
{{Pro}}+25 max health on wearer.<br>
 +
{{Pro}}5% Damage bonus.<br>
 +
{{Pro}}Up to 170% damage bonus based on charge.<br>
 +
{{Pro}}25% shorter reload time.<br>
 
{{Pro}}40% faster firing speed.<br>
 
{{Pro}}40% faster firing speed.<br>
{{Pro}}25% Faster reload time.<br>
+
{{Pro}}70% faster charge rate<br>
{{Pro}}5% Damage bonus.<br>
+
{{Pro}} -0.2 sec faster bomb arm time.<br>
{{Pro}} Max charge time decreased by 70%.<br>
+
{{Pro}}On hit: 100% chance to stun zombies for 3 seconds.<br>
{{Pro}}Up to +170% damage based on charge.<br>
 
{{Pro}} -0.2 sec faster bomb arm time.
 
{{Pro}}On hit: Stun zombies for 3 seconds.<br>
 
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}No knockback.<br>
 
{{Con}}No knockback.<br>
Line 1,433: Line 1,441:
 
'''[[Scotsman's Skullcutter]]'''
 
'''[[Scotsman's Skullcutter]]'''
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
{{Pro}} Deals 20% more damage.<br>
+
{{Pro}} 20% damage bonus.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
{{Con}} Lowers speed by 15% when active.<br>
+
{{Con}} 15% slower movement speed on wearer.<br>
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Neutral}}No changes.<br>
{{Pro}} Deals 20% more damage.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} Lowers speed by 15% when active.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Eyelander.png|135px]]<br>
 
| align="center" | [[File:Backpack Eyelander.png|135px]]<br>
Line 1,447: Line 1,452:
 
'''[[Eyelander]]'''
 
'''[[Eyelander]]'''
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
{{Pro}} Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of 4 times.<br>
+
{{Pro}} Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (+15) to a maximum of 4 times.<br>
 
{{Pro}} If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.<br>
 
{{Pro}} If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.<br>
 
{{Pro}} If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).<br>
 
{{Pro}} If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).<br>
 
{{Con}} Upon death: heads, and their bonuses, reset.<br>
 
{{Con}} Upon death: heads, and their bonuses, reset.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
{{Con}} Lowers maximum health by 25 points.<br>
+
{{Con}} -25 max health on wearer.<br>
 
{{Con}} No random Critical hits.<br>
 
{{Con}} No random Critical hits.<br>
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
{{Con}} Lowers maximum health by 25 points.<br>
+
{{Con}} -25 max health on wearer.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Half-Zatoichi.png|135px]]<br>
 
| align="center" | [[File:Backpack Half-Zatoichi.png|135px]]<br>
Line 1,464: Line 1,469:
 
'''[[Half-Zatoichi]]'''
 
'''[[Half-Zatoichi]]'''
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
{{Pro}} On kill: heals you 50% base health.<br>
+
{{Pro}} On kill: gain up to 50% base health.<br>
 +
{{Pro}} Restored health can overheal.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
Line 1,471: Line 1,477:
 
{{Neutral}} A single successful hit will kill an enemy wielding the same weapon.<br>
 
{{Neutral}} A single successful hit will kill an enemy wielding the same weapon.<br>
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.<br>
 
{{Con}} This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.<br>
Line 1,481: Line 1,487:
 
|
 
|
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
 
{{Pro}} Increases user's capture rate by 1 for points and carts.<br>
{{Con}} Raises bullet vulnerability by 10%.<br>
+
{{Con}} Raises bullet damage vulnerability by 10%.<br>
 
|
 
|
When active:<br>
+
{{Neutral}}When weapon is active:<br>
:{{Pro}}10% faster movement speed.<br>
+
:{{Pro}}10% faster movement speed on wearer.<br>
:{{Con}}Raised damage vulnerability by 20%.<br>
+
:{{Con}}Raises damage vulnerability by 20%.<br>
{{Con}} Raises bullet vulnerability by 10%.<br>
+
{{Con}} Raises bullet damage vulnerability by 10%.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Ullapool Caber.png|135px]]<br>
 
| align="center" | [[File:Backpack Ullapool Caber.png|135px]]<br>
Line 1,495: Line 1,501:
 
{{Con}} Deals only melee damage if the head is destroyed.<br>
 
{{Con}} Deals only melee damage if the head is destroyed.<br>
 
{{Con}}15% damage penalty.<br>
 
{{Con}}15% damage penalty.<br>
{{Con}} 20% attack speed penalty.<br>
+
{{Con}} 20% slower swing speed.<br>
 
{{Con}} No random Critical hits.<br>
 
{{Con}} No random Critical hits.<br>
{{Con}} 100% slower switch-to speed.<br>
+
{{Con}} 100% slower deploy speed.<br>
 
|
 
|
{{Con}} 20% attack speed penalty.<br>
+
{{Con}} 20% slower swing speed.<br>
{{Con}} 100% slower switch-to speed.<br>
+
{{Con}} 100% slower deploy speed.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Claidheamh Mòr.png|135px]]<br>
 
| align="center" | [[File:Backpack Claidheamh Mòr.png|135px]]<br>
Line 1,506: Line 1,512:
 
'''[[Claidheamh Mòr]]'''
 
'''[[Claidheamh Mòr]]'''
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
 
{{Pro}} Melee kills refill 25% of your charge meter.<br>
 
{{Pro}} Melee kills refill 25% of your charge meter.<br>
{{Pro}} 0.5 sec increase in charge duration.<br>
+
{{Pro}} +0.5 sec increase in charge duration.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} No random Critical hits.<br>
 
{{Con}} No random Critical hits.<br>
{{Con}} +15% damage vulnerability while active.<br>
+
{{Con}} Raises damage vulnerability by 15%<br>
 
|
 
|
 
{{Pro}} Has 50% longer melee range.<br>
 
{{Pro}} Has 50% longer melee range.<br>
Line 1,517: Line 1,523:
 
{{Pro}} 0.5 sec increase in charge duration.<br>
 
{{Pro}} 0.5 sec increase in charge duration.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
{{Con}} +15% damage vulnerability while active.<br>
+
{{Con}} Raises damage vulnerability by 15%<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Persian Persuader.png|135px]]<br>
 
| align="center" | [[File:Backpack Persian Persuader.png|135px]]<br>
Line 1,523: Line 1,529:
 
'''[[Persian Persuader]]'''
 
'''[[Persian Persuader]]'''
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
 
{{Pro}} Ammo can recharge charge.<br>
 
{{Pro}} Ammo can recharge charge.<br>
{{Pro}} On Hit: +20% charge refilled.<br>
+
{{Pro}} Melee hits refill 20% of your charge meter.<br>
 
{{Con}} No random critical hits.<br>
 
{{Con}} No random critical hits.<br>
{{Con}} -80% max primary & secondary ammo.<br>
+
{{Pro}} 80% smaller secondary ammo size.<br>
 
{{Con}} Cannot refill ammo from ammo boxes unless charge meter is full.<br>
 
{{Con}} Cannot refill ammo from ammo boxes unless charge meter is full.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
|
 
|
{{Pro}} Has 50% longer melee range.<br>
+
{{Pro}} 50% longer melee range.<br>
{{Con}} -80% max primary & secondary ammo.<br>
+
{{Pro}} 80% smaller secondary ammo size.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
{{Con}} 75% slower deploy and holster time.<br>
 
|}
 
|}
Line 1,554: Line 1,560:
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
{{Con}}6.5% damage penalty.<br>
+
{{Con}}30% damage penalty.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Natascha.png|135px]]<br>
 
| align="center" | [[File:Backpack Natascha.png|135px]]<br>
Line 1,563: Line 1,569:
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
{{Pro}}On hit: slows down enemy players.<br />
+
{{Pro}}On hit: 100% chance to slow down enemy players.<br />
 
:{{Info}}[[Slowdown]]-on-hit effect is reduced over distance.<br>
 
:{{Info}}[[Slowdown]]-on-hit effect is reduced over distance.<br>
{{Pro}}+20% damage resistance when spun up and health is less than 50% of max.<br />
+
{{Pro}}Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.<br />
{{Con}}Deals 25% less damage.<br />
+
{{Con}}25% damage penalty.<br />
 
{{Con}}30% longer spin-up time.<br />
 
{{Con}}30% longer spin-up time.<br />
 
|
 
|
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Fires 6 bullets per unit of ammo used.<br />
 
{{Info}}Fires 6 bullets per unit of ammo used.<br />
 +
{{Pro}}50% more bullets per shot.<br>
 
{{Pro}}25% faster firing speed.<br>
 
{{Pro}}25% faster firing speed.<br>
{{Pro}}50% more bullets per shot.<br>
+
{{Pro}}Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.<br />
{{Pro}}20% damage resistance when below spun up and health is less than 50% of max.<br>
+
{{Con}}19% damage penalty.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}25% damage penalty '''against players'''.<br>
{{Con}}60% damage penalty.<br>
 
{{Con}}25% less accurate.<br>
 
 
{{Con}}30% slower spin up time.<br>
 
{{Con}}30% slower spin up time.<br>
 
+
{{Con}}25% wider bullet spread.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Brass Beast.png|135px]]<br>
 
| align="center" | [[File:Backpack Brass Beast.png|135px]]<br>
Line 1,586: Line 1,591:
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
{{Pro}}+20% damage bonus.<br />
+
{{Pro}}20% damage bonus.<br />
{{Pro}}20% damage resistance when spun up and health is less than 50% of max.<br />
+
{{Pro}}Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.<br />
 
{{Con}}50% slower spin up time.<br />
 
{{Con}}50% slower spin up time.<br />
{{Con}}60% slower move speed when deployed.<br />
+
{{Con}}60% slower movement speed when spun-up.<br />
 
|
 
|
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Secondary fire spins-up the barrel without firing.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Pro}}10% faster firing speed.<br>
 
{{Pro}}10% faster firing speed.<br>
{{Pro}}33% damage resistance when spun up and health is less than 50% of max.<br>
+
{{Pro}}Lowers damage vulnerability by 33% when spun up and health is less than 50% of max.<br />
{{Pro}}25% damage bonus against players.<br>
+
{{Con}}29% damage penalty.<br>
{{Con}}5% damage penalty.<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}50% slower spin up time.<br>
 
{{Con}}50% slower spin up time.<br>
{{Con}}60% slower move speed when deployed.<br>
+
{{Con}}60% slower move speed when spun-up.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Tomislav.png|135px]]<br>
 
| align="center" | [[File:Backpack Tomislav.png|135px]]<br>
Line 1,607: Line 1,612:
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Pro}}20% faster spin up time.<br />
 
{{Pro}}20% faster spin up time.<br />
{{Pro}}20% more accurate.<br />
+
{{Pro}}20% tighter bullet spread.<br />
 
{{Pro}}Silent Killer: No spin-up sound.<br />
 
{{Pro}}Silent Killer: No spin-up sound.<br />
 
{{Con}}20% slower firing speed.<br />
 
{{Con}}20% slower firing speed.<br />
Line 1,615: Line 1,620:
 
{{Pro}}Silent Killer: No spin-up sound.<br />
 
{{Pro}}Silent Killer: No spin-up sound.<br />
 
{{Pro}}60% faster spin up time.<br>
 
{{Pro}}60% faster spin up time.<br>
{{Pro}}50% more accurate.<br>
+
{{Pro}}50% tighter bullet spread.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Con}}30% damage penalty.<br>
{{Con}}7% damage penalty.<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
 
{{Con}}20% slower firing speed.<br>
 
{{Con}}20% slower firing speed.<br>
 
|-
 
|-
Line 1,627: Line 1,632:
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Info}}Fires 4 bullets per unit of ammo used.<br />
 
{{Pro}}Create a ring of flames while spun up.<br />
 
{{Pro}}Create a ring of flames while spun up.<br />
{{Pro}}25% more damage against burning players.<br />
+
{{Pro}}25% damage bonus against burning players.<br />
{{Con}}Deals 10% less damage.<br />
+
{{Con}}10% damage penalty.<br />
 
{{Con}}Consumes an additional 4 ammo per second while spun up.<br />
 
{{Con}}Consumes an additional 4 ammo per second while spun up.<br />
 
|
 
|
Line 1,634: Line 1,639:
 
{{Info}}Fires 8 bullets per unit of ammo used.<br />
 
{{Info}}Fires 8 bullets per unit of ammo used.<br />
 
{{Pro}}Create a ring of flames while spun up.<br />
 
{{Pro}}Create a ring of flames while spun up.<br />
 +
{{Pro}}25% damage bonus against burning players.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}50% faster firing speed.<br>
{{Pro}}25% damage bonus against burning players.<br>
 
{{Pro}}100% more bullets per shot.<br>
 
 
{{Pro}}60% faster spin up time.<br>
 
{{Pro}}60% faster spin up time.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Con}}75% damage penalty.<br>
{{Con}}66 damage penalty.<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
{{Con}}50% less accurate.<br>
+
{{Con}}50% wider bullet spread.<br>
 
{{Con}}Cannot collect ammo from dispensers while active.<br>
 
{{Con}}Cannot collect ammo from dispensers while active.<br>
 
|-
 
|-
Line 1,652: Line 1,656:
 
|
 
|
 
{{Pro}} 200% larger clip size.<br>
 
{{Pro}} 200% larger clip size.<br>
 +
{{Pro}} 20% damage bonus.<br>
 +
{{Pro}} 60% shorter reload time.<br>
 
{{Pro}} 60% faster firing speed.<br>
 
{{Pro}} 60% faster firing speed.<br>
{{Pro}} 60% faster reload time.<br>
 
{{Pro}} 20% damage bonus.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Sandvich.png|135px]]<br>
 
| align="center" | [[File:Backpack Sandvich.png|135px]]<br>
Line 1,666: Line 1,670:
 
{{Info}}If your health is full, collecting any health pickup will completely fill the recharge bar.<br/>
 
{{Info}}If your health is full, collecting any health pickup will completely fill the recharge bar.<br/>
 
|
 
|
{{Pro}}100% faster weapon switch to and switch from speed.<br>
+
{{Pro}}100% faster weapon deploy and holster speed.<br>
 
{{Info}}With primary fire or taunt key, restores 300 health over about 2 seconds.<br />
 
{{Info}}With primary fire or taunt key, restores 300 health over about 2 seconds.<br />
 
{{Info}}With secondary fire, throws it for another player to restore 50% health.<br />
 
{{Info}}With secondary fire, throws it for another player to restore 50% health.<br />
Line 1,680: Line 1,684:
 
'''[[Panic Attack]]'''
 
'''[[Panic Attack]]'''
 
|
 
|
{{Pro}}+50% bullets per shot.<br />
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}}+50% faster weapon deploy time.<br />
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}Fires a fixed shot pattern.<br />
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Con}}-20% damage penalty.<br />
+
{{Con}}20% damage penalty.<br>
{{Con}}Successive shots become less accurate.<br />
+
{{Con}}Successive shots become less accurate.<br>
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
{{Pro}}+50% bullets per shot.<br>
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}}50% faster weapon deploy time.<br>
+
{{Pro}}45% shorter reload time<br>
 
{{Pro}}80% faster firing speed<br>
 
{{Pro}}80% faster firing speed<br>
{{Pro}}45% faster reload time<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Pro}} Fires a fixed shot pattern.<br>
 
 
{{Con}}37% damage penalty<br>
 
{{Con}}37% damage penalty<br>
{{Con}}50% less accurate<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
 +
{{Con}}50% wider pellet spread.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
{{Con}} Successive shots become less accurate.<br>
 
|-
 
|-
Line 1,723: Line 1,727:
 
'''[[Family Business]]'''
 
'''[[Family Business]]'''
 
|
 
|
{{Pro}}33% largerclip size.<br />
+
{{Pro}}33% larger clip size.<br />
{{Pro}}15% increased attack speed.<br />
+
{{Pro}}15% faster firing speed.<br />
{{Con}}15% damage bonus.<br />
+
{{Con}}15% damage penalty.<br />
 
|
 
|
 
{{Pro}}300% larger clip size.<br>
 
{{Pro}}300% larger clip size.<br>
 +
{{Pro}}8% damage bonus.<br>
 +
{{Pro}}55% shorter reload time.<br>
 
{{Pro}}65% faster firing speed.<br>
 
{{Pro}}65% faster firing speed.<br>
{{Pro}}55% faster reload time.<br>
 
{{Pro}}7.5% damage bonus.<br>
 
 
{{Pro}}50% tighter pellet spread.<br>
 
{{Pro}}50% tighter pellet spread.<br>
 
|-
 
|-
Line 1,749: Line 1,753:
 
{{Info}}If your health is full, collecting any health pickup will completely fill the recharge bar.<br/>
 
{{Info}}If your health is full, collecting any health pickup will completely fill the recharge bar.<br/>
 
|
 
|
{{Pro}}100% faster weapon switch to and switch from speed.<br>
+
{{Pro}}100% faster weapon deploy and holster speed.<br>
 
{{Info}}With primary fire or taunt key, activate the effect after about 2 seconds.<br>
 
{{Info}}With primary fire or taunt key, activate the effect after about 2 seconds.<br>
 
{{Info}}While under effect:<br/>
 
{{Info}}While under effect:<br/>
Line 1,794: Line 1,798:
 
'''[[Killing Gloves of Boxing]]'''
 
'''[[Killing Gloves of Boxing]]'''
 
|
 
|
{{Pro}}On kill: grants 5 seconds of guaranteed [[Critical hits]] for all weapons.<br />
+
{{Pro}}On kill: guaranteed [[Critical hits]] on all weapons for 5 seconds.<br />
{{Con}}Has 20% slower swing rate.<br />
+
{{Con}}20% slower swing speed.<br />
 
|
 
|
 
{{Pro}}2% faster movement speed on wearer.<br>
 
{{Pro}}2% faster movement speed on wearer.<br>
{{Pro}}On kill: grants 5 seconds of guaranteed [[Critical hits]] for all weapons.<br />
+
{{Pro}}On kill: guaranteed [[Critical hits]] on all weapons for 5 seconds.<br />
{{Con}}Has 20% slower swing rate.<br />
+
{{Con}}20% slower swing speed.<br />
 
|-
 
|-
 
| align="center" | [[File:Backpack Gloves of Running Urgently.png|135px]]<br>
 
| align="center" | [[File:Backpack Gloves of Running Urgently.png|135px]]<br>
Line 1,805: Line 1,809:
 
'''[[Gloves of Running Urgently]]'''
 
'''[[Gloves of Running Urgently]]'''
 
|
 
|
{{Pro}}When active, grants 30% faster speed movement.<br />
+
{{Pro}}When weapon is active: 30% faster speed movement on wearer.<br />
{{Con}}-50% slower switch-from speed.<br />
+
{{Con}}50% slower holster speed.<br />
 
{{Con}}Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.<br />
 
{{Con}}Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.<br />
 
{{Info}}Maximum health is gradually recovered while this weapon is not active. <br />
 
{{Info}}Maximum health is gradually recovered while this weapon is not active. <br />
 
|
 
|
{{Pro}}When active, grants 20% faster speed movement.<br />
+
{{Pro}}When weapon is active: 20% faster speed movement on wearer.<br />
{{Con}}-50% slower switch-from speed.<br />
+
{{Con}}50% slower holster speed.<br />
 
{{Con}}10% slower movement speed on wearer.<br>
 
{{Con}}10% slower movement speed on wearer.<br>
 
{{Con}}Raised damage vulnerability by 50%.<br>
 
{{Con}}Raised damage vulnerability by 50%.<br>
Line 1,819: Line 1,823:
 
'''[[Warrior's Spirit]]'''
 
'''[[Warrior's Spirit]]'''
 
|
 
|
{{Pro}}+30% damage bonus.<br />
+
{{Pro}}30% damage bonus.<br />
 
{{Pro}}+50 health on kill.<br />
 
{{Pro}}+50 health on kill.<br />
{{Con}}+30% damage vulnerability while active.<br />
+
{{Con}}While weapon is active: raises damage vulnerability by 30%<br />
 
|
 
|
{{Pro}}+30% damage bonus.<br />
+
{{Pro}}30% damage bonus.<br />
 
{{Pro}}+50 health on kill.<br />
 
{{Pro}}+50 health on kill.<br />
 
{{Info}}When weapon is active:<br>
 
{{Info}}When weapon is active:<br>
:{{Pro}}Passively grants a health regeneration of +7 health per seconds.<br>
+
:{{Pro}}Up to +7 health regenerated per second passively.<br>
{{Con}}+30% damage vulnerability while active.<br />
+
:{{Con}}Raises damage vulnerability by 30%<br />
 
|-
 
|-
 
| align="center" | [[File:Backpack Fists of Steel.png|135px]]<br>
 
| align="center" | [[File:Backpack Fists of Steel.png|135px]]<br>
Line 1,833: Line 1,837:
 
'''[[Fists of Steel]]'''
 
'''[[Fists of Steel]]'''
 
|
 
|
{{Pro}}–40% damage from ranged sources while active.<br />
+
{{Pro}}While weapon is active: lowers ranged damage vulnerability by 40%<br />
{{Con}}+100% slower switch-from speed.<br />
+
{{Con}}100% slower holster speed.<br />
{{Con}}+100% damage vulnerability from melee sources while active.<br />
+
{{Con}}While weapon is active: raises melee damage vulnerability by 100%<br />
{{Con}}-40% maximum overheal on wearer.<br />
+
{{Con}}40% smaller maximum overheal on wearer.<br />
{{Con}}-40% health from healers on wearer.<br />
+
{{Con}}40% less healing from medic sources.<br />
 
|
 
|
 
{{Info}} No changes.
 
{{Info}} No changes.
Line 1,845: Line 1,849:
 
'''[[Eviction Notice]]'''
 
'''[[Eviction Notice]]'''
 
|
 
|
{{Pro}}+40% faster firing speed.<br />
+
{{Pro}}40% faster firing speed.<br />
{{Pro}}+15% faster move speed while active.<br />
+
{{Pro}}While weapon is active:15% faster movement speed.<br />
{{Pro}}Gain 3 second speed boost on hit.<br />
+
{{Pro}}On hit: gain a 3 second speed boost.<br />
 
{{Con}}60% damage penalty.<br />
 
{{Con}}60% damage penalty.<br />
 
{{Con}}Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.<br />
 
{{Con}}Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.<br />
 
{{Info}}Maximum health is gradually recovered while this weapon is not active. <br />
 
{{Info}}Maximum health is gradually recovered while this weapon is not active. <br />
 
|
 
|
{{Pro}}+8% faster movement speed on wearer.<br>
+
{{Pro}}8% faster movement speed on wearer.<br>
{{Pro}}+40% faster firing speed.<br />
+
{{Pro}}40% faster firing speed.<br />
 +
{{Con}}-100 max health.<br>
 
{{Con}}60% damage penalty.<br />
 
{{Con}}60% damage penalty.<br />
{{Con}}Lose 100 max health.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Holiday Punch.png|135px]]<br>
 
| align="center" | [[File:Backpack Holiday Punch.png|135px]]<br>
Line 1,883: Line 1,887:
 
{{Neutral}} Stock weapon.<br>
 
{{Neutral}} Stock weapon.<br>
 
|
 
|
{{Pro}}200% larger clip size.<br>
+
{{Pro}} 200% larger clip size.<br>
{{Pro}}60% faster firing speed.<br>
+
{{Pro}} 20% damage bonus.<br>
{{Pro}}60% faster reload time.<br>
+
{{Pro}} 60% shorter reload time.<br>
{{Pro}}20% damage bonus.<br>
+
{{Pro}} 60% faster firing speed.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Frontier Justice.png|135px]]<br>
 
| align="center" | [[File:Backpack Frontier Justice.png|135px]]<br>
Line 1,899: Line 1,903:
 
{{Con}}Revenge crits are lost on death.<br/>
 
{{Con}}Revenge crits are lost on death.<br/>
 
|
 
|
 +
{{Pro}}Stores 2 guaranteed critical shots for every Sentry Gun kill.<br />
 +
{{Pro}}Stores 1 guaranteed critical shot for every Sentry Gun kill assist.<br />
 +
{{Info}}Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.<br />
 
{{Pro}}50% larger clip size.<br />
 
{{Pro}}50% larger clip size.<br />
 
{{Pro}}100% damage bonus.<br>
 
{{Pro}}100% damage bonus.<br>
 +
{{Pro}}45% shorter reload time.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}50% faster firing speed.<br>
{{Pro}}45% faster reload time.<br>
 
{{Pro}}Stores 2 guaranteed critical shots for every Sentry Gun kill.<br />
 
{{Pro}}Stores 1 guaranteed critical shot for every Sentry Gun kill assist.<br />
 
{{Info}}Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.<br />
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Widowmaker.png|135px]]<br>
 
| align="center" | [[File:Backpack Widowmaker.png|135px]]<br>
Line 1,912: Line 1,916:
 
|
 
|
 
{{Pro}}On hit: damage dealt is returned as ammo.<br />
 
{{Pro}}On hit: damage dealt is returned as ammo.<br />
{{Pro}}+10% damage to the same target as your sentry.<br/>
+
{{Pro}}10% damage bonus to the same target as your sentry.<br/>
 
{{Pro}}No reload necessary.<br />
 
{{Pro}}No reload necessary.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Uses metal as ammo.<br />
Line 1,918: Line 1,922:
 
|
 
|
 
{{Pro}}On hit: damage dealt is returned as ammo.<br />
 
{{Pro}}On hit: damage dealt is returned as ammo.<br />
{{Pro}}+50% damage to the same target as your sentry.<br/>
+
{{Pro}}50% damage bonus to the same target as your sentry.<br/>
 
{{Pro}}40% faster firing speed.<br>
 
{{Pro}}40% faster firing speed.<br>
 
{{Pro}}35% tighter pellet spread.<br>
 
{{Pro}}35% tighter pellet spread.<br>
 
{{Pro}}No reload necessary.<br />
 
{{Pro}}No reload necessary.<br />
 +
{{Con}}20% damage penalty.<br>
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Per Shot: -50 metal.<br />
 
{{Con}}Per Shot: -50 metal.<br />
 
{{Con}}50% slower Sentry firing speed.<br>
 
{{Con}}50% slower Sentry firing speed.<br>
{{Con}}20% damage penalty.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
 
| align="center" | [[File:Backpack Panic Attack.png|135px]]<br>
Line 1,931: Line 1,935:
 
'''[[Panic Attack]]'''
 
'''[[Panic Attack]]'''
 
|
 
|
{{Pro}}+50% bullets per shot.<br />
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}}+50% faster weapon deploy time.<br />
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}Fires a fixed shot pattern.<br />
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Con}}-20% damage penalty.<br />
+
{{Con}}20% damage penalty.<br>
{{Con}}Successive shots become less accurate.<br />
+
{{Con}}Successive shots become less accurate.<br>
 
|
 
|
 
{{Pro}}200% larger clip size.<br>
 
{{Pro}}200% larger clip size.<br>
{{Pro}}+50% bullets per shot.<br>
+
{{Pro}}50% more pellets per shot.<br>
{{Pro}}50% faster weapon deploy time.<br>
+
{{Pro}}45% shorter reload time<br>
 
{{Pro}}80% faster firing speed<br>
 
{{Pro}}80% faster firing speed<br>
{{Pro}}45% faster reload time<br>
+
{{Pro}}50% faster deploy speed.<br>
{{Pro}}25% damage bonus '''against players'''.<br>
+
{{Pro}}Fires a fixed shot pattern.<br>
{{Pro}} Fires a fixed shot pattern.<br>
 
 
{{Con}}37% damage penalty<br>
 
{{Con}}37% damage penalty<br>
{{Con}}50% less accurate<br>
+
{{Con}}25% damage penalty '''against players'''.<br>
{{Con}} Successive shots become less accurate.<br>
+
{{Con}}50% wider pellet spread.<br>
 +
{{Con}}Successive shots become less accurate.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Pomson 6000.png|135px]]<br>
 
| align="center" | [[File:Backpack Pomson 6000.png|135px]]<br>
Line 1,953: Line 1,957:
 
|
 
|
 
{{Info}}Shoots an electric projectile instead of shotgun pellets.<br />
 
{{Info}}Shoots an electric projectile instead of shotgun pellets.<br />
{{Pro}}Projectile cannot be deflected or destroyed.
+
{{Pro}}Projectile cannot be deflected or destroyed.<br>
{{Pro}}Does not require ammo (replaced with an ammo meter).<br />
 
 
{{Pro}}On Hit: Victim loses up to 10% Medigun charge.<br />
 
{{Pro}}On Hit: Victim loses up to 10% Medigun charge.<br />
 
{{Pro}}On Hit: Victim loses up to 20% cloak.<br />
 
{{Pro}}On Hit: Victim loses up to 20% cloak.<br />
{{Con}}Deals only 20% damage to buildings.<br />
+
{{Pro}}Does not require ammo (replaced with an ammo meter).<br />
{{Con}}Has a 33% smaller clip size.<br />
+
{{Con}}33% smaller clip size.<br />
{{Con}}2% slower reload time.<br>
+
{{Con}}20% damage penalty against buildings.<br />
 +
{{Con}}2% longer reload time.<br>
 
|
 
|
 
{{Info}}Shoots an electric projectile instead of shotgun pellets.<br />
 
{{Info}}Shoots an electric projectile instead of shotgun pellets.<br />
 
{{Pro}}Projectile cannot be deflected or destroyed.<br>
 
{{Pro}}Projectile cannot be deflected or destroyed.<br>
{{Pro}}Does not require ammo (replaced with an ammo meter).<br />
 
 
{{Pro}}33% larger clip size.<br>
 
{{Pro}}33% larger clip size.<br>
 
{{Pro}}25% faster firing speed.<br>
 
{{Pro}}25% faster firing speed.<br>
 +
{{Pro}}On hit: 100% chance to slow down Zombies.<br>
 +
{{Pro}}Projectile penetrates players and damage enemies behind them.<br>
 +
{{Pro}}Does not require ammo (replaced with an ammo meter).<br />
 
{{Pro}}50% Sentry Gun damage bonus.<br>
 
{{Pro}}50% Sentry Gun damage bonus.<br>
{{Pro}}Projectile penetrates multiple players.<br>
+
{{Con}}Deals no damage against non-player characters.<br>
{{Pro}}On hit: slows down enemy players.<br>
+
{{Con}}2% longer reload time.<br>
{{Con}}100% damage penalty against '''non-player characters'''.<br>
 
{{Con}}2% slower reload time.<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack Rescue Ranger.png|135px]]<br>
 
| align="center" | [[File:Backpack Rescue Ranger.png|135px]]<br>
Line 1,979: Line 1,983:
 
{{Pro}}Fires a special bolt that can repair friendly buildings at the cost of metal.<br />
 
{{Pro}}Fires a special bolt that can repair friendly buildings at the cost of metal.<br />
 
{{Pro}}4-to-1 health-to-metal ratio when repairing buildings.<br />
 
{{Pro}}4-to-1 health-to-metal ratio when repairing buildings.<br />
{{Con}}-34% clip size.<br />
+
{{Con}}34% smaller clip size.<br />
{{Con}}-50% max primary ammo on wearer.<br />
+
{{Con}}50% smaller secondary ammo size.<br />
{{Con}}Self mark for death on building pick up, and a few seconds after redeployment.<br />
+
{{Con}}User takes mini-crits on building pick up, and a few seconds after redeployment.<br />
 
|
 
|
{{Pro}}66% larger clip size.<br>
 
 
{{Pro}}Alt-Fire: Use 80 metal to pick up buildings from long range.<br />
 
{{Pro}}Alt-Fire: Use 80 metal to pick up buildings from long range.<br />
 
{{Pro}}Fires a special bolt that can repair friendly buildings at the cost of metal.<br />
 
{{Pro}}Fires a special bolt that can repair friendly buildings at the cost of metal.<br />
 
{{Pro}}4-to-1 health-to-metal ratio when repairing buildings.<br />
 
{{Pro}}4-to-1 health-to-metal ratio when repairing buildings.<br />
 +
{{Pro}}66% larger clip size.<br>
 
{{Pro}}50% damage bonus.<br>
 
{{Pro}}50% damage bonus.<br>
 +
{{Pro}}40% shorter reload time.<br>
 
{{Pro}}50% faster firing speed.<br>
 
{{Pro}}50% faster firing speed.<br>
{{Pro}}40% faster reload time.<br>
+
{{Pro}}Projectile penetrates players and damage enemies behind them.<br>
 
{{Pro}}50% Sentry Gun damage bonus.<br>
 
{{Pro}}50% Sentry Gun damage bonus.<br>
{{Pro}}Projectile penetrates multiple players.<br>
+
{{Con}}User takes mini-crits on building pick up, and a few seconds after redeployment.<br />
{{Con}}Self mark for death on building pick up, and a few seconds after redeployment.<br />
+
{{Con}}Deals no damage against non-player characters.<br>
{{Con}}100% damage penalty against '''non-player characters'''.<br>
 
 
|-
 
|-
 
! colspan="5" class="header" | Engineer Secondaries
 
! colspan="5" class="header" | Engineer Secondaries
Line 2,004: Line 2,008:
 
|
 
|
 
{{Pro}}300% larger clip size.<br/>
 
{{Pro}}300% larger clip size.<br/>
{{Pro}}27.5% damage bonus.<br/>
+
{{Pro}}28% damage bonus.<br/>
 
{{Pro}}33% faster firing speed.<br/>
 
{{Pro}}33% faster firing speed.<br/>
{{Pro}}50% more accurate.<br/>
+
{{Pro}}50% tighter bullet spread.<br/>
{{Con}}50% slower reload time.<br/>
+
{{Con}}50% longer reload time.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Wrangler.png|135px]]<br>
 
| align="center" | [[File:Backpack Wrangler.png|135px]]<br>
Line 2,017: Line 2,021:
 
{{Pro}}The Sentry Gun gains a shield which blocks 66% of incoming damage.<br />
 
{{Pro}}The Sentry Gun gains a shield which blocks 66% of incoming damage.<br />
 
{{Con}}Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.<br />
 
{{Con}}Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.<br />
{{Con}}Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds.<br />
+
{{Con}}Upon switching to another weapon or Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.<br />
 
|
 
|
 
{{Info}}Enables manual control of own Sentry Gun.<br />
 
{{Info}}Enables manual control of own Sentry Gun.<br />
Line 2,023: Line 2,027:
 
{{Pro}}The Sentry Gun gains a shield which blocks 66% of incoming damage.<br />
 
{{Pro}}The Sentry Gun gains a shield which blocks 66% of incoming damage.<br />
 
{{Pro}}20% faster Sentry Gun firing speed.<br>
 
{{Pro}}20% faster Sentry Gun firing speed.<br>
{{Pro}}200% reduced sentry build speed.<br>
+
{{Pro}}200% faster Sentry Gun construction speed.<br>
{{Pro}}200% increased dispenser range.<br>
+
{{Pro}}200% larger Dispenser range.<br>
 
{{Con}}Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.<br />
 
{{Con}}Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.<br />
{{Con}}Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds.<br />
+
{{Con}}Upon switching to another weapon or the Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.<br />
 
|-
 
|-
 
| align="center" | [[File:Backpack Short Circuit.png|135px]]<br>
 
| align="center" | [[File:Backpack Short Circuit.png|135px]]<br>
Line 2,032: Line 2,036:
 
'''[[Short Circuit]]'''
 
'''[[Short Circuit]]'''
 
|
 
|
 +
{{Neutral}} Replaces the pistol with a device capable of firing rapid zaps of electricity.<br />
 
{{Pro}}No reload necessary.<br />
 
{{Pro}}No reload necessary.<br />
 +
{{Con}}Has limited range.<br />
 +
{{Con}}50% damage penalty.<br />
 +
{{Con}}93% damage penalty against buildings.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Per Shot: –5 metal.<br />
 
{{Con}}Per Shot: –5 metal.<br />
{{Con}}50% damage penalty.<br />
 
{{Con}}No random critical hits.<br />
 
 
{{Con}}Cannot pick up buildings when active.<br />
 
{{Con}}Cannot pick up buildings when active.<br />
 
{{Con}}Cannot be crit-boosted.<br />
 
{{Con}}Cannot be crit-boosted.<br />
{{Con}}-93% damage to enemy buildings.<br />
+
{{Con}}No random critical hits.<br />
{{Con}}Has limited range.<br />
 
 
{{Info}}Alt-Fire:  
 
{{Info}}Alt-Fire:  
 
:{{Pro}}Launches a projectile-consuming energy ball.
 
:{{Pro}}Launches a projectile-consuming energy ball.
 
:{{Con}}-65 metal per shot
 
:{{Con}}-65 metal per shot
 
|
 
|
 +
{{Neutral}} Replaces the pistol with a device capable of firing rapid zaps of electricity.<br />
 
{{Pro}}No reload necessary.<br />
 
{{Pro}}No reload necessary.<br />
 
{{Pro}}66% damage bonus.<br>
 
{{Pro}}66% damage bonus.<br>
 
{{Pro}}30% faster firing speed (primary fire only).<br>
 
{{Pro}}30% faster firing speed (primary fire only).<br>
 +
{{Con}}Has limited range.<br />
 +
{{Con}}93% damage penalty against buildings.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Uses metal as ammo.<br />
 
{{Con}}Per Shot: –5 metal.<br />
 
{{Con}}Per Shot: –5 metal.<br />
 
{{Con}}Cannot pick up buildings when active.<br />
 
{{Con}}Cannot pick up buildings when active.<br />
 
{{Con}}Cannot be crit-boosted.<br />
 
{{Con}}Cannot be crit-boosted.<br />
{{Con}}-93% damage to enemy buildings.<br />
 
{{Con}}Has limited range.<br />
 
 
{{Info}}Alt-Fire:  
 
{{Info}}Alt-Fire:  
 
:{{Pro}}Launches a projectile-consuming energy ball.
 
:{{Pro}}Launches a projectile-consuming energy ball.
:{{Pro}}On hit: slows down enemy players.
+
:{{Pro}}On hit: 100% chance to slow down enemy Zombies.
 
:{{Con}}-65 metal per shot
 
:{{Con}}-65 metal per shot
 
|-
 
|-
Line 2,066: Line 2,072:
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 
{{Neutral}}Stock weapon.<br>
 
{{Neutral}}Stock weapon.<br>
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
{{Pro}}10% Sentry Gun damage bonus.<br>
+
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
{{Pro}}+50% to Sentry Gun's max range.<br>
 
{{Pro}}150% increased dispenser range.<br>
 
{{Pro}}Sentry Guns start with full ammo assuming they were not hit during construction.<br>
 
{{Pro}}-20% metal cost when constructing buildings.<br>
 
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
:Compared to a level one Sentry:
::{{Pro}}Build speed increased by 150%.
+
::{{Pro}}150% faster Sentry Gun construction speed.
::{{Pro}}Metal cost is reduced by 23% (total cost of 80 metal).
+
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
::{{Pro}}+35% faster rotation.
+
::{{Pro}}50% faster Sentry Gun firing speed.
::{{Pro}}+50% faster firing speed.
+
::{{Pro}}35% faster Sentry Gun rotation.
::{{Con}}-33% health.
+
::{{Pro}}Sentry Gun starts construction at 50% health.
::{{Con}}-50% damage.
+
::{{Con}}33% less Sentry Gun health.
::{{Con}}Cannot be upgraded.
+
::{{Con}}50% Sentry Gun damage penalty.
{{Con}}Build speed decreased by 130%.<br>
+
::{{Con}}Sentry Gun cannot be upgraded.
 +
{{Pro}}20% lower building construction cost.<br>
 +
{{Pro}}20% Sentry Gun damage bonus.<br>
 +
{{Pro}}10% faster Sentry Gun firing speed.<br>
 +
{{Pro}}50% larger Sentry Gun target range.<br>
 +
{{Pro}}20% faster Dispenser construction speed.<br>
 +
{{Pro}}150% larger Dispenser range.<br>
 +
{{Con}}110% longer Sentry Gun construction speed.<br>
 +
{{Con}}Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.<br>
 +
{{Info}}Sentry Guns start with full ammo assuming they were not hit during construction.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Gunslinger.png|135px]]<br>
 
| align="center" | [[File:Backpack Gunslinger.png|135px]]<br>
Line 2,090: Line 2,102:
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
:Compared to a level one Sentry:
::{{Pro}}Build speed increased by 150%.
+
::{{Pro}}150% faster Sentry Gun construction speed.
::{{Pro}}Metal cost is reduced by 23% (total cost of 100 metal).
+
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
::{{Pro}}+35% faster rotation.
+
::{{Pro}}50% faster Sentry Gun firing speed.
::{{Pro}}+50% faster firing speed.
+
::{{Pro}}35% faster Sentry Gun rotation.
::{{Con}}-33% health.
+
::{{Pro}}Sentry Gun starts construction at 50% health.
::{{Con}}-50% damage.
+
::{{Con}}33% less Sentry Gun health.
::{{Con}}Cannot be upgraded.
+
::{{Con}}50% Sentry Gun damage penalty.
::{{Info}}For more information, go [[Combat Mini-Sentry Gun|here]].
+
::{{Con}}Sentry Gun cannot be upgraded.
{{Pro}}Increases maximum health by 25 points.<br />
+
{{Pro}}+25 max health on wearer.<br />
 
{{Pro}}Guarantees a Critical hit on a third consecutive punch.<br />
 
{{Pro}}Guarantees a Critical hit on a third consecutive punch.<br />
 
{{Con}}No random Critical hits.<br />
 
{{Con}}No random Critical hits.<br />
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
:Compared to a level one Sentry:
::{{Pro}}Build speed increased by 150%.
+
::{{Pro}}150% faster Sentry Gun construction speed.
::{{Pro}}Metal cost is reduced by 23% (total cost of 100 metal).
+
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
::{{Pro}}+35% faster rotation.
+
::{{Pro}}50% faster Sentry Gun firing speed.
::{{Pro}}+50% faster firing speed.
+
::{{Pro}}35% faster Sentry Gun rotation.
::{{Con}}-33% health.
+
::{{Pro}}Sentry Gun starts construction at 50% health.
::{{Con}}-50% damage.
+
::{{Con}}33% less Sentry Gun health.
::{{Con}}Cannot be upgraded.
+
::{{Con}}50% Sentry Gun damage penalty.
{{Pro}}Increases maximum health by 25 points.<br>
+
::{{Con}}Sentry Gun cannot be upgraded.
 +
{{Pro}}+25 max health on wearer.<br />
 +
{{Pro}}36% Sentry Gun damage bonus.<br>
 
{{Pro}}10% faster Sentry Gun firing speed.<br>
 
{{Pro}}10% faster Sentry Gun firing speed.<br>
 
{{Pro}}Guarantees a Critical hit on a third consecutive punch.<br />
 
{{Pro}}Guarantees a Critical hit on a third consecutive punch.<br />
 +
{{Con}}Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.<br>
 +
{{Con}}Sentry Gun starts with 90% less ammo.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Southern Hospitality.png|135px]]<br>
 
| align="center" | [[File:Backpack Southern Hospitality.png|135px]]<br>
Line 2,123: Line 2,141:
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br />
 
{{Pro}}On hit: causes opponent to [[bleed]] for 5 seconds.<br />
 
{{Pro}}On hit: causes opponent to [[bleed]] for 5 seconds.<br />
{{Con}}+20% fire vulnerability.<br />
+
{{Con}}Raises fire damage vulnerability by 20%.<br />
 
{{Con}}No random Critical hits.<br />
 
{{Con}}No random Critical hits.<br />
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 +
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 +
:Compared to a level one Sentry:
 +
::{{Pro}}150% faster Sentry Gun construction speed.
 +
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
 +
::{{Pro}}50% faster Sentry Gun firing speed.
 +
::{{Pro}}35% faster Sentry Gun rotation.
 +
::{{Pro}}Sentry Gun starts construction at 50% health.
 +
::{{Con}}33% less Sentry Gun health.
 +
::{{Con}}50% Sentry Gun damage penalty.
 +
::{{Con}}Sentry Gun cannot be upgraded.
 
{{Pro}}On hit: causes opponent to [[bleed]] for 5 seconds.<br />
 
{{Pro}}On hit: causes opponent to [[bleed]] for 5 seconds.<br />
{{Pro}}350% Sentry Gun build speed.<br>
+
{{Pro}}5% faster movement speed on wearer.<br>
 +
{{Pro}}25% lower building construction cost (75 metal).<br>
 +
{{Pro}}110% faster Sentry Gun construction speed.<br>
 
{{Pro}}20% faster Sentry Gun firing speed.<br>
 
{{Pro}}20% faster Sentry Gun firing speed.<br>
{{Pro}}5% faster movement speed on wearer.<br>
 
{{Pro}}Metal cost is reduced by 25% for constructing buildings (75 metal).<br>
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
::{{Pro}}Build speed increased by 150%.
 
::{{Pro}}Metal cost is reduced by 23% (total cost of 100 metal).
 
::{{Pro}}+35% faster rotation.
 
::{{Pro}}+50% faster firing speed.
 
::{{Con}}-33% health.
 
::{{Con}}-50% damage.
 
::{{Con}}Cannot be upgraded.
 
{{Con}}+20% fire vulnerability.<br />
 
 
{{Con}}20% slower swing speed.<br />
 
{{Con}}20% slower swing speed.<br />
{{Con}}75% less building health on wearer.<br>
+
{{Con}}Raises fire damage vulnerability by 20%.<br />
 +
{{Con}}75% lower building max health..<br>
 +
{{Con}}Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.<br>
 +
{{Con}}Sentry Guns start with 90% less ammo.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Jag.png|135px]]<br>
 
| align="center" | [[File:Backpack Jag.png|135px]]<br>
Line 2,151: Line 2,174:
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 
{{Pro}}Construction hit speed boost increased by 30%.<br />
 
{{Pro}}Construction hit speed boost increased by 30%.<br />
{{Pro}}+15% faster firing speed.<br />
+
{{Pro}}15% faster firing speed.<br />
{{Con}}-20% slower repair rate.<br />
+
{{Con}}25% damage penalty.<br />
{{Con}}–25% damage penalty.<br />
+
{{Con}}33% damage penalty against buildings.<br />
{{Con}}–33% damage penalty vs buildings.<br />
+
{{Con}}20% slower repair rate.<br />
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
{{Pro}}20% Faster swing speed.<br>
+
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
{{Pro}}Construction hit speed boost increased by 30%.<br />
 
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
:Compared to a level one Sentry:
::{{Pro}}Build speed increased by 150%.
+
::{{Pro}}150% faster Sentry Gun construction speed.
::{{Pro}}Metal cost is reduced by 23% (total cost of 100 metal).
+
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
::{{Pro}}+35% faster rotation.
+
::{{Pro}}50% faster Sentry Gun firing speed.
::{{Pro}}+50% faster firing speed.
+
::{{Pro}}35% faster Sentry Gun rotation.
::{{Con}}-33% health.
+
::{{Pro}}Sentry Gun starts construction at 50% health.
::{{Con}}-50% damage.
+
::{{Con}}33% less Sentry Gun health.
{{Con}}100% slower build speed.<br>
+
::{{Con}}50% Sentry Gun damage penalty.
{{Con}}-20% slower repair rate.<br />
+
::{{Con}}Sentry Gun cannot be upgraded.
{{Con}}–25% damage penalty.<br />
+
{{Pro}}20% faster swing speed.<br>
{{Con}}Metal cost is increased by 40% for constructing buildings.<br>
+
{{Pro}}Construction hit speed boost increased by 30%.<br />
 +
{{Pro}}25% faster Sentry Gun construction speed.<br>
 +
{{Pro}}50% faster Sentry Gun firing speed.<br>
 +
{{Con}}25% damage penalty.<br />
 +
{{Con}}20% slower repair rate.<br />
 +
{{Con}}40% higher building construction cost.<br>
 +
{{Con}}Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.<br>
 +
{{Con}}Sentry Guns start with 90% less ammo.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Eureka Effect.png|135px]]<br>
 
| align="center" | [[File:Backpack Eureka Effect.png|135px]]<br>
Line 2,178: Line 2,208:
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 +
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
 
{{Pro}}Press reload key to either teleport to your spawn area or teleporter exit.<br>
 
{{Pro}}Press reload key to either teleport to your spawn area or teleporter exit.<br>
{{Pro}}-50% metal cost when constructing or upgrading teleporters.<br/>
+
{{Pro}}50% lower teleporter construction and upgrade cost.<br/>
 
{{Con}}Construction hit speed boost decreased by 50%.<br />
 
{{Con}}Construction hit speed boost decreased by 50%.<br />
 
{{Con}}20% less metal from Dispensers and Pickups.<br>
 
{{Con}}20% less metal from Dispensers and Pickups.<br>
 
|
 
|
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
 
{{Pro}}Hitting friendly buildings upgrades, repairs and rearms them.<br>
{{Pro}}50% Sentry Gun damage bonus.<br>
+
{{Pro}}Hitting friendly buildings during construction or redeployment speeds them up.<br>
{{Pro}}Sentry Guns start with full ammo assuming they were not hit during construction.<br>
 
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
{{Info}}Replaces standard Sentry Gun with [[Combat Mini-Sentry Gun]].<br />
 
:Compared to a level one Sentry:
 
:Compared to a level one Sentry:
::{{Pro}}Build speed increased by 150%.
+
::{{Pro}}150% faster Sentry Gun construction speed.
::{{Pro}}Metal cost is reduced by 23% (total cost of 100 metal).
+
::{{Pro}}23% lower Sentry Gun construction cost (total cost of 100 metal).
::{{Pro}}+35% faster rotation.
+
::{{Pro}}50% faster Sentry Gun firing speed.
::{{Pro}}+50% faster firing speed.
+
::{{Pro}}35% faster Sentry Gun rotation.
::{{Con}}-33% health.
+
::{{Pro}}Sentry Gun starts construction at 50% health.
::{{Con}}-50% damage.
+
::{{Con}}33% less Sentry Gun health.
 +
::{{Con}}50% Sentry Gun damage penalty.
 +
::{{Con}}Sentry Gun cannot be upgraded.
 +
{{Pro}}36% Sentry Gun damage bonus.<br>
 
{{Con}}50% slower swing speed.<br>
 
{{Con}}50% slower swing speed.<br>
{{Con}}Build speed decreased by 200%.<br>
 
 
{{Con}}Construction hit speed boost decreased by 20%.<br />
 
{{Con}}Construction hit speed boost decreased by 20%.<br />
 
{{Con}}20% less metal from Dispensers and Pickups.<br>
 
{{Con}}20% less metal from Dispensers and Pickups.<br>
 +
{{Con}}400% slower Sentry Gun construction speed.<br>
 +
{{Con}}Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.<br>
 +
{{Info}}Sentry Guns start with full ammo assuming they were not hit during construction.<br>
 +
|}
 +
{| class="wikitable grid" style="text-align: center" width="75%"
 +
|-
 +
! colspan="2" rowspan="2" class="header"|Melee
 +
! colspan="4" class="header"|Sentry Gun
 +
! colspan="4" class="header"|Dispenser
 +
|-
 +
! colspan="1" class="header"|Cost
 +
! colspan="1" class="header"|Damage
 +
! colspan="1" class="header"|Health
 +
! colspan="1" class="header"|Deploy Time
 +
! colspan="1" class="header"|Cost
 +
! colspan="1" class="header"|Healing
 +
! colspan="1" class="header"|Health
 +
! colspan="1" class="header"|Deploy Time
 +
|-
 +
! rowspawn "1"|Wrench
 +
|-
 +
! rowspawn "1"|Jag
 +
|-
 +
! rowspawn "1"|Eureka Effect
 +
|-
 +
! rowspawn "1"|Souther Hospitality
 +
|-
 +
! rowspawn "1"|Gunslinger
 +
|-
 
|}
 
|}
  
Line 2,220: Line 2,281:
 
'''[[Blutsauger]]'''
 
'''[[Blutsauger]]'''
 
|
 
|
{{Pro}}Heals 3 health points on hit.<br/>
+
{{Pro}}On hit: heal +3 health points.<br/>
 
{{Con}}Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)<br/>
 
{{Con}}Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)<br/>
 
|
 
|
{{Pro}}Heals 3 health points on hit.<br/>
 
 
{{Pro}}150% damage bonus.<br>
 
{{Pro}}150% damage bonus.<br>
 +
{{Pro}}On hit: heal +3 health points.<br/>
 
{{Pro}}On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.<br>
 
{{Pro}}On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.<br>
{{Con}}50% slower reload speed.<br>
+
{{Con}}50% longer reload time.<br>
{{Con}}-50% less healing from Medic sources.<br>
+
{{Con}}50% less healing from Medic sources.<br>
{{Con}}When active: Raises damage vulnerability by 50% from melee sources.<br>
+
{{Con}}When weapon is active: Raises melee damage vulnerability by 50%.<br>
 
{{Con}}Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)<br/>
 
{{Con}}Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)<br/>
 
|-
 
|-
Line 2,236: Line 2,297:
 
|
 
|
 
{{Info}}Fires special bolts that heal teammates and deal damage based on distance traveled.<br/>
 
{{Info}}Fires special bolts that heal teammates and deal damage based on distance traveled.<br/>
:{{Pro}}+280% damage (point blank) to +650% damage (long range) per bolt.<br/>
+
:{{Pro}}280% damage bonus (point blank) to 650% damage bonus (long range) per bolt.<br/>
:{{Pro}}Heals allies 75 health (point blank) to 150 health (long range) per bolt.<br/>
+
:{{Pro}}Heals allies +75 health (point blank) to +150 health (long range) per bolt.<br/>
{{Info}}This weapon reloads automatically when not active.<br/>
+
{{Pro}}This weapon reloads automatically when not active.<br/>
 +
{{Con}}97.5% smaller clip size.<br/>
 
{{Con}}No headshots.<br/>
 
{{Con}}No headshots.<br/>
{{Con}}–75% max primary ammo on wearer.<br/>
+
{{Con}}75% smaller secondary ammo size.<br/>
{{Con}}-97.5% clip size.<br/>
 
 
|
 
|
 
{{Info}}Fires special bolts that heal teammates and deal damage based on distance traveled.<br/>
 
{{Info}}Fires special bolts that heal teammates and deal damage based on distance traveled.<br/>
 
:{{Pro}}+280% damage (point blank) to +650% damage (long range) per bolt.<br/>
 
:{{Pro}}+280% damage (point blank) to +650% damage (long range) per bolt.<br/>
 
:{{Pro}}Heals allies 112 health (point blank) to 250 health (long range) per bolt.<br/>
 
:{{Pro}}Heals allies 112 health (point blank) to 250 health (long range) per bolt.<br/>
{{Pro}}20% faster reload speed.<br/>
+
{{Pro}}20% shorter reload time.<br/>
{{Pro}}50% Ubercharge build rate.<br/>
+
{{Pro}}50% faster Übercharge build rate.<br/>
{{Pro}}25% Overheal build rate.<br/>
+
{{Pro}}On hit:100% chance to slow down Zombies.<br/>
{{Con}}-97.5% clip size.<br/>
+
{{Pro}}Projectile penetrates players and damages enemies behind them.<br/>
 +
{{Con}}87.5% smaller clip size.<br/>
 +
{{Con}}25% slower overheal rate.<br/>
 +
{{Con}}75% smaller secondary ammo size.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Overdose.png|135px]]<br>
 
| align="center" | [[File:Backpack Overdose.png|135px]]<br>
Line 2,256: Line 2,320:
 
|
 
|
 
{{Pro}}When active, ÜberCharge percentage increases movement speed by up to 20%.<br/>
 
{{Pro}}When active, ÜberCharge percentage increases movement speed by up to 20%.<br/>
{{Con}}–15% damage penalty.<br/>
+
{{Con}}15% damage penalty.<br/>
 
|
 
|
 
{{Pro}}When active, ÜberCharge percentage increases movement speed by up to 20%.<br/>
 
{{Pro}}When active, ÜberCharge percentage increases movement speed by up to 20%.<br/>
 
{{Pro}}135% damage bonus<br/>
 
{{Pro}}135% damage bonus<br/>
 
{{Pro}}10% faster firing speed.<br/>
 
{{Pro}}10% faster firing speed.<br/>
{{Con}}50% slower reload time.<br/>
+
{{Con}}50% longer reload time.<br/>
{{Con}}When active: 11% slower movement speed on wearer.<br/>
+
{{Con}}When weapon is active: 11% slower movement speed on wearer.<br/>
 
|-
 
|-
 
! colspan="5" class="header" | Medic Secondaries
 
! colspan="5" class="header" | Medic Secondaries
Line 2,270: Line 2,334:
 
'''[[Medi Gun]]'''
 
'''[[Medi Gun]]'''
 
|
 
|
 +
{{Info}}[[ÜberCharge]] grants Medic and patient 8 seconds of guaranteed invulnerability.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
{{Info}}[[ÜberCharge]] grants Medic and patient 8 seconds of guaranteed invulnerability.<br/>
 
 
{{Neutral}}Stock weapon.
 
{{Neutral}}Stock weapon.
 
|
 
|
 
{{Info}}[[ÜberCharge]] grants Medic and patient 4 seconds of guaranteed invulnerability.<br/>
 
{{Info}}[[ÜberCharge]] grants Medic and patient 4 seconds of guaranteed invulnerability.<br/>
{{Pro}}Has 25% faster charge rate.<br>
+
{{Pro}}Match the speed of any faster heal target.<br/>
{{Con}}-50% ÜberCharge duration.<br>
+
{{Pro}}25% faster Übercharge build rate.<br/>
 +
{{Con}}50% shorter ÜberCharge duration.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Kritzkrieg.png|135px]]<br>
 
| align="center" | [[File:Backpack Kritzkrieg.png|135px]]<br>
Line 2,284: Line 2,349:
 
{{Info}}ÜberCharge grants patient 8 seconds of guaranteed [[Critical hits|critical]] damage.<br/>
 
{{Info}}ÜberCharge grants patient 8 seconds of guaranteed [[Critical hits|critical]] damage.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
{{Pro}}Has 25% faster charge rate.<br/>
+
{{Pro}}25% faster Übercharge build rate.<br/>
 
|
 
|
 
{{Info}}ÜberCharge grants patient 6 seconds of guaranteed [[Critical hits|critical]] damage.<br/>
 
{{Info}}ÜberCharge grants patient 6 seconds of guaranteed [[Critical hits|critical]] damage.<br/>
{{Pro}}Has 75% faster charge rate.<br>
+
{{Pro}}75% faster Übercharge build rate.<br/>
{{Con}}-25% charge duration.<br>
+
{{Con}}25% shorter ÜberCharge duration.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Quick-Fix.png|135px]]<br>
 
| align="center" | [[File:Backpack Quick-Fix.png|135px]]<br>
Line 2,298: Line 2,363:
 
:Heal target and Medic immune to stun and damage forces
 
:Heal target and Medic immune to stun and damage forces
 
{{Pro}}Heal rate increased 40%.<br/>
 
{{Pro}}Heal rate increased 40%.<br/>
{{Pro}}ÜberCharge rate increased 10%.<br/>
+
{{Pro}}10% faster Übercharge build rate.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
 
{{Pro}}Medic mirrors blast jump and shield charge of their heal target<br/>
 
{{Pro}}Medic mirrors blast jump and shield charge of their heal target<br/>
 
{{Con}}While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.<br/>
 
{{Con}}While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.<br/>
{{Con}}-50% max overheal.<br/>
+
{{Con}}50% less max overheal.<br/>
 
|
 
|
 
{{Info}}Über effect: Megaheal
 
{{Info}}Über effect: Megaheal
Line 2,308: Line 2,373:
 
:Heal target and Medic immune to stun and damage forces<br>
 
:Heal target and Medic immune to stun and damage forces<br>
 
{{Pro}}Heal rate increased 100%.<br/>
 
{{Pro}}Heal rate increased 100%.<br/>
{{Pro}}ÜberCharge rate increased 50%.<br/>
+
{{Pro}}50% faster Übercharge build rate.<br/>
{{Con}}-50% max overheal.<br/>
+
{{Pro}}Match the speed of any faster heal target.<br/>
 +
{{Con}}50% less max overheal.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Vaccinator.png|135px]]<br>
 
| align="center" | [[File:Backpack Vaccinator.png|135px]]<br>
Line 2,320: Line 2,386:
 
{{Info}}Bubbles are consumed instantly upon activation.<br>
 
{{Info}}Bubbles are consumed instantly upon activation.<br>
 
{{Pro}}Match the speed of any faster heal target.<br/>
 
{{Pro}}Match the speed of any faster heal target.<br/>
{{Pro}}+67% Übercharge rate.<br/>
+
{{Pro}}67% faster Übercharge build rate.<br/>
{{Con}}-33% ÜberCharge rate on overhealed patients.<br/>
+
{{Con}}33% slower ÜberCharge build rate on overhealed patients.<br/>
{{Con}}-66% overheal build rate.<br/>
+
{{Con}}66% slower overheal build rate.<br/>
 
{{Con}}Lacks any melee resistance.<br/>
 
{{Con}}Lacks any melee resistance.<br/>
 
|
 
|
Line 2,329: Line 2,395:
 
{{Info}}Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.<br/>  
 
{{Info}}Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.<br/>  
 
{{Info}}Bubbles are consumed instantly upon activation.<br>
 
{{Info}}Bubbles are consumed instantly upon activation.<br>
{{Pro}}+67% Übercharge rate.<br/>
+
{{Pro}}67% faster Übercharge build rate.<br/>
{{Pro}}+50% overheal build rate.<br/>
+
{{Pro}}50% faster overheal build rate.<br/>
{{Pro}}25% max overheal.<br>
+
{{Pro}}25% more max overheal.<br>
{{Pro}}-25% overheal decay rate.<br>
+
{{Pro}}25% slower overheal decay rate.<br>
{{Con}}-33% ÜberCharge rate on overhealed patients.<br/>
+
{{Con}}33% slower ÜberCharge build rate on overhealed patients.<br/>
 
{{Con}}Lacks any melee resistance.<br/>
 
{{Con}}Lacks any melee resistance.<br/>
 
|-
 
|-
Line 2,344: Line 2,410:
 
{{Info}}Stock weapon.<br>
 
{{Info}}Stock weapon.<br>
 
|
 
|
{{Pro}}When active: 3% faster movement speed.<br>
+
{{Pro}}When weapon is active: 3% faster movement speed on wearer.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Vita-Saw.png|135px]]<br>
 
| align="center" | [[File:Backpack Vita-Saw.png|135px]]<br>
Line 2,351: Line 2,417:
 
|
 
|
 
{{Pro}}A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.<br/>
 
{{Pro}}A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.<br/>
{{Con}}Lowers max health by 10 points (140 total) on wearer.<br/>
+
{{Con}}-10 max health on wearer.<br/>
 
|
 
|
{{Pro}}Increases charge rate by 33%.<br>
+
{{Pro}}33% faster Übercharge build rate.<br/>
{{Pro}}Increases charge duration by 33%.<br>
+
{{Pro}}+1 sec longer ÜberCharge duration.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Solemn Vow.png|135px]]<br>
 
| align="center" | [[File:Backpack Solemn Vow.png|135px]]<br>
Line 2,363: Line 2,429:
 
{{Con}}10% slower swing speed<br/>
 
{{Con}}10% slower swing speed<br/>
 
|
 
|
 +
{{Pro}}Allows the Medic to see an enemy's health.<br/>
 
{{Pro}}Increases Medigun heal rate by 20%.<br>
 
{{Pro}}Increases Medigun heal rate by 20%.<br>
 
|-
 
|-
Line 2,369: Line 2,436:
 
'''[[Amputator]]'''
 
'''[[Amputator]]'''
 
|
 
|
{{Pro}}When active, +3 health regenerated per second on wearer.<br/>
+
{{Pro}}When active: +3 health regenerated per second passively on wearer.<br/>
 
{{Pro}}On taunt: Applies a healing effect to all nearby teammates.
 
{{Pro}}On taunt: Applies a healing effect to all nearby teammates.
 
:{{Info}}Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).
 
:{{Info}}Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).
{{Con}}Deals 20% less damage.<br/>
+
{{Con}}20% damage penalty.<br/>
 
|
 
|
{{Pro}}When active, +3 health regenerated per second on wearer.<br/>
+
{{Pro}}When active: +3 health regenerated per second passively on wearer.<br/>
 
{{Pro}}On taunt: Applies a healing effect to all nearby teammates.
 
{{Pro}}On taunt: Applies a healing effect to all nearby teammates.
 
:{{Info}}Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).
 
:{{Info}}Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).
{{Con}}Deals 20% less damage.<br/>
+
{{Con}}20% damage penalty.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Ubersaw.png|135px]]<br>
 
| align="center" | [[File:Backpack Ubersaw.png|135px]]<br>
Line 2,411: Line 2,478:
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charging has no additional effect on headshot damage.<br/>
 
{{Info}}Charging has no additional effect on headshot damage.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
+
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
 
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
 
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
 
{{Pro}}350% damage bonus (225 uncharged, 675 full charge).<br/>
 
{{Pro}}350% damage bonus (225 uncharged, 675 full charge).<br/>
 
{{Pro}}33.3% additional damage bonus on headshots (on uncharged shots).<br/>
 
{{Pro}}33.3% additional damage bonus on headshots (on uncharged shots).<br/>
Line 2,425: Line 2,492:
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
 
{{Pro}}On scoped hit, applies [[Jarate]] effect to the target for 2 to 5 seconds based on amount charged.<br/>
 
{{Pro}}On scoped hit, applies [[Jarate]] effect to the target for 2 to 5 seconds based on amount charged.<br/>
{{Pro}}Charge rate increased 25%.<br/>
+
{{Pro}}25% increase in charge rate.<br/>
 
{{Pro}}Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br/>
 
{{Pro}}Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br/>
 
{{Pro}}Scoped shots extinguish flames on wielder and allied players.<br/>
 
{{Pro}}Scoped shots extinguish flames on wielder and allied players.<br/>
Line 2,437: Line 2,504:
 
{{Pro}}Scoped shots extinguish flames on wielder and allied players.<br/>
 
{{Pro}}Scoped shots extinguish flames on wielder and allied players.<br/>
 
{{Pro}}125% damage bonus (112.5 uncharged, 337.5 full charge).<br/>
 
{{Pro}}125% damage bonus (112.5 uncharged, 337.5 full charge).<br/>
{{Pro}}50% faster reload time.<br/>
 
{{Pro}}-50% maximum charge time.<br/>
 
 
{{Pro}}97% additional damage bonus on headshots(300 uncharged, 900 full charge).<br/>
 
{{Pro}}97% additional damage bonus on headshots(300 uncharged, 900 full charge).<br/>
 +
{{Pro}}50% shorter reload time.<br/>
 +
{{Pro}}55% decrease in charge time.<br/>
 
{{Con}}[[Headshots]] do not crit.<br/>
 
{{Con}}[[Headshots]] do not crit.<br/>
 
{{Con}}33.3% damage penalty on body shots (75 uncharged, 226 full charge)
 
{{Con}}33.3% damage penalty on body shots (75 uncharged, 226 full charge)
Line 2,449: Line 2,516:
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
{{Pro}}Fully charged shots deal +15% damage.<br/>
+
{{Pro}}15% damage bonus on fully charged shots.<br/>
 
{{Pro}}Fully charged shots penetrate players and damage enemies behind them.<br/>
 
{{Pro}}Fully charged shots penetrate players and damage enemies behind them.<br/>
 
{{Con}}Only fires when zoomed.<br/>
 
{{Con}}Only fires when zoomed.<br/>
Line 2,457: Line 2,524:
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charging has no additional effect on headshot damage.<br/>
 
{{Info}}Charging has no additional effect on headshot damage.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
+
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
 
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
 
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
 
{{Pro}}580% damage bonus (340 uncharged, 1020 full charge).<br/>
 
{{Pro}}580% damage bonus (340 uncharged, 1020 full charge).<br/>
{{Pro}}Fully charged shots deal 76% bonus damage(1530).<br/>
+
{{Pro}}76% damage bonus on fully charged shots (1530).<br/>
 
{{Pro}}66% damage bonus '''against players''' (566 uncharged, 3000 full charge).<br/>
 
{{Pro}}66% damage bonus '''against players''' (566 uncharged, 3000 full charge).<br/>
{{Pro}}5% damage bonus on headshots (On uncharged shots with all other pros applied).<br/>
+
{{Pro}}5% additional damage bonus on headshots (On uncharged shots with all other pros applied).<br/>
 
{{Pro}}Fully charged shots penetrate players and damage enemies behind them.<br/>
 
{{Pro}}Fully charged shots penetrate players and damage enemies behind them.<br/>
 
{{Con}}50% damage penalty on bodyshots (283 uncharged, 1500 full charge).<br/>
 
{{Con}}50% damage penalty on bodyshots (283 uncharged, 1500 full charge).<br/>
 
{{Con}}100% damage penalty against Non-Player Characters.<br/>
 
{{Con}}100% damage penalty against Non-Player Characters.<br/>
{{Con}}+50% maximum charge time.<br/>
+
{{Con}}50% increase in charge time.<br/>
{{Con}}300% slower weapon switch to speed.<br/>
+
{{Con}}300% slower weapon deploy speed.<br/>
{{Con}}100% slower weapon switch from speed.<br/>
+
{{Con}}100% slower weapon holster speed.<br/>
{{Con}}When active:6.7% slower movement speed on wearer.<br/>
+
{{Con}}When weapon is active:6.7% slower movement speed on wearer.<br/>
 
{{Con}}Only fires when zoomed.<br/>
 
{{Con}}Only fires when zoomed.<br/>
 
{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
 
{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
Line 2,482: Line 2,549:
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).<br/>
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
{{Con}}-50% base charge rate penalty.<br/>
+
{{Con}}50% increase in charge time.<br/>
 
|
 
|
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
{{Info}}Charging has no effect on headshot damage.<br/>
+
{{Info}}Charging has no additional effect on headshot damage.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
+
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
 
{{Pro}}Headshot damage increases the more of user's teammates die.<br/>
 
{{Pro}}Headshot damage increases the more of user's teammates die.<br/>
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).<br/>
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).<br/>
 
{{Pro}}29900% additional damage bonus on headshots (1200).<br/>
 
{{Pro}}29900% additional damage bonus on headshots (1200).<br/>
Line 2,494: Line 2,561:
 
{{Con}}92% damage penalty (5 base).<br/>
 
{{Con}}92% damage penalty (5 base).<br/>
 
{{Con}}100% damage penalty on bodyshots (0).<br/>
 
{{Con}}100% damage penalty on bodyshots (0).<br/>
{{Con}}-50% base charge rate penalty.<br/>
+
{{Con}}50% increase in charge time.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Hitman's Heatmaker.png|135px]]<br>
 
| align="center" | [[File:Backpack Hitman's Heatmaker.png|135px]]<br>
Line 2,507: Line 2,574:
 
{{Info}}When Focus is active:<br/>
 
{{Info}}When Focus is active:<br/>
 
:{{Info}}Doesn't unscope between shots.<br/>
 
:{{Info}}Doesn't unscope between shots.<br/>
:{{Pro}}+25% faster charge rate.<br/>
+
:{{Pro}}25% decrease in charge time.<br/>
 
:{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
 
:{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
{{Con}}-20% damage penalty on body shot.<br/>
+
{{Con}}20% damage penalty on body shot.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Info}}Headshot kills cause decapitation.<br/>
 
{{Info}}Headshot kills cause decapitation.<br/>
 
|
 
|
 
{{Info}}Charges while zoomed.<br/>
 
{{Info}}Charges while zoomed.<br/>
{{Info}}Shots are more quiet.<br/>
+
{{Info}}Charging has no additional effect on headshot damage.<br/>
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
+
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
{{Pro}}Headshot damage increases the more of user's teammates die.<br/>
+
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
{{Pro}}195% damage bonus (149 at 0% charge, 448 at 100%)<br/>
+
{{Pro}}Shots are more quiet.<br/>
{{Pro}}30% faster reload time.<br/>
+
{{Pro}}195% damage bonus (147 uncharged, 441 fully charged)<br/>
{{Pro}}33.3% additional damage bonus on head shot.<br/>
+
{{Pro}}102% additional damage bonus on head shots (600, assuming the player damage penalty).<br/>
 +
{{Pro}}30% shorter reload time.<br/>
 
{{Pro}}Gain Focus on kills and assists.<br/>
 
{{Pro}}Gain Focus on kills and assists.<br/>
 
{{Pro}}Press 'Reload' to activate focus.<br/>
 
{{Pro}}Press 'Reload' to activate focus.<br/>
 
{{Info}}When Focus is active:<br/>
 
{{Info}}When Focus is active:<br/>
 
:{{Info}}Doesn't unscope between shots.<br/>
 
:{{Info}}Doesn't unscope between shots.<br/>
:{{Pro}}+25% faster charge rate.<br/>
+
:{{Pro}}25% decrease in charge time.<br/>
 
:{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
 
:{{Con}}Shots leave a bright, easily traceable team-colored line behind them.<br/>
{{Con}}33.3% damage penalty '''against placers'''.<br/>
+
{{Con}}33.3% damage penalty '''against players''' (98 uncharged, 295 fully charged).<br/>
{{Con}}40% damage penalty on body shot 180 on 100% charge).<br/>
+
{{Con}}40% damage penalty on body shots (60 uncharged, 180 fully charged).<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Classic.png|135px]]<br>
 
| align="center" | [[File:Backpack Classic.png|135px]]<br>
Line 2,534: Line 2,602:
 
'''[[Classic]]'''
 
'''[[Classic]]'''
 
|
 
|
 +
{{Info}}Charged shots will [[gib]] victims.<br/>
 +
{{Info}}Does not automatically start charging when zoomed.<br/>
 +
{{Info}}Hold down fire button to charge, release to fire.<br/>
 +
{{Info}}Doesn't unscope between shots.<br/>
 +
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}Can charge without zooming.<br />
 +
{{Con}}Cannot headshot unless fully charged.<br />
 +
{{Con}}10% damage penalty on body shot.<br/>
 +
{{Con}}Shots leave a dim, clear line behind them.<br/>
 +
{{Con}}No random critical hits.<br/>
 +
{{Info}}Charged shots will [[gib]] victims.<br/>
 
|
 
|
 +
{{Info}}Charged shots will [[gib]] victims.<br/>
 +
{{Info}}Does not automatically start charging when zoomed.<br/>
 +
{{Info}}Hold down fire button to charge, release to fire.<br/>
 +
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
 +
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
 +
{{Pro}}Can charge without zooming.<br />
 +
{{Pro}}300% damage bonus (200 uncharged, 600 fully charged).<br/>
 +
{{Pro}}33.5% damage bonus '''against players''' (267 un charged, 801 fully charged).<br/>
 +
{{Pro}}50% additional bonus damage on head shots (1200, requires a full charge)<br/>
 +
{{Pro}}100% decrease in charge time.<br/>
 +
{{Pro}}No movement speed penalty while charging.<br/>
 +
{{Pro}}Can charge while mid-air.<br/>
 +
{{Pro}}Can jump while charging.<br/>
 +
{{Con}}73% damage penalty on body shots (75 uncharged, 226 fully charged).<br/>
 +
{{Con}}Cannot headshot unless fully charged.<br />
 +
{{Con}}Shots leave a dim, clear line behind them.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Huntsman.png|135px]]<br>
 
| align="center" | [[File:Backpack Huntsman.png|135px]]<br>
Line 2,546: Line 2,642:
 
{{Pro}}Arrows can be fired mid-air.<br/>
 
{{Pro}}Arrows can be fired mid-air.<br/>
 
{{Pro}}Friendly [[Pyro]]s can light arrows to add [[fire]] damage.<br/>
 
{{Pro}}Friendly [[Pyro]]s can light arrows to add [[fire]] damage.<br/>
{{Pro}}-70% maximum charge time.<br/>
+
{{Pro}}70% decrease in charge time.<br/>
{{Pro}}+96% charging movement speed (total of 53% movement speed while charging)<br/>
+
{{Pro}}96% faster charging movement speed (total of 53% movement speed while charging)<br/>
{{Con}}-20% maximum charge damage.<br/>
+
{{Con}}20% less maximum charge damage.<br/>
 
:{{Info}}Base damage unchanged.
 
:{{Info}}Base damage unchanged.
{{Con}}-48% total ammo.<br/>
+
{{Con}}48% smaller secondary ammo size.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}No random critical hits.<br/>
 
{{Con}}Arrows can be [[Compression blast|reflected]], [[Deflector|shot down]], and [[Short Circuit|vaporized]].<br/>
 
{{Con}}Arrows can be [[Compression blast|reflected]], [[Deflector|shot down]], and [[Short Circuit|vaporized]].<br/>
Line 2,558: Line 2,654:
 
{{Info}}Bullets replaced with an arrow projectile.<br/>
 
{{Info}}Bullets replaced with an arrow projectile.<br/>
 
{{Info}}Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.<br/>
 
{{Info}}Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.<br/>
{{Info}}Charging has no effect on headshot damage.<br/>
+
{{Info}}Charging has no additional effect on headshot damage.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
 
{{Pro}}240% damage bonus (170 base).<br/>
 
{{Pro}}75% additional damage bonus on headshots(300(without crits)).<br/>
 
{{Pro}}20% faster reload time.<br/>
 
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
{{Pro}}Headshot damage increases the more of user's teammates die.<br/>
+
{{Pro}}Upon a successful headshot, enemy is knocked back.<br/>
 +
{{Pro}}Headshot damage increases as number of BLU members decreases.<br/>
 +
{{Pro}}240% damage bonus (170 uncharged, 510 fully charged).<br/>
 +
{{Pro}}75% additional damage bonus on headshots(900).<br/>
 +
{{Pro}}20% shorter reload time.<br/>
 
{{Pro}}No laser pointer indicator.<br/>
 
{{Pro}}No laser pointer indicator.<br/>
 
{{Pro}}Arrows can be fired mid-air.<br/>
 
{{Pro}}Arrows can be fired mid-air.<br/>
 
{{Pro}}Friendly [[Pyro]]s can light arrows to add [[fire]] damage.<br/>
 
{{Pro}}Friendly [[Pyro]]s can light arrows to add [[fire]] damage.<br/>
{{Pro}}Upon a successful headshot, enemy is stunned for 3 seconds.<br/>
+
{{Pro}}On hit: Inflicts bleed for 5 seconds.<br/>
{{Pro}}On hit:Inflicts bleed for 5 seconds.<br/>
+
{{Pro}}70% decrease in charge time.<br/>
{{Pro}}-70% maximum charge time.<br/>
+
{{Pro}}96% faster charging movement speed (total of 53% movement speed while charging)<br/>
{{Pro}}+96% charging movement speed (total of 53% movement speed while charging)<br/>
+
{{Con}}33.3% damage penalty on bodyshots (114 uncharged, 268 fully charged).<br/>
{{Con}}-50% maximum charge damage.<br/>
+
{{Con}}20% less maximum charge damage.<br/>
 
{{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds.<br/>
 
{{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds.<br/>
{{Con}}50% damage penalty on bodyshots (115).<br/>
+
{{Con}}Deals no damage against Non-Player Characters. <br/>
{{Con}}100% damage penalty against Non Player Characters. <br/>
 
 
{{Info}}Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).<br/>
 
{{Info}}Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).<br/>
 
|-
 
|-
Line 2,584: Line 2,679:
 
'''[[Submachine Gun]]'''
 
'''[[Submachine Gun]]'''
 
|
 
|
 +
{{Info}}Stock weapon.<br>
 
|
 
|
 +
{{Pro}}100% larger clip size.<br>
 +
{{Pro}}180% damage bonus.<br>
 +
{{Pro}}20% faster firing speed.<br>
 +
{{Con}}100% longer reload time.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Jarate.png|135px]]<br>
 
| align="center" | [[File:Backpack Jarate.png|135px]]<br>
Line 2,590: Line 2,690:
 
'''[[Jarate]]'''
 
'''[[Jarate]]'''
 
|
 
|
 +
{{Pro}}Doused enemies take [[Critical hits#Mini-crits|mini-crits]] on hit.<br/>
 +
{{Pro}}Partially nullifies [[cloak]] on enemy Spies.<br/>
 +
{{Pro}}Extinguishes [[Fire|flames]] on wielder and allied players.<br/>
 +
{{Pro}}20% increase in recharge rate when you extinguish an ally.<br/>
 +
{{Con}}Enemy [[Pyro]]s can reflect Jarate.<br/>
 +
{{Info}}Has a 20 second recharge.<br/>
 
|
 
|
 +
{{Pro}}Doused enemies take [[Critical hits#Mini-crits|mini-crits]] on hit.<br/>
 +
{{Pro}}Doused enemies experience a strong slow-down effect.<br>
 +
{{Pro}}Partially nullifies [[cloak]] on enemy Spies.<br/>
 +
{{Pro}}Extinguishes [[Fire|flames]] on wielder and allied players.<br/>
 +
{{Pro}}20% increase in recharge rate when you extinguish an ally.<br/>
 +
{{Con}}Enemy [[Pyro]]s can reflect Jarate.<br/>
 +
{{Info}}Has a 60 second recharge.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Razorback.png|135px]]<br>
 
| align="center" | [[File:Backpack Razorback.png|135px]]<br>
Line 2,596: Line 2,709:
 
'''[[Razorback]]'''
 
'''[[Razorback]]'''
 
|
 
|
 +
{{Pro}}Nullifies a single [[backstab]] attempt, temporarily "shocking" the [[Spy]], preventing him from switching weapons or attacking (Spy can still cloak).<br/>
 +
{{Con}}100% less overheal.<br/>
 +
{{Info}}Regenerates after 30 seconds.<br/>
 +
{{Info}}Grants its ability passively; does not need to be activated.<br/>
 
|
 
|
 +
{{Info}}No changes.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Darwin's Danger Shield.png|135px]]<br>
 
| align="center" | [[File:Backpack Darwin's Danger Shield.png|135px]]<br>
Line 2,602: Line 2,720:
 
'''[[Darwin's Danger Shield]]'''
 
'''[[Darwin's Danger Shield]]'''
 
|
 
|
 +
{{Pro}}Lowers fire damage vulnerability by 50%.<br/>
 +
{{Pro}}The wearer is immune to the effects of afterburn.<br/>
 +
{{Info}}Grants its ability passively; does not need to be activated.<br/>
 
|
 
|
 +
{{Info}}No changes.<br>
 +
|-
 +
| align="center" | [[File:Backpack Cozy Camper.png|135px]]<br>
 +
<small>[[Secondary]]</small><br>
 +
'''[[Cozy Camper]]'''
 +
|
 +
{{Pro}}No flinching when aiming and primary weapon is fully charged.<br/>
 +
{{Pro}}Knockback reduced by 20% when aiming.<br/>
 +
{{Pro}}Up to +4 health regenerated per second passively.<br/>
 +
{{Info}}Grants its ability passively; does not need to be activated.<br/>
 +
|
 +
{{Info}}No changes.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Cleaner's Carbine.png|135px]]<br>
 
| align="center" | [[File:Backpack Cleaner's Carbine.png|135px]]<br>
Line 2,608: Line 2,741:
 
'''[[Cleaner's Carbine]]'''
 
'''[[Cleaner's Carbine]]'''
 
|
 
|
 +
{{Pro}}Dealing damage charges a "Crikey" meter.<br/>
 +
{{Pro}}Alt Fire When Charged: Mini-crits for 8 seconds.
 +
:{{Info}}Mini-crits apply to all weapons.
 +
{{Con}}20% smaller clip size. <br/>
 +
{{Con}}25% slower firing speed. <br/>
 +
{{Con}}No random critical hits.<br/>
 
|
 
|
 +
{{Pro}}Dealing damage charges a "Crikey" meter.<br/>
 +
{{Pro}}Alt Fire When Charged: Mini-crits for 8 seconds.<br>
 +
:{{Info}}Mini-crits apply to all weapons.<br>
 +
{{Pro}}320% damage bonus.<br>
 +
{{Con}}50% longer reload time.<br>
 +
{{Con}}20% slower firing speed.<br>
 +
{{Con}}25% wider bullet spread.<br>
 
|-
 
|-
 
! colspan="5" class="header" | Sniper Melees
 
! colspan="5" class="header" | Sniper Melees
 +
|-
 +
| align="center" | [[File:Backpack Kukri.png|135px]]<br>
 +
<small>[[Melee]]</small><br>
 +
'''[[Kukri]]'''
 +
|
 +
{{Info}}Stock weapon.<br>
 +
|
 +
{{Neutral}}No changes.<br>
 +
|-
 +
| align="center" | [[File:Backpack Bushwacka.png|135px]]<br>
 +
<small>[[Melee]]</small><br>
 +
'''[[Bushwhacka]]'''
 +
|
 +
{{Pro}}Crits whenever it would normally mini-crit.<br/>
 +
{{Con}}Raises damage vulnerability by 20% when active.<br/>
 +
{{Con}}No random crits.<br/>
 +
|
 +
{{Neutral}}No changes.<br>
 +
|-
 +
| align="center" | [[File:Backpack Tribalman's Shiv.png|135px]]<br>
 +
<small>[[Melee]]</small><br>
 +
'''[[Tribalman's Shiv]]'''
 +
|
 +
{{Pro}}On hit: causes [[bleeding|bleed]] for 6 seconds.<br/>
 +
{{Con}}50% damage penalty.<br/>
 +
|
 +
{{Neutral}}No changes.<br>
 
|-
 
|-
 
| align="center" | [[File:Backpack Shahanshah.png|135px]]<br>
 
| align="center" | [[File:Backpack Shahanshah.png|135px]]<br>
Line 2,616: Line 2,789:
 
'''[[Shahanshah]]'''
 
'''[[Shahanshah]]'''
 
|
 
|
 +
{{Pro}}25% damage bonus when health is less than 50% of max.<br/>
 +
{{Con}}25% damage penalty when health is more than or equal to 50% of max.<br/>
 
|
 
|
 +
{{Neutral}}No changes<br>
 +
|-
 +
|}
 +
{| class="wikitable grid" style="text-align: center" width="50%"
 +
|-
 +
! colspan="2" rowspan="2" class="header"|Rifle Damages
 +
! colspan="2" class="header"|Bodyshot
 +
! colspan="2" class="header"|Headshot
 +
|-
 +
! width="20%" class="header"|0%
 +
! width="20%" class="header"|100%
 +
! width="20%"  class="header"|0%
 +
! width="20%"  class="header"|100%
 +
|-
 +
! rowspawn "1"|Sniper Rifle
 +
|-
 +
! rowspawn "1"|Hitman's Hitmaker
 +
|-
 +
! rowspawn "1"|Huntsman
 +
|-
 +
! rowspawn "1"|Machina
 +
|-
 +
! rowspawn "1"|Sydney Sleeper
 +
|-
 +
! rowspawn "1"|Classic
 +
|-
 +
! rowspawn "1"|Bazaar Bargain
 
|-
 
|-
 
|}
 
|}
Line 2,622: Line 2,824:
 
==== Spy ====
 
==== Spy ====
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
! colspan="5" class="header" | Spy Weapons
+
! colspan="5" class="header" | Spy Primaries
 
|-
 
|-
 
! class="header" width="15%" | Weapon
 
! class="header" width="15%" | Weapon
! class="header" width="40%" | Edited Attributes
+
! class="header" width="30%" | Base Game Attributes
 
! class="header" width="30%" | Zombie Escape Attributes
 
! class="header" width="30%" | Zombie Escape Attributes
 
|-
 
|-
Line 2,632: Line 2,834:
 
'''[[Revolver]]'''
 
'''[[Revolver]]'''
 
|
 
|
 +
{{Neutral}}Stock weapon.<br/>
 
|
 
|
 +
{{Pro}}200% larger clip size.<br/>
 +
{{Pro}}75% faster firing speed.<br/>
 +
{{Pro}}20% tighter bullet spread.<br/>
 +
{{Con}}15% damage penalty.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Ambassador.png|135px]]<br>
 
| align="center" | [[File:Backpack Ambassador.png|135px]]<br>
Line 2,638: Line 2,845:
 
'''[[Ambassador]]'''
 
'''[[Ambassador]]'''
 
|
 
|
 +
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Con}}Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.<br/>
 +
{{Con}}15% damage penalty.<br/>
 +
{{Con}}20% slower firing speed.<br/>
 +
{{Con}}No random critical hits.<br/>
 +
{{Con}}Critical damage is affected by range.<br/>
 
|
 
|
 +
{{Pro}}[[Critical hits]] are guaranteed for headshots.<br/>
 +
{{Pro}}235% damage bonus.<br/>
 +
{{Pro}}On headshot: 100% to slows down zombies.<br/>
 +
{{Pro}}Shots penetrate players and damage enemies behind them.<br/>
 +
{{Con}}25% longer reload time.<br/>
 +
{{Con}}20% slower firing speed.<br/>
 +
{{Con}}Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.<br/>
 +
 +
{{Con}}Critical damage is affected by range.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack L'Etranger.png|135px]]<br>
 
| align="center" | [[File:Backpack L'Etranger.png|135px]]<br>
Line 2,644: Line 2,866:
 
'''[[L'Etranger]]'''
 
'''[[L'Etranger]]'''
 
|
 
|
 +
{{Pro}}40% longer cloak duration<br/>
 +
{{Pro}}On hit: adds 15% charge to cloak.<br/>
 +
{{Con}}20% damage penalty.<br/>
 
|
 
|
 +
{{Pro}}25% shorter reload time.<br/>
 +
{{Pro}}85% faster firing speed.<br/>
 +
{{Pro}}40% longer cloak duration.<br/>
 +
{{Pro}}On hit: adds 15% charge to cloak.<br/>
 +
{{Con}}7% damage penalty.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Enforcer.png|135px]]<br>
 
| align="center" | [[File:Backpack Enforcer.png|135px]]<br>
Line 2,650: Line 2,880:
 
'''[[Enforcer]]'''
 
'''[[Enforcer]]'''
 
|
 
|
 +
{{Pro}}20% damage bonus while disguised.<br/>
 +
{{Pro}}Attacks pierce damage resistance effects and bonuses.<br/>
 +
{{Con}}20% slower firing speed.<br/>
 +
{{Con}}No random critical hits.<br/>
 +
|
 +
{{Pro}}100% larger clip size.<br/>
 +
{{Pro}}67% damage bonus.<br/>
 +
{{Pro}}750% damage bonus while disguised.<br/>
 +
{{Pro}}50% faster firing speed.<br/>
 +
{{Pro}}Attacks pierce damage resistance effects and bonuses.<br/>
 +
|-
 +
| align="center" | [[File:Backpack Diamondback.png|135px]]<br>
 +
<small>[[Primary]]</small><br>
 +
'''[[Diamondback]]'''
 +
|
 +
{{Pro}}Earns 1 [[Critical hits|crit]] shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35).<br/>
 +
{{Con}}–15% damage penalty.<br/>
 +
{{Con}}No random critical hits.<br/>
 
|
 
|
 +
{{Pro}}Earns 1 [[Critical hits|crit]] shot for each backstab kill (can hold up to 35).<br/>
 +
{{Pro}}200% larger clip size.<br/>
 +
{{Pro}}300% more bullets per shot.<br/>
 +
{{Pro}}65% faster firing speed.<br/>
 +
{{Pro}}On kill: grants 13 seconds of guaranteed critical hits for all weapons.<br/>
 +
{{Con}}74% damage penalty.<br/>
 +
{{Con}}60% wider bullet spread.<br/>
 +
{{Con}}6% slower movement speed of wearer.<br/>
 +
{{Con}}Wearer cannot disguise.<br/>
 +
|-
 +
! colspan="5" class="header" | Spy Secondaries
 
|-
 
|-
 
| align="center" | [[File:Backpack Red-Tape Recorder.png|135px]]<br>
 
| align="center" | [[File:Backpack Red-Tape Recorder.png|135px]]<br>
Line 2,656: Line 2,915:
 
'''[[Red-Tape Recorder]]'''
 
'''[[Red-Tape Recorder]]'''
 
|
 
|
 +
{{Info}}Disables enemy Engineer buildings.<br/>
 +
{{Pro}}Reverses enemy building construction.<br/>
 +
{{Pro}}Removes metal inside Dispensers during deconstruction.<br/>
 +
{{Con}}Does not damage buildings.<br/>
 +
{{Con}}Takes longer than the stock Sapper to nullify an Engineer building.<br/>
 
|
 
|
 +
{{Info}}Disables enemy Engineer buildings.<br/>
 +
{{Pro}}Reverses enemy building construction.<br/>
 +
{{Pro}}Removes metal inside Dispensers during deconstruction.<br/>
 +
{{Con}}Does not damage buildings.<br/>
 +
{{Info}}When weapon is active:<br/>
 +
:{{Pro}}Up to +4 health regenerated per second passively.<br/>
 +
:{{Con}}Raises damage vulnerability by 20% on wearer.<br/>
 
|-
 
|-
| align="center" | [[File:Backpack Black Rose.png|135px]]<br>
+
| align="center" | [[File:Backpack Sapper.png|135px]]<br>
 +
<small>[[Secondary]]</small><br>
 +
'''[[Sapper]]'''
 +
|
 +
{{Info}}Stock weapon.<br/>
 +
{{Info}}Disables and slowly destroys enemy Engineer [[buildings]].<br/>
 +
|
 +
{{Info}}Stock weapon.<br/>
 +
{{Info}}Disables and slowly destroys enemy Engineer [[buildings]].<br/>
 +
{{Info}}When weapon is active:<br/>
 +
:{{Pro}}2% faster movement speed on wearer.<br/>
 +
:{{Con}}Raises damage vulnerability by 20% on wearer.<br/>
 +
|-
 +
! colspan="5" class="header" | Spy Melees
 +
|-
 +
| align="center" | [[File:Backpack Knife.png|135px]]<br>
 
<small>[[Melee]]</small><br>
 
<small>[[Melee]]</small><br>
'''[[Black Rose]]'''
+
'''[[Knife]]'''
 
|
 
|
 +
{{Info}}Stock weapon<br/>
 
|
 
|
 +
{{Pro}}Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.<br/>
 +
{{Pro}}Victims do not make any noise when dying.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Big Earner.png|135px]]<br>
 
| align="center" | [[File:Backpack Big Earner.png|135px]]<br>
Line 2,668: Line 2,957:
 
'''[[Big Earner]]'''
 
'''[[Big Earner]]'''
 
|
 
|
 +
{{Pro}}Upon a kill, the Spy gains 30% of his cloak meter.<br/>
 +
{{Pro}}Gain a 3 second speed boost on kill.<br/>
 +
{{Con}}–25 max health on wearer.<br/>
 
|
 
|
 +
{{Pro}}Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.<br/>
 +
{{Pro}}Upon a kill, the Spy gains 30% of his cloak meter.<br/>
 +
{{Pro}}Gain a 3 second speed boost on kill.<br/>
 +
{{Pro}}On hit: adds 10% charge to cloak.<br/>
 +
{{Con}}–25 max health on wearer.<br/>
 +
{{Con}}User takes mini-crits when weapon is active, and for 3 seconds after switching away.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Spy-cicle.png|135px]]<br>
 
| align="center" | [[File:Backpack Spy-cicle.png|135px]]<br>
Line 2,674: Line 2,972:
 
'''[[Spy-cicle]]'''
 
'''[[Spy-cicle]]'''
 
|
 
|
 +
{{Pro}}On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.<br/>
 +
{{Con}}Backstab turns victim to ice.<br/>
 +
{{Con}}Melts in fire, regenerates in 15 seconds and by picking up ammo.<br/>
 
|
 
|
 +
{{Pro}}Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.<br/>
 +
{{Pro}}On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.<br/>
 +
{{Pro}}This weapon features a 50% increased melee range.<br/>
 +
{{Pro}}On hit: slows down enemies by 35%.<br/>
 +
{{Con}}Backstab turns victim to ice.<br/>
 +
{{Con}}Melts in fire, regenerates in 15 seconds and by picking up ammo.<br/>
 +
{{Con}}100% slower swing speed.<br/>
 +
|-
 +
| align="center" | [[File:Backpack Conniver's Kunai.png|135px]]<br>
 +
<small>[[Melee]]</small><br>
 +
'''[[Conniver's Kunai]]'''
 +
|
 +
{{Pro}}On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points.<br/>
 +
{{Con}}–55 max health on wearer.<br/>
 +
|
 +
{{Pro}}On Backstab: Gain a speedboost<br/>
 +
{{Pro}}On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 105% of Spy's (reduced) health, i.e. up to 300 health points.<br/>
 +
{{Con}}–55 max health on wearer (145 health).<br/>
 +
|-
 +
| align="center" | [[File:Backpack Your Eternal Reward.png|135px]]<br>
 +
<small>[[Melee]]</small><br>
 +
'''[[Your Eternal Reward]]'''
 +
|
 +
{{Pro}}Upon a successful backstab, the Spy instantly disguises as the backstab victim.<br/>
 +
{{Pro}}Victims do not make any noise when dying.<br/>
 +
{{Pro}}Victims' bodies disappear after being stabbed.<br/>
 +
{{Pro}}If backstabbed, victims' death will not be shown in the killfeed for other enemies.<br/>
 +
{{Con}}33% quicker cloak drain rate.<br/>
 +
{{Con}}Normal disguises require (and consume) a full cloak meter.<br/>
 +
|
 +
{{Pro}}Upon a successful backstab, the Spy instantly disguises as the backstab victim.<br/>
 +
{{Pro}}Victims do not make any noise when dying.<br/>
 +
{{Pro}}Victims' bodies disappear after being stabbed.<br/>
 +
{{Pro}}66% damage bonus '''against players'''.<br/>
 +
{{Con}}33% quicker cloak drain rate.<br/>
 +
{{Con}}Normal disguises require (and consume) a full cloak meter.<br/>
 +
|-
 +
! colspan="5" class="header" | Spy Watches
 
|-
 
|-
 
| align="center" | [[File:Backpack Cloak and Dagger.png|135px]]<br>
 
| align="center" | [[File:Backpack Cloak and Dagger.png|135px]]<br>
Line 2,680: Line 3,019:
 
'''[[Cloak and Dagger]]'''
 
'''[[Cloak and Dagger]]'''
 
|
 
|
 +
'''Cloak type:''' Motion sensitive<br/>
 +
{{Pro}}Raises damage resistance by 20%.<br/>
 +
{{Pro}}While standing still, cloaks Spy indefinitely and slowly refills cloak meter .<br/>
 +
{{Pro}}100% increase in cloak recharge rate.<br/>
 +
{{Con}}Cloak meter can not be refilled by ammo boxes while invisible.<br/>
 +
{{Con}}35% less cloak meter from ammo boxes.<br/>
 +
{{Info}}Cloak consumption rate varies depending on the type of movement you use.<br/>
 +
{{Info}}User can still stay partially cloaked once the cloak meter runs out.<br/>
 +
|
 +
'''Cloak type:''' Motion sensitive<br/>
 +
{{Pro}}Increases max health by 25 on wearer.<br/>
 +
{{Con}}Cloak meter can not be refilled by ammo boxes while invisible.<br/>
 +
{{Con}}Cannot attack while invisible.<br/>
 +
{{Con}}100% quicker cloak drain rate.<br/>
 +
{{Con}}Bumping into enemies partially reveals the Spy's outline.<br/>
 +
{{Info}}Cloak consumption rate varies depending on the type of movement you use.<br/>
 +
{{Info}}User can still stay partially cloaked once the cloak meter runs out.<br/>
 +
|-
 +
| align="center" | [[File:Backpack Invis Watch.png|135px]]<br>
 +
<small>[[PDA]]</small><br>
 +
'''[[Invis Watch]]'''
 +
|
 +
'''Cloak type:''' Timed<br/>
 +
{{Info}}Cloaks Spy for 10 seconds.<br/>
 +
{{Info}}Cloak meter can be refilled from ammo sources.<br/>
 +
{{Pro}}Raises damage resistance by 20%.<br/>
 +
{{Con}}Cannot attack while invisible.<br/>
 +
{{Con}}Bumping into enemies partially reveals the Spy's outline.<br/>
 
|
 
|
 +
'''Cloak type:''' Timed<br/>
 +
{{Info}}Cloaks Spy for 10 seconds.<br/>
 +
{{Info}}Cloak meter can be refilled from ammo sources.<br/>
 +
{{Con}}Cannot attack while invisible.<br/>
 +
{{Con}}Cloak meter can not be refilled by ammo boxes while invisible.<br/>
 
|-
 
|-
 
| align="center" | [[File:Backpack Dead Ringer.png|135px]]<br>
 
| align="center" | [[File:Backpack Dead Ringer.png|135px]]<br>
Line 2,686: Line 3,058:
 
'''[[Dead Ringer]]'''
 
'''[[Dead Ringer]]'''
 
|
 
|
 +
'''Cloak type:''' Feign death<br/>
 +
{{Info}}Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse.<br/>
 +
{{Pro}}Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.<br/>
 +
{{Pro}}50% faster cloak recharge rate.<br/>
 +
{{Pro}}40% longer cloak duration.<br/>
 +
{{Pro}}Grants a 3 second speed boost upon receiving damage.<br/>
 +
{{Pro}}Feign Death stealth has no bump shimmer for 3 seconds.<br/>
 +
{{Con}}Ammo kits and dispensers do not refill the Spy's cloak meter.<br/>
 +
{{Con}}Has a loud, distinctive decloak sound.<br/>
 +
{{Con}}Triggering feign death will lower the cloak meter to 50%.<br/>
 +
{{Con}}Cloak meter must be fully charged to use.<br/>
 
|
 
|
 +
'''Cloak type:''' Feign death<br/>
 +
{{Info}}Cloaks Spy for 4 seconds upon receiving damage, dropping a fake corpse.<br/>
 +
{{Pro}}Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.<br/>
 +
{{Pro}}40% longer cloak duration.<br/>
 +
{{Pro}}Grants a 3 second speed boost upon receiving damage.<br/>
 +
{{Pro}}Feign Death stealth has no bump shimmer for 3 seconds.<br/>
 +
{{Con}}200% quicker cloak drain rate.<br/>
 +
{{Con}}Ammo kits and dispensers do not refill the Spy's cloak meter.<br/>
 +
{{Con}}Has a loud, distinctive decloak sound.<br/>
 +
{{Con}}Triggering feign death will lower the cloak meter to 50%.<br/>
 +
{{Con}}Cloak meter must be fully charged to use.<br/>
 
|}
 
|}
  

Latest revision as of 04:56, 24 January 2025

Move, move, move!
The Engineer running from zombies

Zombie Escape, not to be confused with Zombie Survival or Zombie Fortress, is a Community gameplay modification of Zombie Mod.

Zombie Escape, as the name implies, is a mod where you escape from zombies.

Gameplay

The gameplay is a simple start-to-finish race between spawn and the final holdout, where the map makes up a reason to kill players that have not yet escaped (as most maps have a simple story). After setup (the survivors' headstart), two players are chosen as the alpha zombies, incredibly resilient players with huge health pools (often referred to as simply alphas). The goal of an alpha is to kill all the runners without getting killed themselves. Runners, when infected, turn into zombies. Zombies, similarly to alphas, have an enormous health pool compared to their living counterparts. They only receive half health, however, as they are expendable and can respawn an unlimited amount of times.

There are two ways to finish the round: One is to get through the race, holding out at places that require players to wait (mostly doors opening and vehicles waiting to move), and the second is to kill the alphas. The latter is much harder due to the large amount of health alphas have, and as such should be only focused on as a secondary goal.

Gameplay Changes

A list of changes that affect gameplay:

  • There is no standard gameplay objective.
  • The round ends with a BLU team victory if all RED team members are dead at the same time.
  • The round ends with a RED team victory if all players are on the RED team.
  • The player's max ammo is infinite, but the clip is not; no weapons run out of ammunition, but still have to reload (this excludes weapons that draw from the Engineer's metal supply).
  • Players on the BLU team have a cross permanently above their head, only visible to the RED team.
  • Upon being killed or general death, BLU team members are automatically assigned to the RED team.
  • Being killed by a zombie does not kill the player per-se; the player is immediately assigned to the RED team, without any respawn time and without producing a ragdoll.
  • RED team members automatically have their class's Voodoo-Cursed Soul equipped. The Voodoo-Cursed Soul displays as Level 0 on inspection.
  • Players on the RED team have an increased amount of health (commonly between 8000 and 12000) and take an increased amount of knockback.
  • Any weapons with projectiles that do not function as their primary fire, such as the Sandman's baseball, are removed.
  • Scouts are no longer able to double jump. Whether the Atomizer allows the Scout to double jump again varies between different Zombie Escape plugins.
  • Engineers do not drain metal under any circumstance, except when shooting with the Widowmaker or Short Circuit. If metal is spent by the Engineer, they can still replenish their ammo supply with conventional methods, such as medium ammo pickups dropped by dead players or with a Dispenser; nonetheless, metal slowly regenerates on its own.
  • Engineers can only build Combat Mini-Sentry Guns, regardless of what melee weapon they are using. There can also be only four or five Mini-Sentry Guns deployed at one time, depending on the map.
  • Some classes have a limit of only 6 at a time for survivors. Which classes specifically heavily depends on the plugin/server, but the Scout is most commonly limited.

Weapon Rebalances

Scout

Scout Primaries
Weapon Vanilla Attributes Zombie Escape Attributes
Backpack Scattergun.png

Primary
Scattergun

Pictogram info.png  Stock Weapon.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 88% damage bonus.
Pictogram plus.png 65% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Force-A-Nature.png

Primary
Force-A-Nature

Pictogram plus.png On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.
Pictogram plus.png 20% more pellets per shot.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png 10% damage penalty per pellet.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 100% damage bonus (against players).
Pictogram plus.png 20% more pellets per shot.
Pictogram plus.png 73% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 12% damage penalty.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 100% wider pellet spread.
Pictogram minus.png Successive shots become less accurate.
Pictogram minus.png If one shot is unused before reloading, it is lost.
Pictogram minus.png While weapon is active: 8% slower movement speed on wearer.
Pictogram minus.png Disabled knockback on user.

Backpack Shortstop.png

Primary
Shortstop

Pictogram plus.png 100% damage bonus per pellet.
Pictogram plus.png 42.4% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram plus.png Alt-Fire: does a shove that pushes enemies.
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 60% pellets per shot.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 25% less ramp-up.
Pictogram minus.png 20% more knockback from all damage sources.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 25% damage bonus (against players).
Pictogram plus.png 25% more pellets per shot.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 18% damage penalty.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Backpack Soda Popper.png

Primary
Soda Popper

Pictogram plus.png On hit:Build Hype.
Pictogram plus.png Activate Hype to sextuple jump.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 66% smaller clip size.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 50% faster deploy and holster speed.
Pictogram plus.png Crits whenever it would normally mini-crit.
Pictogram plus.png On kill: 100% chance to inflict critical hits for 5 seconds.
Pictogram plus.png This weapon reloads its entire clip at once.
Pictogram minus.png 19% damage penalty.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png Critical damage is affected by range.
Pictogram minus.png If one shot is unused before reloading, it is lost.
Pictogram minus.png Hype is disabled.

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

Pictogram plus.png On hit: builds Boost.
Pictogram plus.png Run speed increased with Boost.
Pictogram minus.png 34% clip size.
Pictogram minus.png 10% slower move speed on wearer.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Pictogram plus.png On hit: builds Boost.
Pictogram plus.png 5% damage bonus.
Pictogram plus.png 65% shorter reload time.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 25% tighter pellet spread
Pictogram plus.png Disabled fall damage on wearer.
Pictogram minus.png 19.5% slower movement speed on wearer.
Pictogram minus.png Boost reduced from 173% to 116%.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Backpack Back Scatter.png

Primary
Back Scatter

Pictogram plus.png Minicrits targets when fired at their back from close range.
Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 20% wider pellet spread.
Pictogram minus.png No random critical hits.

Pictogram plus.png Mini-crits targets when fired at their back from close range.
Pictogram plus.png 100% larger clip size.
Pictogram plus.png 25% damage bonus (against players).
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 55% faster firing speed.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 50% wider pellet spread.

Scout Secondaries
Backpack Pistol.png

Secondary
Pistol

Pictogram info.png  Stock weapon.

Pictogram plus.png 300% larger clip size.
Pictogram plus.png 27.5% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 50% longer reload time.

Backpack Bonk! Atomic Punch.png

Secondary
Bonk! Atomic Punch

Pictogram info.png  When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
Pictogram info.png  After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
Pictogram info.png The invulnerability effect lasts for 8 seconds and has a 22 seconds cooldown before it can be used again.

Pictogram info.png  When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
Pictogram info.png  After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
Pictogram info.png The invulnerability effect lasts for 8 seconds and has a 30 seconds cooldown before it can be used again.
Pictogram plus.png On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds..

Backpack Winger.png

Secondary
Winger

Pictogram plus.png 15% damage bonus.
Pictogram plus.png When weapon is active: 25% higher jump height.
Pictogram minus.png 60% smaller clip size.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 57% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 37.5% tighter bullet spread.
Pictogram plus.png 25% faster deploy and holster speed.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png Disabled extra jump height.

Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

Pictogram plus.png On Hit: Gain up to +3 health.
Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 25% smaller clip size.

Pictogram plus.png On Hit: Gain up to +3 health.
Pictogram plus.png 200% larger clip size.
Pictogram plus.png 15% damage bonus.
Pictogram plus.png 45% faster firing speed.
Pictogram plus.png 17% tighter pellet spread.
Pictogram minus.png 50% longer reload time.

Backpack Mad Milk.png

Secondary
Mad Milk

Pictogram plus.png Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Pictogram plus.png Partially nullifies Cloak on enemy Spies.
Pictogram plus.png Extinguishes fire on wielder and allied players.
Pictogram plus.png 20% decrease in recharge time when you extinguish an allied player.
Pictogram info.png Has a 20-second recharge time.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Pictogram plus.png Partially nullifies Cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% decrease in recharge time when you extinguish an allied player.
Pictogram info.png Has a 20 second recharge time.

Backpack Crit-a-Cola.png

Secondary
Crit-a-Cola

Pictogram info.png When consumed, user receives the following effects:

Pictogram plus.png Guaranteed Mini-Crits.
Pictogram minus.png Making any attack while under the effect causes a 5-second Marked-For-Death debuff.

Pictogram info.png The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.

Pictogram info.png When consumed, user receives the following effects:

Pictogram plus.png Guaranteed Mini-Crits.
Pictogram minus.png Making any attack while under the effect causes a 5-second Marked-For-Death debuff.

Pictogram info.png The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again.
Pictogram plus.png 100% faster holster and deploy speed.

Backpack Flying Guillotine.png

Secondary
Flying Guillotine

Pictogram info.png Can be thrown to damage enemies. Recharges after 6 seconds.
Pictogram plus.png On hit: inflicts bleed for 8 seconds and deals 50 damage.
Pictogram plus.png Long-distance hit reduces recharge time by 1.5 seconds.
Pictogram minus.png No random Critical Hits.
Pictogram minus.png Cannot be picked up after being thrown.

Pictogram info.png Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.
Pictogram plus.png On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.
Pictogram plus.png On hit: inflicts bleed for 8 seconds and deals 111 damage.
Pictogram plus.png Long-distance hit reduces recharge time by 1.5 second.
Pictogram plus.png 100% bleed damage bonus.
Pictogram minus.png Cannot be picked up after being thrown.

Scout Melees
Backpack Bat.png

Melee
Bat

Pictogram info.png  Stock weapon.

Pictogram info.png  No changes.

Backpack Sandman.png

Melee
Sandman

Pictogram plus.png Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
Pictogram minus.png -15 max health on wearer.

Pictogram plus.png Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
Pictogram plus.png  +2 max balls on wearer (3 total balls).
Pictogram minus.png -15 max health on wearer.
Pictogram minus.png 100% slower swing speed.
Pictogram minus.png  Each ball recharges one after the other (not all at the same time).

Backpack Atomizer.png

Melee
Atomizer

Pictogram plus.png When weapon is active: +1 extra air jump on wearer.
Pictogram plus.png Guaranteed mini crits while the user is airborne.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 50% slower deploy speed.

Pictogram info.png When weapon is active:

Pictogram plus.png 3% faster movement speed on wearer.
Pictogram minus.png Up to -3 health drained per second.

Pictogram plus.png Guaranteed mini crits while the user is airborne.
Pictogram minus.png 15% damage penalty against players
Pictogram minus.png 100% slower swing speed.
Pictogram minus.png Does not grant an extra jump while deployed

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

Pictogram plus.png Guaranteed crits on burning players.
Pictogram plus.png When weapon is active: lowers fire damage vulnerability by 25% on wearer.
Pictogram minus.png 25% damage penalty.

Pictogram plus.png 20% faster universal deploy and holster speed on wearer.
Pictogram minus.png 100% damage penalty.

Backpack Wrap Assassin.png

Melee
Wrap Assassin

Pictogram plus.png Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds.
Pictogram plus.png Guaranteed crits on long range hits.
Pictogram minus.png 65% damage penalty.
Pictogram minus.png 25% increase in ball recharge rate.

Pictogram plus.png Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 15 seconds.
Pictogram plus.png  On direct hit: decreases enemy movement speed by 40% for 1.5 seconds.
Pictogram plus.png +1 max ball on wearer (2 total balls).
Pictogram plus.png Guaranteed crits on long range hits.
Pictogram minus.png 75% damage penalty.
Pictogram minus.png 100% slower swing speed.
Pictogram minus.png 50% decrease in ball recharge rate.
Pictogram minus.png When weapon is active: 3% slower movement speed on wearer.
Pictogram minus.png  Each ball recharges one after the other (not all at the same time).

Backpack Fan O'War.png

Melee
Fan O'War

Pictogram plus.png On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.
Pictogram plus.png Crits whenever it would normally mini-crit.
Pictogram minus.png 75% damage penalty.

Pictogram info.png  No changes.

Backpack Candy Cane.png

Melee
Candy Cane

Pictogram plus.png A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.
Pictogram minus.png Raises explosive damage vulnerability by 25% on wearer.

Pictogram plus.png When weapon is active: Up to +3 health regenerated per second.
Pictogram plus.png On hit: restores up to +50 health.
Pictogram plus.png A small health pack is dropped when the player kills a zombie with the Candy Cane.
Pictogram minus.png Raises explosive damage vulnerability by 25% on wearer.
Pictogram minus.png User takes mini-crits when weapon is active, and for 3 seconds after switching away.

Backpack Boston Basher.png

Melee
Boston Basher

Pictogram plus.png On hit: inflicts bleed to enemy for 5 seconds.
Pictogram minus.png On miss: inflicts self-damage and bleed to the wearer for 5 seconds.

Pictogram plus.png On hit: inflicts bleed to enemy for 5 seconds.
Pictogram minus.png 25% damage penalty.

Soldier

Soldier Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Rocket Launcher.png

Primary
Rocket Launcher

Pictogram info.png  Stock weapon.

Pictogram plus.png 171% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png Disabled self-knockback

Backpack Direct Hit.png

Primary
Direct Hit

Pictogram plus.png 25% damage penalty.
Pictogram plus.png 80% faster projectile speed.
Pictogram plus.png Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Pictogram minus.png 70% smaller splash damage radius.

Pictogram plus.png 204% damage bonus.
Pictogram plus.png 100% faster projectile speed.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram minus.png -25 max health on wearer.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 70% smaller splash damage radius.
Pictogram minus.png 100% more self damage from blast jumping.
Pictogram minus.png Disabled self-knockback.

Backpack Black Box.png

Primary
Black Box

Pictogram plus.png On hit: restores up to +20 health.
Pictogram minus.png 25% smaller clip size.

Pictogram plus.png 144% damage bonus.
Pictogram plus.png Up to 20% damage bonus as rage increases.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png On hit: restores up to +20 health.
Pictogram plus.png 34% longer banner duration.
Pictogram minus.png 25% smaller clip size.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 15% slower firing speed.
Pictogram minus.png Disabled self-knockback.

Backpack Rocket Jumper.png

Primary
Rocket Jumper

Pictogram plus.png +200% max primary ammo on wearer.
Pictogram plus.png  No self inflicted blast damage taken.
Pictogram minus.png  100% damage penalty.
Pictogram minus.png  No random critical hits.
Pictogram minus.png  Unable to carry the intelligence and the PASS Time JACK.

Pictogram plus.png 1011% damage bonus.
Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png On direct hit: decreases enemy movement speed by 40% for 3 seconds.
Pictogram minus.png 75% smaller clip size.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% slower projectile speed.
Pictogram minus.png 63% longer reload time.
Pictogram minus.png 337% slower firing speed.
Pictogram minus.png 150% slower deploy and holster speed.
Pictogram minus.png When weapon is active: 20% slower movement speed on wearer.
Pictogram minus.png 200% more self damage from blast jumping.
Pictogram minus.png Disabled self-knockback.

Backpack Liberty Launcher.png

Primary
Liberty Launcher

Pictogram plus.png 25% larger clip size.
Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png 25% less self damage from blast jumping.
Pictogram minus.png 25% damage penalty.

Pictogram plus.png 25% larger clip size.
Pictogram plus.png 204% damage bonus.
Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png 25% less self damage from blast jumping.
Pictogram plus.png 1 point of Rocket Specialist.

Pictogram plus.png 15% faster projectile speed.
Pictogram plus.png On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.

Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 15% slower firing speed.

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

Pictogram plus.png Does not use ammo (replaced with an ammo meter).
Pictogram minus.png 80% damage penalty against buildings.
Pictogram minus.png Mini-crits whenever it would normally crit.
Pictogram minus.png No random critical hits.
Pictogram info.png Secondary fire is a charged shot that:

Pictogram plus.png  Guarantees mini-crits on players
Pictogram plus.png  Causes enemies to suffer afterburn for 6 seconds.
Pictogram plus.png  Disables buildings for 4 seconds.
Pictogram minus.png  Empties entire ammo meter.
Pictogram minus.png  Cannot be used unless ammo meter is full.

Pictogram plus.png 155% damage bonus.
Pictogram plus.png Up to 20% damage bonus as rage increases.
Pictogram plus.png Does not use ammo (replaced with an ammo meter).
Pictogram plus.png 67% longer banner duration.
Pictogram info.png Secondary fire is a charged shot that:

Pictogram plus.png  Guarantees mini-crits on players
Pictogram plus.png  Causes enemies to suffer afterburn for 6 seconds.
Pictogram plus.png  Disables buildings for 4 seconds.
Pictogram minus.png  Empties entire ammo meter.
Pictogram minus.png  Cannot be used unless ammo meter is full.

Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 15% slower firing speed.
Pictogram minus.png Mini-crits whenever it would normally crit.
Pictogram minus.png Disabled self-knockback.

Backpack Beggar's Bazooka.png

Primary
Beggar's Bazooka

Pictogram info.png Hold Fire to load up to three rockets.

Pictogram plus.png  Release Fire to unleash the barrage at 223% faster firing speed.
Pictogram minus.png  +3 degrees random projectile deviation.
Pictogram minus.png  Overloading the chamber will cause a misfire.

Pictogram minus.png 20% smaller splash damage radius.
Pictogram minus.png 30% longer reload time.
Pictogram minus.png  Cannot collect ammo from dispensers while active.

Pictogram plus.png 100% damage bonus.
Pictogram info.png Hold Fire to load up to three rockets.

Pictogram plus.png  Release Fire to unleash the barrage at 180.7% faster firing speed.
Pictogram minus.png  +1.5 degrees random projectile deviation.
Pictogram minus.png  Overloading the chamber will cause a misfire.

Pictogram minus.png 50% damage penalty against players
Pictogram minus.png 20% smaller splash damage radius.
Pictogram minus.png 30% longer reload time.
Pictogram minus.png 15% slower firing speed,
Pictogram minus.png Cannot collect ammo from dispensers while active.
Pictogram minus.png Disabled self-knockback.

Backpack Air Strike.png

Primary
Air Strike

Pictogram plus.png 185% faster firing speed while blast jumping.
Pictogram plus.png On kill: +1 larger clip size ( Up to 4).
Pictogram plus.png 15% less self-damage from blast jumping.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 10% smaller splash damage radius radius.
Pictogram minus.png 20% smaller splash damage radius while blast jumping.

Pictogram plus.png 134% damage bonus.
Pictogram plus.png 40% faster projectile speed.
Pictogram plus.png On kill: +1 larger clip size ( Up to 4).
Pictogram plus.png 15% less self-damage from blast jumping.
Pictogram plus.png 1 point of Rocket Specialist.

Pictogram plus.png 15% faster projectile speed.
Pictogram plus.png On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.

Pictogram info.png Hold Fire to load up to four rockets.

Pictogram plus.png  Release Fire to unleash the barrage at 180% increased fire rate.
Pictogram minus.png  +1 degrees random projectile deviation.

Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 10% smaller splash damage radius.
Pictogram minus.png Cannot collect ammo from dispensers while active.
Pictogram minus.png Disabled self-knockback.

Soldier Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Buff Banner.png

Secondary
Buff Banner

Pictogram info.png Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates receive: guaranteed Mini-Crits.

Pictogram info.png Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Pictogram plus.png While the buff is active, for 15 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
Pictogram plus.png When weapon is acrive:10% faster movement speed on wearer.
Pictogram plus.png 50% longer banner duration.
Pictogram minus.png 15% longer banner activation time.

Backpack Battalion's Backup.png

Secondary
Battalion's Backup

Pictogram info.png  Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates receive:

Pictogram plus.png Immunity to Critical damage.
Pictogram plus.png Lowers damage vulnerability by 35%.
Pictogram plus.png Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).

Pictogram plus.png +20 max health on wearer.

Pictogram info.png  Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Pictogram plus.png While the buff is active, for 15 seconds the user and nearby teammates receive:

Pictogram plus.png Immunity to Critical damage.
Pictogram plus.png Lowers damage vulnerability by 35%.
Pictogram plus.png Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).

Pictogram plus.png +20 max health on wearer.
Pictogram plus.png 50% longer banner duration.

Backpack Concheror.png

Secondary
Concheror

Pictogram info.png Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Pictogram plus.png While the buff is active, for 10 seconds the user and nearby teammates:

Pictogram plus.png Between 25% and 40% faster movement speed.
Pictogram plus.png On hit: restores 35% of the damage dealt as health.

Pictogram plus.png Up to +4 health regenerated per second passively.

Pictogram info.png Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Pictogram plus.png  While the buff is active, for 15 seconds the user and nearby teammates receive:

Pictogram plus.png Between 25% and 40% faster movement speed.
Pictogram plus.png On hit: restores 35% of the damage dealt as health.

Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram plus.png 50% longer banner duration.
Pictogram minus.png 15% longer banner activation time.

Backpack Mantreads.png

Secondary
Mantreads

Pictogram plus.png  75% reduction in push force taken from enemy damage.
Pictogram plus.png  Deals 3x falling damage to the player you land on.
Pictogram plus.png  Lowers airblast vulnerability by 75%
Pictogram plus.png  200% increased air control when blast jumping.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability.

Pictogram cross.png Weapon is banned.

Backpack Righteous Bison.png

Secondary
Righteous Bison

Pictogram info.png  Shoots an electric projectile instead of shotgun pellets.
Pictogram plus.png  Projectiles penetrate players and damage enemies behind them.
Pictogram plus.png  Does not use ammo (replaced with an ammo meter).
Pictogram plus.png  Projectiles cannot be deflected.
Pictogram minus.png  33% smaller clip size.
Pictogram minus.png  28% slower firing speed.
Pictogram minus.png  20% damage penalty against buildings.

Pictogram info.png  Shoots an electric projectile instead of shotgun pellets.
Pictogram plus.png 33% larger clip size.
Pictogram plus.png 130% damage bonus against players.
Pictogram plus.png 35% faster firing speed.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png  Projectiles penetrate players and damage enemies behind them.
Pictogram plus.png  Does not use ammo (replaced with an ammo meter).
Pictogram plus.png  Projectiles cannot be deflected.
Pictogram minus.png  Deals only 20% damage to buildings.
Pictogram minus.png  Deals no damage against NPCs.

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

Pictogram plus.png 20% faster deploy speed.
Pictogram plus.png 15% faster holster speed.
Pictogram plus.png Guaranteed mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.

Pictogram info.png  Mini-crits only take affect within 5 seconds of deploying this weapon.

Pictogram minus.png 34% smaller clip size

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png 20% faster deploy speed.
Pictogram plus.png  Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.

Pictogram info.png  Mini-crits only take affect within 5 seconds of deploying this weapon.
Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 25% damage bonus against players.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Backpack Gunboats.png

Secondary
Gunboats

Pictogram plus.png Lowers explosive self-damage vulnerability by 60%

Pictogram info.png  This doesn't affect fall damage.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability
.

Pictogram plus.png Lowers explosive self-damage vulnerability by 60%

Pictogram info.png  This doesn't affect fall damage.
Pictogram info.png  Grants its abilities passively, does not need to be selected first in order to apply the ability.

Pictogram plus.png  Wearer receives an unmodified stock shotgun.

Backpack B.A.S.E. Jumper.png

Secondary
Base Jumper

Pictogram info.png  Allows player to activate a parachute whilst midair, slowing down their descent.
Pictogram plus.png Parachute can be deactivated at any time.
Pictogram minus.png Once deactivated, parachute cannot be activated again until the user has touched the ground.

Pictogram cross.png Weapon is banned.

Soldier Melees
Backpack Shovel.png

Melee
Shovel

Pictogram info.png  Stock weapon.

Pictogram info.png  No changes.

Backpack Equalizer.png

Melee
Equalizer

Pictogram info.png  When weapon is active:
Pictogram plus.png  Damage increase as user's remaining health decreases.
Pictogram minus.png  90% less healing from Medic sources.

Pictogram info.png  No changes.

Backpack Market Gardener.png

Melee
Market Gardener

Pictogram plus.png  Guaranteed critical hits while wielder is rocket jumping.
Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  No random critical hits.

Pictogram info.png  No changes.

Backpack Pain Train.png

Melee
Pain Train

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.
Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.
When weapon is active.

Pictogram plus.png 10% faster movement speed.
Pictogram minus.png Raised damage vulnerability by 20%.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  On kill: heals 50% of user's base health.
Pictogram plus.png  Returned health can overheal.
Pictogram minus.png  75% slower deploy and holster speed.
Pictogram minus.png  This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram minus.png  No random critical hits.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Pictogram plus.png  50% longer melee range.
Pictogram minus.png  No random critical hits.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Backpack Disciplinary Action.png

Melee
Disciplinary Action

Pictogram plus.png  70% longer melee range.
Pictogram plus.png  On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.
Pictogram minus.png  25% damage penalty.

Pictogram plus.png  70% longer melee range.
Pictogram minus.png  25% slower swing speed.

Backpack Escape Plan.png

Melee
Escape Plan

Pictogram info.png  When weapon is active:
Pictogram plus.png  Movement speed increase as user's remaining health decreases. (Up to 128%).
Pictogram minus.png  User takes mini-crits when weapon is active, and for 3 seconds after switching away.
Pictogram minus.png  90% less healing from Medic sources.

Pictogram info.png  When weapon is active:
Pictogram plus.png  Movement speed increase as user's remaining health decreases (Up to 115%).
Pictogram minus.png  28% slower move speed.
Pictogram minus.png  User takes mini-crits when weapon is active, and for 3 seconds after switching away.
Pictogram minus.png  90% less healing from Medic sources.

Pyro

Pyro Primaries
Weapon Edited Attributes Zombie Escape Attributes
Backpack Flame Thrower.png

Primary
Flame Thrower

Pictogram info.png  Stock weapon

Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png Airblast costs 50% more ammo to fire (30 instead of 20).
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Backburner.png

Primary
Backburner

Pictogram plus.png Guaranteed Critical hits when attacking from behind.
Pictogram minus.png Airblasts cost 150% more ammo to fire (50 instead of 20).
Pictogram minus.png No random critical hits.

Pictogram plus.png Guaranteed Critical hits when attacking from behind.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram plus.png 200% greater Airblast push force.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png When weapon is active:100% less metal from Dispensers and Pickups.
Pictogram minus.png Airblast costs 350% more ammo to fire (80 instead of 20).
Pictogram minus.png  Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Degreaser.png

Primary
Degreaser

Pictogram plus.png 60% faster deploy speed.
Pictogram plus.png 30% faster holster speed.
Pictogram minus.png Airblasts cost 25% more ammo to fire (25 instead of 20).
Pictogram minus.png 66% afterburn damage penalty.

Pictogram plus.png 60% faster deploy speed.
Pictogram plus.png 30% faster holster speed.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png 66% afterburn damage penalty.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png Airblast costs 100% more ammo to fire (40 instead of 20).
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Phlogistinator.png

Primary
Phlogistinator

Pictogram plus.png Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
Pictogram minus.png Cannot fire blasts of compressed air.
Pictogram minus.png No random critical hits.

Pictogram plus.png Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt.
Pictogram plus.png 10% damage bonus.
Pictogram plus.png 10% longer flamethrower range.
Pictogram plus.png 300% larger flame hitbox.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png Cannot fire blasts of compressed air.
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Backpack Dragon's Fury.png

Primary
Dragon's Fury

Pictogram info.png A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Pictogram info.png Uses a shared pressure tank for Primary Fire and Alt-Fire.
Pictogram plus.png 300% damage bonus to burning players.

Pictogram info.png Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.

Pictogram plus.png 50% faster repressurization rate on hit.
Pictogram plus.png 40% longer flamethrower range.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png No random critical hits.

Pictogram info.png A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Pictogram info.png Uses a shared pressure tank for Primary Fire and Alt-Fire.
Pictogram plus.png 300% damage bonus to burning players.
Pictogram plus.png 50% faster repressurization rate on hit.
Pictogram plus.png 40% longer flamethrower range.
Pictogram plus.png On hit:100% chance to slow down target.
Pictogram minus.png 50% slower repressurization rate on Alt-Fire.
Pictogram minus.png Zombies accumulate gradual Airblast resistance with each usage (resets after 10 seconds).

Pyro Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload time.
Pictogram plus.png 60% faster firing speed.

Backpack Flare Gun.png

Secondary
Flare Gun

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram plus.png  Guaranteed Critical damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram plus.png 700% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png Guaranteed critical hits on burning targets.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram plus.png Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png 58% damage penalty against players.

Backpack Detonator.png

Secondary
Detonator

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram info.png  Flares detonate on impact, with a greatly reduced explosion radius.
Pictogram plus.png  Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
Pictogram plus.png  On detonation flare destroys enemy sticky bombs.
Pictogram plus.png  Guaranteed Mini-Crit damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png  25% damage penalty.
Pictogram minus.png  50% more self-damage from blast jumping.

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram info.png  Flares detonate on impact, with a greatly reduced explosion radius.
Pictogram plus.png  Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit. The knockback can be used to flare jump.
Pictogram plus.png  600% damage bonus.
Pictogram plus.png  25% shorter reload time.
Pictogram plus.png  On detonation flare destroys enemy sticky bombs.
Pictogram plus.png  Guaranteed Mini-Crit damage on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram minus.png  58% damage penalty against players.
Pictogram minus.png  50% more self-damage from blast jumping.
Pictogram minus.png  Deals normal damage whenever it would normally crit.
Pictogram minus.png  Disabled self-knockback.

Backpack Manmelter.png

Secondary
Manmelter

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram plus.png  Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).
Pictogram plus.png  50% faster projectile speed.
Pictogram plus.png  Does not use ammo.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram plus.png  Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram plus.png  Extinguishing teammates heals you +20 HP.
Pictogram minus.png  Does not get random Critical hits.

Pictogram info.png Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram plus.png Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).
Pictogram plus.png 160% damage bonus.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png 70% faster firing speed.
Pictogram plus.png Does not use ammo.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram plus.png Can be fired into water to damage enemies (no afterburn will be applied).
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram plus.png Extinguishing teammates heals you +20 HP.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png Mini-crits whenever it would normally crit.

Backpack Scorch Shot.png

Secondary
Scorch Shot

Pictogram info.png  Fires an accurate flare projectile that sets targets on fire instead of bullets.
Pictogram plus.png  Flare falls to the ground after directly hitting an enemy where it explodes, igniting more targets.
Pictogram plus.png  On detonation flare destroys enemy stickybombs.
. Pictogram plus.png  Guaranteed Mini-Crit damage and increased knockback on burning targets.
Pictogram plus.png  This weapon reloads automatically when not holstered.
Pictogram minus.png  35% damage penalty.
Pictogram minus.png  35% less knockback from blast jumping.

Pictogram info.png Fires an accurate rocket projectile that sets targets on fire instead of bullets.
Pictogram plus.png Rocket ignites enemies in a small radius.
Pictogram plus.png 740% damage bonus.
Pictogram plus.png 100% damage bonus against burning players.
Pictogram plus.png 700% afterburn damage bonus.
Pictogram plus.png 81% faster projectile speed.
Pictogram plus.png 10% shorter reload time.
Pictogram plus.png Guaranteed Mini-Crit damage and increased knockback on burning targets.
Pictogram plus.png This weapon reloads automatically when not holstered.
Pictogram minus.png 50% damage penalty against players.
Pictogram minus.png 50% smaller splash damage radius.
Pictogram minus.png 67% shorter afterburn duration.
Pictogram minus.png Disabled self-knockback.

Backpack Thermal Thruster.png

Secondary
Thermal Thruster

Pictogram info.png Contains two charges that allows the player to launch themselves into the air. Pictogram plus.png  Pushes nearby enemies away upon landing.
Pictogram plus.png  Deals 3x the fall damage to an enemy you land on.
Pictogram plus.png  Extinguish teammates at the beginning of your launch.
Pictogram plus.png  Lowers fall damage vulnerability by 75% when a charge is used.
Pictogram minus.png  Has a 15 second recharge for each charge.
Pictogram minus.png  0.8 second locked holster penalty.
Pictogram minus.png  30% more knockback from all damage sources when a charge is used.

Pictogram cross.png Weapon is banned.

Backpack Gas Passer.png

Secondary
Gas Passer

Pictogram plus.png  Creates a horrific visible gas that coats enemies with a flammable material.
Pictogram plus.png  Enemies covered in gas ignite into afterburn if they take any damage (even enemy Pyros!).
Pictogram plus.png  Gas meter builds with damage done and/or time.
Pictogram minus.png  Spawning and resupply do not affect the Gas meter.
Pictogram minus.png  Gas meter starts empty.
Pictogram info.png  Has a 60 second recharge if no damage is dealt.

Pictogram info.png Throws an incendiary grenade instead of a gas canister.
Pictogram plus.png  Creates a horrific visible gas that coats enemies with a flammable material.
Pictogram plus.png 19900% damage bonus.
Pictogram plus.png 900% afterburn damage bonus.
Pictogram plus.png 50% faster holster and deploy speed.
Pictogram plus.png Grenades have very little bounce and roll.
Pictogram plus.png Gas meter builds with damage done and/or time.
Pictogram plus.png 19900% larger misc. ammo size.
Pictogram minus.png 90% damage penalty against players.
Pictogram minus.png 900% slower firing speed.
Pictogram minus.png Gas meter starts empty.

Backpack Reserve Shooter.png

Secondary
Reserve Shooter

Pictogram plus.png  Guaranteed Mini-crits on target that are blast jumping, knocked back, launched by the Thermal Thruster stomp, or using the grapple hook.

Pictogram minus.png  Mini-crits only take affect within 5 seconds of deploying this weapon.

Pictogram plus.png  20% faster weapon deploy speed.
Pictogram plus.png  15% faster weapon holster speed.
Pictogram minus.png  33% smaller clip size.

Pictogram plus.png Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.

Pictogram minus.png  Mini-crits only take affect within 5 seconds of deploying this weapon.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png 60% shorter reload speed.
Pictogram plus.png 60% faster firing speed.
Pictogram plus.png 40% tighter pellet spread.
Pictogram plus.png 20% faster weapon deploy speed.

Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 25% damage bonus against players.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Pyro Melees
Backpack Homewrecker.png

Melee
Homewrecker

Pictogram plus.png 100% damage bonus against buildings.
Pictogram plus.png Able to remove Electro Sappers (in one hit).
Pictogram minus.png 25% damage penalty against players.

Backpack Sharpened Volcano Fragment.png

Melee
Sharpened Volcano Fragment

Pictogram plus.png On Hit: target is engulfed in flames.
Pictogram minus.png 20% damage penalty.

Pictogram info.png  No changes.

Backpack Hot Hand.png

Melee
Hot Hand

Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area.
Pictogram info.png Kills are labelled as "SLAP-KILL" in the death-notice area.
Pictogram plus.png On attack: dishes out two consecutive slaps.
Pictogram plus.png Gain a speed boost when you hit an enemy player.
Pictogram minus.png 20% damage penalty.

Pictogram info.png  No changes.

Backpack Back Scratcher.png

Melee
Backscratcher

Pictogram plus.png 25% damage bonus.
Pictogram plus.png 50% more healing from map health sources (healthpacks).
Pictogram minus.png 75% less healing from medic sources.

Pictogram info.png No changes.

Backpack Neon Annihilator.png

Melee
Neon Annihilator

Pictogram plus.png Guaranteed critical hits against wet players.
Pictogram plus.png Able to remove Electro Sappers (in two hits).
Pictogram minus.png 20% damage penalty against players.
Pictogram minus.png No random critical hits.

Pictogram info.png No changes.

Backpack Third Degree.png

Melee
Third Degree

Pictogram plus.png Damage transfers to all players connected via Medic beams.

Pictogram info.png No changes.

Backpack Fire Axe.png

Melee
Axe

Pictogram info.png Stock weapon.

Pictogram info.png No changes.

Backpack Axtinguisher.png

Melee
Axtinguisher

Pictogram plus.png Guaranteed mini-crits on burning targets.
Pictogram plus.png Damage increases based on remaining duration of afterburn.
Pictogram plus.png Killing blows on burning players guarantee a speed boost.
Pictogram minus.png 33% damage penalty.
Pictogram minus.png 35% slower deploy speed.
Pictogram minus.png No random critical hits.
Pictogram minus.png Hitting burning targets extinguishes them.

Pictogram info.png No changes.

Backpack Powerjack.png

Melee
Powerjack

Pictogram plus.png On kill: restores up to +25 health points.
Pictogram plus.png When weapon in active: 15% faster movement speed on wearer.
Pictogram minus.png When weapon ins active: raises damage vulnerability by 20%.

Pictogram plus.png On kill: restores up to +25 health points.
Pictogram plus.png When weapon in active: 5% faster movement speed on wearer.
Pictogram minus.png When weapon ins active: raises damage vulnerability by 40%.

Demoman

Demoman Primaries
Weapon Edited Attributes Zombie Escape Attributes
Backpack Grenade Launcher.png

Primary
Grenade Launcher

Pictogram info.png Stock weapon.

Pictogram plus.png 210% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram minus.png 55% damage penalty against players.

Backpack Loch-n-Load.png

Primary
Loch-n-Load

Pictogram plus.png 20% damage bonus against buildings.
Pictogram plus.png 25% faster projectile speed.
Pictogram plus.png Grenades do not tumble when fired.
Pictogram minus.png 25% smaller clip size.
Pictogram minus.png 25% smaller splash damage radius.
Pictogram minus.png Launched bombs shatter on surfaces.

Pictogram plus.png 150% damage bonus.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 25% faster weapon deploy and holster speed.
Pictogram minus.png 25% smaller clip size.
Pictogram minus.png 75% smaller splash damage radius.
Pictogram minus.png 25% shorter reload time.

Backpack Ali Baba's Wee Booties.png

Primary
Ali Baba's Wee Booties

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png Increases turning speed while charging by 200%.
Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png 10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Pictogram info.png Grants its abilities passively, does not need to be selected.

Pictogram cross.png Weapon is banned.

Backpack Loose Cannon.png

Primary
Loose Cannon

Pictogram info.png Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Pictogram info.png Holding down the fire key for too long will cause a misfire.
Pictogram plus.png Cannonballs push players back on impact.
Pictogram plus.png 20% faster projectile speed.
Pictogram plus.png Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.
Pictogram minus.png Cannonballs do not explode on impact.
Pictogram minus.png Cannonballs must be charged for at least 0.10 seconds for Double-Donks.

Pictogram info.png Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Pictogram plus.png 520% damage bonus.
Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png 50% faster projectile speed.
Pictogram plus.png Applies a strong downwards force on hit.
Pictogram minus.png 40% damage penalty against players.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 65% slower firing speed.
Pictogram minus.png 100% more self-damage from blast jumping.
Pictogram minus.png Disabled self-knockback.

Backpack Iron Bomber.png

Primary
Iron Bomber

Pictogram plus.png Grenades have very little bounce and roll.
Pictogram plus.png 30% faster fuse time on grenades
Pictogram minus.png 15% smaller splash damage radius.

Pictogram plus.png  Grenades have very little bounce and roll.
Pictogram plus.png 210% damage bonus.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 30% faster fuse time on grenades
Pictogram minus.png 55% damage penalty against players.
Pictogram minus.png 15% smaller splash damage radius.

Backpack B.A.S.E. Jumper.png

Secondary
Base Jumper

Pictogram info.png  Allows player to activate a parachute whilst midair, slowing their descent.

Pictogram cross.png Weapon is banned.

Demoman Secondaries
Backpack Stickybomb Launcher.png

Secondary
Stickybomb Launcher

Pictogram info.png Stock weapon.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 25% damage bonus.
Pictogram plus.png Up to 100% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png No knockback.

Backpack Chargin' Targe.png

Secondary
Chargin' Targe

Pictogram info.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowers fire damage vulnerability by 50%.
Pictogram plus.png  Lowers explosive damage vulnerability by 30%.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram info.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowers fire damage vulnerability by 50%.
Pictogram plus.png  Lowers explosive damage vulnerability by 30%.
Pictogram plus.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.
Pictogram info.png  Taking damage while shield charging reduces charge time.

Backpack Splendid Screen.png

Secondary
Splendid Screen

Pictogram info.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  70% charge impact damage bonus.
Pictogram plus.png  50% increase in charge recharge rate.
Pictogram plus.png  Lowes fire damage vulnerability by 20%.
Pictogram plus.png  Lowes explosive damage vulnerability by 20%.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram info.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  70% charge impact damage bonus.
Pictogram plus.png  50% increase in charge recharge rate.
Pictogram plus.png  Lowes fire damage vulnerability by 20%.
Pictogram plus.png  Lowes explosive damage vulnerability by 20%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Backpack Tide Turner.png

Secondary
Tide Turner

Pictogram info.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowes fire damage vulnerability by 15%.
Pictogram plus.png  Lowes explosive damage vulnerability by 15%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram minus.png  Taking damage while shield charging reduces charge time.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Pictogram plus.png  Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Pictogram plus.png When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Pictogram plus.png  Charging removes debuffs.
Pictogram plus.png  Lowes fire damage vulnerability by 15%.
Pictogram plus.png  Lowes explosive damage vulnerability by 15%.
Pictogram plus.png  Full turning control while charging.
Pictogram plus.png  Melee kills refill 75% of charge meter.
Pictogram minus.png  Taking damage while shield charging reduces charge time.
Pictogram info.png  Grants its abilities passively, does not need to be selected.
Pictogram info.png  Does not grant resistance to self-inflicted damage.

Backpack Sticky Jumper.png

Secondary
Sticky Jumper

Pictogram plus.png  200% larger secondary ammo size.(max is 72).
Pictogram plus.png  No self inflicted blast damage taken.
Pictogram minus.png 100% damage penalty.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.
Pictogram minus.png 75% less total stickybombs out.(max is 2)
Pictogram info.png  No random critical hits (purely cosmetic, as they don't inflict any damage either).

Pictogram plus.png 275% damage bonus.
Pictogram plus.png Up to 220% damage bonus based on charge.
Pictogram plus.png 25% larger splash damage radius.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 90% smaller clip size.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 37% longer reload time.
Pictogram minus.png 315% slower firing speed.
Pictogram minus.png +1.15 sec slower bomb arm time.
Pictogram minus.png 150% slower weapon deploy and holster speed.
Pictogram minus.png When weapon is active: 20% slower movement speed on wearer.
Pictogram minus.png 200% more self-damage from blast jumping.
Pictogram minus.png 25% less total stickybombs out.(max is 6)
Pictogram minus.png No knockback.

Backpack Scottish Resistance.png

Secondary
Scottish Resistance

Pictogram info.png  Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Pictogram plus.png  On detonation stickies destroys enemy stickybombs.
Pictogram plus.png  75% more total stickybombs out at once (max is 14).
Pictogram plus.png  50% larger secondary ammo size (max is 36).
Pictogram plus.png  25% faster firing speed.
Pictogram minus.png  +0.8 sec slower bomb arm time.

Pictogram info.png Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 25% damage bonus.
Pictogram plus.png Up to 100% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram plus.png 25% more total stickybombs out at once (max is 10).
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png +0.8 sec slower bomb arm time.
Pictogram minus.png No knockback.

Backpack Quickiebomb Launcher.png

Secondary
Quickiebomb Launcher

Pictogram plus.png  Up to 35% damage bonus based on charge.
Pictogram plus.png  70% faster charge rate
Pictogram plus.png  -0.2 sec faster bomb arm time.
Pictogram plus.png  On detonation stickies destroys enemy stickybombs.
Pictogram minus.png  50% smaller clip size.
Pictogram minus.png  15% damage penalty.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 5% Damage bonus.
Pictogram plus.png Up to 170% damage bonus based on charge.
Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 40% faster firing speed.
Pictogram plus.png 70% faster charge rate
Pictogram plus.png  -0.2 sec faster bomb arm time.
Pictogram plus.png On hit: 100% chance to stun zombies for 3 seconds.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png No knockback.

Demoman Melees
Backpack Bottle.png

Melee
Bottle

Pictogram info.png  Stock weapon.

Pictogram info.png  No changes.

Backpack Scotsman's Skullcutter.png

Melee
Scotsman's Skullcutter

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  20% damage bonus.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  15% slower movement speed on wearer.

Pictogram info.png No changes.

Backpack Eyelander.png

Melee
Eyelander

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (+15) to a maximum of 4 times.
Pictogram plus.png  If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
Pictogram plus.png  If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Pictogram minus.png  Upon death: heads, and their bonuses, reset.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  -25 max health on wearer.
Pictogram minus.png  No random Critical hits.

Pictogram plus.png  50% longer melee range.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  -25 max health on wearer.

Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  On kill: gain up to 50% base health.
Pictogram plus.png  Restored health can overheal.
Pictogram minus.png  No random critical hits.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Pictogram plus.png  50% longer melee range.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram info.png  A single successful hit will kill an enemy wielding the same weapon.

Backpack Pain Train.png

Melee
Pain Train

Pictogram plus.png  Increases user's capture rate by 1 for points and carts.
Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Pictogram info.png When weapon is active:

Pictogram plus.png 10% faster movement speed on wearer.
Pictogram minus.png Raises damage vulnerability by 20%.

Pictogram minus.png  Raises bullet damage vulnerability by 10%.

Backpack Ullapool Caber.png

Melee
Ullapool Caber

Pictogram info.png  The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.
Pictogram minus.png  Deals only melee damage if the head is destroyed.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  100% slower deploy speed.

Pictogram minus.png  20% slower swing speed.
Pictogram minus.png  100% slower deploy speed.

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  Melee kills refill 25% of your charge meter.
Pictogram plus.png  +0.5 sec increase in charge duration.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  No random Critical hits.
Pictogram minus.png  Raises damage vulnerability by 15%

Pictogram plus.png  Has 50% longer melee range.
Pictogram plus.png  Melee kills refill 25% of your charge meter.
Pictogram plus.png  0.5 sec increase in charge duration.
Pictogram minus.png  75% slower deploy and holster time.
Pictogram minus.png  Raises damage vulnerability by 15%

Backpack Persian Persuader.png

Melee
Persian Persuader

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  Ammo can recharge charge.
Pictogram plus.png  Melee hits refill 20% of your charge meter.
Pictogram minus.png  No random critical hits.
Pictogram plus.png  80% smaller secondary ammo size.
Pictogram minus.png  Cannot refill ammo from ammo boxes unless charge meter is full.
Pictogram minus.png  75% slower deploy and holster time.

Pictogram plus.png  50% longer melee range.
Pictogram plus.png  80% smaller secondary ammo size.
Pictogram minus.png  75% slower deploy and holster time.

Heavy

Heavy Primaries
Weapon Edited Attributes Zombie Escape Attributes
Backpack Minigun.png

Primary
Minigun

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram info.png  Stock weapon.

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 30% damage penalty.

Backpack Natascha.png

Primary
Natascha

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png On hit: 100% chance to slow down enemy players.

Pictogram info.png Slowdown-on-hit effect is reduced over distance.

Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 30% longer spin-up time.

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 6 bullets per unit of ammo used.
Pictogram plus.png 50% more bullets per shot.
Pictogram plus.png 25% faster firing speed.
Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 19% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 30% slower spin up time.
Pictogram minus.png 25% wider bullet spread.

Backpack Brass Beast.png

Primary
Brass Beast

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 20% damage bonus.
Pictogram plus.png Lowers damage vulnerability by 20% when spun up and health is less than 50% of max.
Pictogram minus.png 50% slower spin up time.
Pictogram minus.png 60% slower movement speed when spun-up.

Pictogram info.png Secondary fire spins-up the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 10% faster firing speed.
Pictogram plus.png Lowers damage vulnerability by 33% when spun up and health is less than 50% of max.
Pictogram minus.png 29% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% slower spin up time.
Pictogram minus.png 60% slower move speed when spun-up.

Backpack Tomislav.png

Primary
Tomislav

Pictogram info.png Secondary fire deploys the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 20% faster spin up time.
Pictogram plus.png 20% tighter bullet spread.
Pictogram plus.png Silent Killer: No spin-up sound.
Pictogram minus.png 20% slower firing speed.

Pictogram info.png Secondary fire deploys the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Silent Killer: No spin-up sound.
Pictogram plus.png 60% faster spin up time.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 30% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 20% slower firing speed.

Backpack Huo-Long Heater.png

Primary
Huo-Long Heater

Pictogram info.png Secondary fire deploys the barrel without firing.
Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Create a ring of flames while spun up.
Pictogram plus.png 25% damage bonus against burning players.
Pictogram minus.png 10% damage penalty.
Pictogram minus.png Consumes an additional 4 ammo per second while spun up.

Pictogram info.png Secondary fire deploys the barrel without firing.
Pictogram info.png Fires 8 bullets per unit of ammo used.
Pictogram plus.png Create a ring of flames while spun up.
Pictogram plus.png 25% damage bonus against burning players.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png 60% faster spin up time.
Pictogram minus.png 75% damage penalty.
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider bullet spread.
Pictogram minus.png Cannot collect ammo from dispensers while active.

Heavy Secondaries
Backpack Shotgun.png

Secondary
Shotgun

Pictogram info.png  Stock weapon.

Pictogram plus.png  200% larger clip size.
Pictogram plus.png  20% damage bonus.
Pictogram plus.png  60% shorter reload time.
Pictogram plus.png  60% faster firing speed.

Backpack Sandvich.png

Secondary
Sandvich

Pictogram info.png With primary fire or taunt key, restores 300 health over about 4 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram plus.png 100% faster weapon deploy and holster speed.
Pictogram info.png With primary fire or taunt key, restores 300 health over about 2 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram info.png When weapon is active

Pictogram plus.png 15% ammo regenerated per 5 seconds.
Backpack Panic Attack.png

Secondary
Panic Attack

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png  Successive shots become less accurate.

Backpack Dalokohs Bar.png

Secondary
Dalokohs Bar

Pictogram info.png With primary fire or taunt key, restores 100 health over about 4 seconds
Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png Raises maximum health by 50 points (350 total) for 30 seconds.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram plus.png If used when player is at full health, grants 50 points of overheal.

Pictogram plus.png Passively increases max health by 50 points (350 total) on wearer.
Pictogram plus.png 100% weapon switch to speed.
Pictogram info.png With primary fire or taunt key, restores 100 health over about 4 seconds
Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png Raises maximum health by 50 points (400 total) for 30 seconds.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram plus.png If used when player is at full health, grants 50 points of overheal.

Backpack Family Business.png

Secondary
Family Business

Pictogram plus.png 33% larger clip size.
Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 15% damage penalty.

Pictogram plus.png 300% larger clip size.
Pictogram plus.png 8% damage bonus.
Pictogram plus.png 55% shorter reload time.
Pictogram plus.png 65% faster firing speed.
Pictogram plus.png 50% tighter pellet spread.

Backpack Buffalo Steak Sandvich.png

Secondary
Buffalo Steak Sandvich

Pictogram info.png With primary fire or taunt key, activate the effect after about 4 seconds.
Pictogram info.png While under effect:

Pictogram plus.png All damage dealt is Mini-Crits.
Pictogram plus.png  Grants 30% faster movement.
Pictogram minus.png  Player can only use melee weapons.
Pictogram minus.png  Damage taken is increased by 20%.

Pictogram info.png Effects last for 16 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram plus.png 100% faster weapon deploy and holster speed.
Pictogram info.png With primary fire or taunt key, activate the effect after about 2 seconds.
Pictogram info.png While under effect:

Pictogram plus.png All damage dealt is Mini-Crits.
Pictogram plus.png  Grants 30% faster movement.
Pictogram minus.png  Player can only use melee weapons.
Pictogram minus.png  Damage taken is increased by 20%.

Pictogram info.png Effects last for 16 seconds.
Pictogram info.png With secondary fire, throws it for another player to restore 50% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.

Backpack Second Banana.png

Secondary
Second Banana

Pictogram info.png With primary fire or taunt key, restores 200 health over about 4 seconds
Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.

Pictogram info.png With primary fire or taunt key, restores 200 health over about 2 seconds
Pictogram info.png With secondary fire, throws it for another player to restore 20.5% health.
Pictogram info.png When thrown and then picked up, restores recharge bar.
Pictogram info.png If injured, after use it must recharge (over about 10 seconds) to be used again.
Pictogram info.png If your health is full, collecting any health pickup will completely fill the recharge bar.
Pictogram info.png When weapon is active

Pictogram plus.png 5% faster movement speed on wearer.

Pictogram minus.png 100% slower weapon switch to and switch from speed.

Heavy Melees
Backpack Fists.png

Melee
Fists

Pictogram info.png Stock weapon.

Pictogram info.png No changes.

Backpack Killing Gloves of Boxing.png

Melee
Killing Gloves of Boxing

Pictogram plus.png On kill: guaranteed Critical hits on all weapons for 5 seconds.
Pictogram minus.png 20% slower swing speed.

Pictogram plus.png 2% faster movement speed on wearer.
Pictogram plus.png On kill: guaranteed Critical hits on all weapons for 5 seconds.
Pictogram minus.png 20% slower swing speed.

Backpack Gloves of Running Urgently.png

Melee
Gloves of Running Urgently

Pictogram plus.png When weapon is active: 30% faster speed movement on wearer.
Pictogram minus.png 50% slower holster speed.
Pictogram minus.png Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.
Pictogram info.png Maximum health is gradually recovered while this weapon is not active.

Pictogram plus.png When weapon is active: 20% faster speed movement on wearer.
Pictogram minus.png 50% slower holster speed.
Pictogram minus.png 10% slower movement speed on wearer.
Pictogram minus.png Raised damage vulnerability by 50%.

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

Pictogram plus.png 30% damage bonus.
Pictogram plus.png +50 health on kill.
Pictogram minus.png While weapon is active: raises damage vulnerability by 30%

Pictogram plus.png 30% damage bonus.
Pictogram plus.png +50 health on kill.
Pictogram info.png When weapon is active:

Pictogram plus.png Up to +7 health regenerated per second passively.
Pictogram minus.png Raises damage vulnerability by 30%
Backpack Fists of Steel.png

Melee
Fists of Steel

Pictogram plus.png While weapon is active: lowers ranged damage vulnerability by 40%
Pictogram minus.png 100% slower holster speed.
Pictogram minus.png While weapon is active: raises melee damage vulnerability by 100%
Pictogram minus.png 40% smaller maximum overheal on wearer.
Pictogram minus.png 40% less healing from medic sources.

Pictogram info.png  No changes.

Backpack Eviction Notice.png

Melee
Eviction Notice

Pictogram plus.png 40% faster firing speed.
Pictogram plus.png While weapon is active:15% faster movement speed.
Pictogram plus.png On hit: gain a 3 second speed boost.
Pictogram minus.png 60% damage penalty.
Pictogram minus.png Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.
Pictogram info.png Maximum health is gradually recovered while this weapon is not active.

Pictogram plus.png 8% faster movement speed on wearer.
Pictogram plus.png 40% faster firing speed.
Pictogram minus.png -100 max health.
Pictogram minus.png 60% damage penalty.

Backpack Holiday Punch.png

Melee
Holiday Punch

Pictogram plus.png  Critical hit forces victim to laugh.
Pictogram plus.png  Always critical hit from behind.
Pictogram plus.png  On Hit: Force enemies to laugh who are also wearing this item.
Pictogram minus.png  Critical hits do no damage.

Pictogram info.png No changes.

Engineer

Engineer Primaries
Weapon Stock Attributes Zombie Escape Attributes
Backpack Shotgun.png

Primary
Shotgun

Pictogram info.png  Stock weapon.

Pictogram plus.png  200% larger clip size.
Pictogram plus.png  20% damage bonus.
Pictogram plus.png  60% shorter reload time.
Pictogram plus.png  60% faster firing speed.

Backpack Frontier Justice.png

Primary
Frontier Justice

Pictogram plus.png Stores 2 guaranteed critical shots for every Sentry Gun kill.
Pictogram plus.png Stores 1 guaranteed critical shot for every Sentry Gun kill assist.
Pictogram info.png Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
Pictogram minus.png 50% smaller clip size.
Pictogram minus.png No random Critical hits.
Pictogram minus.png Revenge crits are lost on death.

Pictogram plus.png Stores 2 guaranteed critical shots for every Sentry Gun kill.
Pictogram plus.png Stores 1 guaranteed critical shot for every Sentry Gun kill assist.
Pictogram info.png Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
Pictogram plus.png 50% larger clip size.
Pictogram plus.png 100% damage bonus.
Pictogram plus.png 45% shorter reload time.
Pictogram plus.png 50% faster firing speed.

Backpack Widowmaker.png

Primary
Widowmaker

Pictogram plus.png On hit: damage dealt is returned as ammo.
Pictogram plus.png 10% damage bonus to the same target as your sentry.
Pictogram plus.png No reload necessary.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: -30 metal.

Pictogram plus.png On hit: damage dealt is returned as ammo.
Pictogram plus.png 50% damage bonus to the same target as your sentry.
Pictogram plus.png 40% faster firing speed.
Pictogram plus.png 35% tighter pellet spread.
Pictogram plus.png No reload necessary.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: -50 metal.
Pictogram minus.png 50% slower Sentry firing speed.

Backpack Panic Attack.png

Primary
Panic Attack

Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 20% damage penalty.
Pictogram minus.png Successive shots become less accurate.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 50% more pellets per shot.
Pictogram plus.png 45% shorter reload time
Pictogram plus.png 80% faster firing speed
Pictogram plus.png 50% faster deploy speed.
Pictogram plus.png Fires a fixed shot pattern.
Pictogram minus.png 37% damage penalty
Pictogram minus.png 25% damage penalty against players.
Pictogram minus.png 50% wider pellet spread.
Pictogram minus.png Successive shots become less accurate.

Backpack Pomson 6000.png

Primary
Pomson 6000

Pictogram info.png Shoots an electric projectile instead of shotgun pellets.
Pictogram plus.png Projectile cannot be deflected or destroyed.
Pictogram plus.png On Hit: Victim loses up to 10% Medigun charge.
Pictogram plus.png On Hit: Victim loses up to 20% cloak.
Pictogram plus.png Does not require ammo (replaced with an ammo meter).
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 20% damage penalty against buildings.
Pictogram minus.png 2% longer reload time.

Pictogram info.png Shoots an electric projectile instead of shotgun pellets.
Pictogram plus.png Projectile cannot be deflected or destroyed.
Pictogram plus.png 33% larger clip size.
Pictogram plus.png 25% faster firing speed.
Pictogram plus.png On hit: 100% chance to slow down Zombies.
Pictogram plus.png Projectile penetrates players and damage enemies behind them.
Pictogram plus.png Does not require ammo (replaced with an ammo meter).
Pictogram plus.png 50% Sentry Gun damage bonus.
Pictogram minus.png Deals no damage against non-player characters.
Pictogram minus.png 2% longer reload time.

Backpack Rescue Ranger.png

Primary
Rescue Ranger

Pictogram plus.png Alt-Fire: Use 100 metal to pick up buildings from long range.
Pictogram plus.png Fires a special bolt that can repair friendly buildings at the cost of metal.
Pictogram plus.png 4-to-1 health-to-metal ratio when repairing buildings.
Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 50% smaller secondary ammo size.
Pictogram minus.png User takes mini-crits on building pick up, and a few seconds after redeployment.

Pictogram plus.png Alt-Fire: Use 80 metal to pick up buildings from long range.
Pictogram plus.png Fires a special bolt that can repair friendly buildings at the cost of metal.
Pictogram plus.png 4-to-1 health-to-metal ratio when repairing buildings.
Pictogram plus.png 66% larger clip size.
Pictogram plus.png 50% damage bonus.
Pictogram plus.png 40% shorter reload time.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png Projectile penetrates players and damage enemies behind them.
Pictogram plus.png 50% Sentry Gun damage bonus.
Pictogram minus.png User takes mini-crits on building pick up, and a few seconds after redeployment.
Pictogram minus.png Deals no damage against non-player characters.

Engineer Secondaries
Backpack Pistol.png

Secondary
Pistol

Pictogram info.png Stock weapon.

Pictogram plus.png 300% larger clip size.
Pictogram plus.png 28% damage bonus.
Pictogram plus.png 33% faster firing speed.
Pictogram plus.png 50% tighter bullet spread.
Pictogram minus.png 50% longer reload time.

Backpack Wrangler.png

Secondary
Wrangler

Pictogram info.png Enables manual control of own Sentry Gun.
Pictogram plus.png The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
Pictogram plus.png The Sentry Gun gains a shield which blocks 66% of incoming damage.
Pictogram minus.png Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Pictogram minus.png Upon switching to another weapon or Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.

Pictogram info.png Enables manual control of own Sentry Gun.
Pictogram plus.png The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
Pictogram plus.png The Sentry Gun gains a shield which blocks 66% of incoming damage.
Pictogram plus.png 20% faster Sentry Gun firing speed.
Pictogram plus.png 200% faster Sentry Gun construction speed.
Pictogram plus.png 200% larger Dispenser range.
Pictogram minus.png Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Pictogram minus.png Upon switching to another weapon or the Engineer dying, the Sentry Gun remains shielded but deactivated for 3 seconds.

Backpack Short Circuit.png

Secondary
Short Circuit

Pictogram info.png  Replaces the pistol with a device capable of firing rapid zaps of electricity.
Pictogram plus.png No reload necessary.
Pictogram minus.png Has limited range.
Pictogram minus.png 50% damage penalty.
Pictogram minus.png 93% damage penalty against buildings.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: –5 metal.
Pictogram minus.png Cannot pick up buildings when active.
Pictogram minus.png Cannot be crit-boosted.
Pictogram minus.png No random critical hits.
Pictogram info.png Alt-Fire:

Pictogram plus.png Launches a projectile-consuming energy ball.
Pictogram minus.png -65 metal per shot

Pictogram info.png  Replaces the pistol with a device capable of firing rapid zaps of electricity.
Pictogram plus.png No reload necessary.
Pictogram plus.png 66% damage bonus.
Pictogram plus.png 30% faster firing speed (primary fire only).
Pictogram minus.png Has limited range.
Pictogram minus.png 93% damage penalty against buildings.
Pictogram minus.png Uses metal as ammo.
Pictogram minus.png Per Shot: –5 metal.
Pictogram minus.png Cannot pick up buildings when active.
Pictogram minus.png Cannot be crit-boosted.
Pictogram info.png Alt-Fire:

Pictogram plus.png Launches a projectile-consuming energy ball.
Pictogram plus.png On hit: 100% chance to slow down enemy Zombies.
Pictogram minus.png -65 metal per shot
Engineer Melees
Backpack Wrench.png

Melee
Wrench

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Stock weapon.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 20% lower building construction cost.
Pictogram plus.png 20% Sentry Gun damage bonus.
Pictogram plus.png 10% faster Sentry Gun firing speed.
Pictogram plus.png 50% larger Sentry Gun target range.
Pictogram plus.png 20% faster Dispenser construction speed.
Pictogram plus.png 150% larger Dispenser range.
Pictogram minus.png 110% longer Sentry Gun construction speed.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram info.png Sentry Guns start with full ammo assuming they were not hit during construction.

Backpack Gunslinger.png

Melee
Gunslinger

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.
Pictogram minus.png No random Critical hits.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png +25 max health on wearer.
Pictogram plus.png 36% Sentry Gun damage bonus.
Pictogram plus.png 10% faster Sentry Gun firing speed.
Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Gun starts with 90% less ammo.

Backpack Southern Hospitality.png

Melee
Southern Hospitality

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png On hit: causes opponent to bleed for 5 seconds.
Pictogram minus.png Raises fire damage vulnerability by 20%.
Pictogram minus.png No random Critical hits.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png On hit: causes opponent to bleed for 5 seconds.
Pictogram plus.png 5% faster movement speed on wearer.
Pictogram plus.png 25% lower building construction cost (75 metal).
Pictogram plus.png 110% faster Sentry Gun construction speed.
Pictogram plus.png 20% faster Sentry Gun firing speed.
Pictogram minus.png 20% slower swing speed.
Pictogram minus.png Raises fire damage vulnerability by 20%.
Pictogram minus.png 75% lower building max health..
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Guns start with 90% less ammo.

Backpack Jag.png

Melee
Jag

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png Construction hit speed boost increased by 30%.
Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 33% damage penalty against buildings.
Pictogram minus.png 20% slower repair rate.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 20% faster swing speed.
Pictogram plus.png Construction hit speed boost increased by 30%.
Pictogram plus.png 25% faster Sentry Gun construction speed.
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram minus.png 25% damage penalty.
Pictogram minus.png 20% slower repair rate.
Pictogram minus.png 40% higher building construction cost.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram minus.png Sentry Guns start with 90% less ammo.

Backpack Eureka Effect.png

Melee
Eureka Effect

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram plus.png Press reload key to either teleport to your spawn area or teleporter exit.
Pictogram plus.png 50% lower teleporter construction and upgrade cost.
Pictogram minus.png Construction hit speed boost decreased by 50%.
Pictogram minus.png 20% less metal from Dispensers and Pickups.

Pictogram plus.png Hitting friendly buildings upgrades, repairs and rearms them.
Pictogram plus.png Hitting friendly buildings during construction or redeployment speeds them up.
Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Compared to a level one Sentry:
Pictogram plus.png 150% faster Sentry Gun construction speed.
Pictogram plus.png 23% lower Sentry Gun construction cost (total cost of 100 metal).
Pictogram plus.png 50% faster Sentry Gun firing speed.
Pictogram plus.png 35% faster Sentry Gun rotation.
Pictogram plus.png Sentry Gun starts construction at 50% health.
Pictogram minus.png 33% less Sentry Gun health.
Pictogram minus.png 50% Sentry Gun damage penalty.
Pictogram minus.png Sentry Gun cannot be upgraded.

Pictogram plus.png 36% Sentry Gun damage bonus.
Pictogram minus.png 50% slower swing speed.
Pictogram minus.png Construction hit speed boost decreased by 20%.
Pictogram minus.png 20% less metal from Dispensers and Pickups.
Pictogram minus.png 400% slower Sentry Gun construction speed.
Pictogram minus.png Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Pictogram info.png Sentry Guns start with full ammo assuming they were not hit during construction.

Melee Sentry Gun Dispenser
Cost Damage Health Deploy Time Cost Healing Health Deploy Time
Wrench
Jag
Eureka Effect
Souther Hospitality
Gunslinger

Medic

Medic Primaries
Weapon Edited Attributes Zombie Escape Attributes
Backpack Syringe Gun.png

Primary
Syringe Gun

Pictogram info.png Stock Weapon

Pictogram plus.png 150% damage bonus.

Backpack Blutsauger.png

Primary
Blutsauger

Pictogram plus.png On hit: heal +3 health points.
Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Pictogram plus.png 150% damage bonus.
Pictogram plus.png On hit: heal +3 health points.
Pictogram plus.png On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 50% less healing from Medic sources.
Pictogram minus.png When weapon is active: Raises melee damage vulnerability by 50%.
Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Backpack Crusader's Crossbow.png

Primary
Crusader's Crossbow

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.

Pictogram plus.png 280% damage bonus (point blank) to 650% damage bonus (long range) per bolt.
Pictogram plus.png Heals allies +75 health (point blank) to +150 health (long range) per bolt.

Pictogram plus.png This weapon reloads automatically when not active.
Pictogram minus.png 97.5% smaller clip size.
Pictogram minus.png No headshots.
Pictogram minus.png 75% smaller secondary ammo size.

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.

Pictogram plus.png +280% damage (point blank) to +650% damage (long range) per bolt.
Pictogram plus.png Heals allies 112 health (point blank) to 250 health (long range) per bolt.

Pictogram plus.png 20% shorter reload time.
Pictogram plus.png 50% faster Übercharge build rate.
Pictogram plus.png On hit:100% chance to slow down Zombies.
Pictogram plus.png Projectile penetrates players and damages enemies behind them.
Pictogram minus.png 87.5% smaller clip size.
Pictogram minus.png 25% slower overheal rate.
Pictogram minus.png 75% smaller secondary ammo size.

Backpack Overdose.png

Primary
Overdose

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.
Pictogram minus.png 15% damage penalty.

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.
Pictogram plus.png 135% damage bonus
Pictogram plus.png 10% faster firing speed.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png When weapon is active: 11% slower movement speed on wearer.

Medic Secondaries
Backpack Medi Gun.png

Secondary
Medi Gun

Pictogram info.png ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram info.png Stock weapon.

Pictogram info.png ÜberCharge grants Medic and patient 4 seconds of guaranteed invulnerability.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 25% faster Übercharge build rate.
Pictogram minus.png 50% shorter ÜberCharge duration.

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

Pictogram info.png ÜberCharge grants patient 8 seconds of guaranteed critical damage.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 25% faster Übercharge build rate.

Pictogram info.png ÜberCharge grants patient 6 seconds of guaranteed critical damage.
Pictogram plus.png 75% faster Übercharge build rate.
Pictogram minus.png 25% shorter ÜberCharge duration.

Backpack Quick-Fix.png

Secondary
Quick-Fix

Pictogram info.png Über effect: Megaheal

Heal rate increased 3x on heal target and Medic
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 40%.
Pictogram plus.png 10% faster Übercharge build rate.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png Medic mirrors blast jump and shield charge of their heal target
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.
Pictogram minus.png 50% less max overheal.

Pictogram info.png Über effect: Megaheal

Heal rate increased 3x on heal target.
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 100%.
Pictogram plus.png 50% faster Übercharge build rate.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram minus.png 50% less max overheal.

Backpack Vaccinator.png

Secondary
Vaccinator

Pictogram info.png Reload: Cycle through resist types.

While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram info.png Bubbles are consumed instantly upon activation.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png 67% faster Übercharge build rate.
Pictogram minus.png 33% slower ÜberCharge build rate on overhealed patients.
Pictogram minus.png 66% slower overheal build rate.
Pictogram minus.png Lacks any melee resistance.

Pictogram info.png Reload: Cycle through resist types.

While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram info.png Bubbles are consumed instantly upon activation.
Pictogram plus.png 67% faster Übercharge build rate.
Pictogram plus.png 50% faster overheal build rate.
Pictogram plus.png 25% more max overheal.
Pictogram plus.png 25% slower overheal decay rate.
Pictogram minus.png 33% slower ÜberCharge build rate on overhealed patients.
Pictogram minus.png Lacks any melee resistance.

Medic Melees
Backpack Bonesaw.png

Melee
Bonesaw

Pictogram info.png Stock weapon.

Pictogram plus.png When weapon is active: 3% faster movement speed on wearer.

Backpack Vita-Saw.png

Melee
Vita-Saw

Pictogram plus.png A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.
Pictogram minus.png -10 max health on wearer.

Pictogram plus.png 33% faster Übercharge build rate.
Pictogram plus.png +1 sec longer ÜberCharge duration.

Backpack Solemn Vow.png

Melee
Solemn Vow

Pictogram plus.png Allows the Medic to see an enemy's health.
Pictogram minus.png 10% slower swing speed

Pictogram plus.png Allows the Medic to see an enemy's health.
Pictogram plus.png Increases Medigun heal rate by 20%.

Backpack Amputator.png

Melee
Amputator

Pictogram plus.png When active: +3 health regenerated per second passively on wearer.
Pictogram plus.png On taunt: Applies a healing effect to all nearby teammates.

Pictogram info.png Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).

Pictogram minus.png 20% damage penalty.

Pictogram plus.png When active: +3 health regenerated per second passively on wearer.
Pictogram plus.png On taunt: Applies a healing effect to all nearby teammates.

Pictogram info.png Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval).

Pictogram minus.png 20% damage penalty.

Backpack Ubersaw.png

Melee
Ubersaw

Pictogram plus.png On Hit: 25% ÜberCharge added.
Pictogram minus.png 20% slower swing speed.

Pictogram plus.png On Hit: 50% ÜberCharge added.
Pictogram minus.png 100% slower swing speed.

Sniper

Sniper Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Sniper Rifle.png

Primary
Sniper Rifle

Pictogram info.png Stock weapon.
Pictogram info.png Charges while zoomed.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram minus.png Can only headshot 0.2 seconds after scoping in.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.
Pictogram info.png Charging has no additional effect on headshot damage.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png 350% damage bonus (225 uncharged, 675 full charge).
Pictogram plus.png 33.3% additional damage bonus on headshots (on uncharged shots).
Pictogram minus.png Can only headshot 0.2 seconds after scoping in.
Pictogram minus.png 66% damage penalty on body shots (75 uncharged, 225 full charge).

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

Pictogram info.png Charges while zoomed.
Pictogram plus.png On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Pictogram plus.png 25% increase in charge rate.
Pictogram plus.png Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram plus.png Scoped shots extinguish flames on wielder and allied players.
Pictogram minus.png Headshots do not crit.
Pictogram minus.png Can only headshot 0.15 seconds after scoping in.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.
Pictogram plus.png On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Pictogram plus.png Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram plus.png Scoped shots extinguish flames on wielder and allied players.
Pictogram plus.png 125% damage bonus (112.5 uncharged, 337.5 full charge).
Pictogram plus.png 97% additional damage bonus on headshots(300 uncharged, 900 full charge).
Pictogram plus.png 50% shorter reload time.
Pictogram plus.png 55% decrease in charge time.
Pictogram minus.png Headshots do not crit.
Pictogram minus.png 33.3% damage penalty on body shots (75 uncharged, 226 full charge)

Backpack Machina.png

Primary
Machina

Pictogram info.png Charges while zoomed.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png 15% damage bonus on fully charged shots.
Pictogram plus.png Fully charged shots penetrate players and damage enemies behind them.
Pictogram minus.png Only fires when zoomed.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.
Pictogram minus.png No random critical hits.

Pictogram info.png Charges while zoomed.
Pictogram info.png Charging has no additional effect on headshot damage.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png 580% damage bonus (340 uncharged, 1020 full charge).
Pictogram plus.png 76% damage bonus on fully charged shots (1530).
Pictogram plus.png 66% damage bonus against players (566 uncharged, 3000 full charge).
Pictogram plus.png 5% additional damage bonus on headshots (On uncharged shots with all other pros applied).
Pictogram plus.png Fully charged shots penetrate players and damage enemies behind them.
Pictogram minus.png 50% damage penalty on bodyshots (283 uncharged, 1500 full charge).
Pictogram minus.png 100% damage penalty against Non-Player Characters.
Pictogram minus.png 50% increase in charge time.
Pictogram minus.png 300% slower weapon deploy speed.
Pictogram minus.png 100% slower weapon holster speed.
Pictogram minus.png When weapon is active:6.7% slower movement speed on wearer.
Pictogram minus.png Only fires when zoomed.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

Pictogram info.png Charges while zoomed.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
Pictogram minus.png No random critical hits.
Pictogram minus.png 50% increase in charge time.

Pictogram info.png Charges while zoomed.
Pictogram info.png Charging has no additional effect on headshot damage.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases the more of user's teammates die.
Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
Pictogram plus.png 29900% additional damage bonus on headshots (1200).
Pictogram plus.png 2400% maximum charge damage.
Pictogram minus.png 92% damage penalty (5 base).
Pictogram minus.png 100% damage penalty on bodyshots (0).
Pictogram minus.png 50% increase in charge time.

Backpack Hitman's Heatmaker.png

Primary
Hitman's Heatmaker

Pictogram info.png Charges while zoomed.
Pictogram info.png Shots are more quiet.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Gain Focus on kills and assists.
Pictogram plus.png Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png 25% decrease in charge time.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Pictogram minus.png 20% damage penalty on body shot.
Pictogram minus.png No random critical hits.
Pictogram info.png Headshot kills cause decapitation.

Pictogram info.png Charges while zoomed.
Pictogram info.png Charging has no additional effect on headshot damage.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png Shots are more quiet.
Pictogram plus.png 195% damage bonus (147 uncharged, 441 fully charged)
Pictogram plus.png 102% additional damage bonus on head shots (600, assuming the player damage penalty).
Pictogram plus.png 30% shorter reload time.
Pictogram plus.png Gain Focus on kills and assists.
Pictogram plus.png Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png 25% decrease in charge time.
Pictogram minus.png Shots leave a bright, easily traceable team-colored line behind them.

Pictogram minus.png 33.3% damage penalty against players (98 uncharged, 295 fully charged).
Pictogram minus.png 40% damage penalty on body shots (60 uncharged, 180 fully charged).

Backpack Classic.png

Primary
Classic

Pictogram info.png Charged shots will gib victims.
Pictogram info.png Does not automatically start charging when zoomed.
Pictogram info.png Hold down fire button to charge, release to fire.
Pictogram info.png Doesn't unscope between shots.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Can charge without zooming.
Pictogram minus.png Cannot headshot unless fully charged.
Pictogram minus.png 10% damage penalty on body shot.
Pictogram minus.png Shots leave a dim, clear line behind them.
Pictogram minus.png No random critical hits.
Pictogram info.png Charged shots will gib victims.

Pictogram info.png Charged shots will gib victims.
Pictogram info.png Does not automatically start charging when zoomed.
Pictogram info.png Hold down fire button to charge, release to fire.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png Can charge without zooming.
Pictogram plus.png 300% damage bonus (200 uncharged, 600 fully charged).
Pictogram plus.png 33.5% damage bonus against players (267 un charged, 801 fully charged).
Pictogram plus.png 50% additional bonus damage on head shots (1200, requires a full charge)
Pictogram plus.png 100% decrease in charge time.
Pictogram plus.png No movement speed penalty while charging.
Pictogram plus.png Can charge while mid-air.
Pictogram plus.png Can jump while charging.
Pictogram minus.png 73% damage penalty on body shots (75 uncharged, 226 fully charged).
Pictogram minus.png Cannot headshot unless fully charged.
Pictogram minus.png Shots leave a dim, clear line behind them.

Backpack Huntsman.png

Primary
Huntsman

Pictogram info.png Bullets replaced with an arrow projectile.
Pictogram info.png Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png No laser pointer indicator.
Pictogram plus.png Arrows can be fired mid-air.
Pictogram plus.png Friendly Pyros can light arrows to add fire damage.
Pictogram plus.png 70% decrease in charge time.
Pictogram plus.png 96% faster charging movement speed (total of 53% movement speed while charging)
Pictogram minus.png 20% less maximum charge damage.

Pictogram info.png Base damage unchanged.

Pictogram minus.png 48% smaller secondary ammo size.
Pictogram minus.png No random critical hits.
Pictogram minus.png Arrows can be reflected, shot down, and vaporized.
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Pictogram info.png Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).

Pictogram info.png Bullets replaced with an arrow projectile.
Pictogram info.png Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Pictogram info.png Charging has no additional effect on headshot damage.
Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png Upon a successful headshot, enemy is knocked back.
Pictogram plus.png Headshot damage increases as number of BLU members decreases.
Pictogram plus.png 240% damage bonus (170 uncharged, 510 fully charged).
Pictogram plus.png 75% additional damage bonus on headshots(900).
Pictogram plus.png 20% shorter reload time.
Pictogram plus.png No laser pointer indicator.
Pictogram plus.png Arrows can be fired mid-air.
Pictogram plus.png Friendly Pyros can light arrows to add fire damage.
Pictogram plus.png On hit: Inflicts bleed for 5 seconds.
Pictogram plus.png 70% decrease in charge time.
Pictogram plus.png 96% faster charging movement speed (total of 53% movement speed while charging)
Pictogram minus.png 33.3% damage penalty on bodyshots (114 uncharged, 268 fully charged).
Pictogram minus.png 20% less maximum charge damage.
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Pictogram minus.png Deals no damage against Non-Player Characters.
Pictogram info.png Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).

Sniper Secondaries
Backpack SMG.png

Secondary
Submachine Gun

Pictogram info.png Stock weapon.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 180% damage bonus.
Pictogram plus.png 20% faster firing speed.
Pictogram minus.png 100% longer reload time.

Backpack Jarate.png

Secondary
Jarate

Pictogram plus.png Doused enemies take mini-crits on hit.
Pictogram plus.png Partially nullifies cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% increase in recharge rate when you extinguish an ally.
Pictogram minus.png Enemy Pyros can reflect Jarate.
Pictogram info.png Has a 20 second recharge.

Pictogram plus.png Doused enemies take mini-crits on hit.
Pictogram plus.png Doused enemies experience a strong slow-down effect.
Pictogram plus.png Partially nullifies cloak on enemy Spies.
Pictogram plus.png Extinguishes flames on wielder and allied players.
Pictogram plus.png 20% increase in recharge rate when you extinguish an ally.
Pictogram minus.png Enemy Pyros can reflect Jarate.
Pictogram info.png Has a 60 second recharge.

Backpack Razorback.png

Secondary
Razorback

Pictogram plus.png Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak).
Pictogram minus.png 100% less overheal.
Pictogram info.png Regenerates after 30 seconds.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.

Backpack Darwin's Danger Shield.png

Secondary
Darwin's Danger Shield

Pictogram plus.png Lowers fire damage vulnerability by 50%.
Pictogram plus.png The wearer is immune to the effects of afterburn.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.

Backpack Cozy Camper.png

Secondary
Cozy Camper

Pictogram plus.png No flinching when aiming and primary weapon is fully charged.
Pictogram plus.png Knockback reduced by 20% when aiming.
Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram info.png Grants its ability passively; does not need to be activated.

Pictogram info.png No changes.

Backpack Cleaner's Carbine.png

Secondary
Cleaner's Carbine

Pictogram plus.png Dealing damage charges a "Crikey" meter.
Pictogram plus.png Alt Fire When Charged: Mini-crits for 8 seconds.

Pictogram info.png Mini-crits apply to all weapons.

Pictogram minus.png 20% smaller clip size.
Pictogram minus.png 25% slower firing speed.
Pictogram minus.png No random critical hits.

Pictogram plus.png Dealing damage charges a "Crikey" meter.
Pictogram plus.png Alt Fire When Charged: Mini-crits for 8 seconds.

Pictogram info.png Mini-crits apply to all weapons.

Pictogram plus.png 320% damage bonus.
Pictogram minus.png 50% longer reload time.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png 25% wider bullet spread.

Sniper Melees
Backpack Kukri.png

Melee
Kukri

Pictogram info.png Stock weapon.

Pictogram info.png No changes.

Backpack Bushwacka.png

Melee
Bushwhacka

Pictogram plus.png Crits whenever it would normally mini-crit.
Pictogram minus.png Raises damage vulnerability by 20% when active.
Pictogram minus.png No random crits.

Pictogram info.png No changes.

Backpack Tribalman's Shiv.png

Melee
Tribalman's Shiv

Pictogram plus.png On hit: causes bleed for 6 seconds.
Pictogram minus.png 50% damage penalty.

Pictogram info.png No changes.

Backpack Shahanshah.png

Melee
Shahanshah

Pictogram plus.png 25% damage bonus when health is less than 50% of max.
Pictogram minus.png 25% damage penalty when health is more than or equal to 50% of max.

Pictogram info.png No changes

Rifle Damages Bodyshot Headshot
0% 100% 0% 100%
Sniper Rifle
Hitman's Hitmaker
Huntsman
Machina
Sydney Sleeper
Classic
Bazaar Bargain

Spy

Spy Primaries
Weapon Base Game Attributes Zombie Escape Attributes
Backpack Revolver.png

Primary
Revolver

Pictogram info.png Stock weapon.

Pictogram plus.png 200% larger clip size.
Pictogram plus.png 75% faster firing speed.
Pictogram plus.png 20% tighter bullet spread.
Pictogram minus.png 15% damage penalty.

Backpack Ambassador.png

Primary
Ambassador

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram minus.png Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
Pictogram minus.png 15% damage penalty.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png No random critical hits.
Pictogram minus.png Critical damage is affected by range.

Pictogram plus.png Critical hits are guaranteed for headshots.
Pictogram plus.png 235% damage bonus.
Pictogram plus.png On headshot: 100% to slows down zombies.
Pictogram plus.png Shots penetrate players and damage enemies behind them.
Pictogram minus.png 25% longer reload time.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.

Pictogram minus.png Critical damage is affected by range.

Backpack L'Etranger.png

Primary
L'Etranger

Pictogram plus.png 40% longer cloak duration
Pictogram plus.png On hit: adds 15% charge to cloak.
Pictogram minus.png 20% damage penalty.

Pictogram plus.png 25% shorter reload time.
Pictogram plus.png 85% faster firing speed.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png On hit: adds 15% charge to cloak.
Pictogram minus.png 7% damage penalty.

Backpack Enforcer.png

Primary
Enforcer

Pictogram plus.png 20% damage bonus while disguised.
Pictogram plus.png Attacks pierce damage resistance effects and bonuses.
Pictogram minus.png 20% slower firing speed.
Pictogram minus.png No random critical hits.

Pictogram plus.png 100% larger clip size.
Pictogram plus.png 67% damage bonus.
Pictogram plus.png 750% damage bonus while disguised.
Pictogram plus.png 50% faster firing speed.
Pictogram plus.png Attacks pierce damage resistance effects and bonuses.

Backpack Diamondback.png

Primary
Diamondback

Pictogram plus.png Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35).
Pictogram minus.png –15% damage penalty.
Pictogram minus.png No random critical hits.

Pictogram plus.png Earns 1 crit shot for each backstab kill (can hold up to 35).
Pictogram plus.png 200% larger clip size.
Pictogram plus.png 300% more bullets per shot.
Pictogram plus.png 65% faster firing speed.
Pictogram plus.png On kill: grants 13 seconds of guaranteed critical hits for all weapons.
Pictogram minus.png 74% damage penalty.
Pictogram minus.png 60% wider bullet spread.
Pictogram minus.png 6% slower movement speed of wearer.
Pictogram minus.png Wearer cannot disguise.

Spy Secondaries
Backpack Red-Tape Recorder.png

Secondary
Red-Tape Recorder

Pictogram info.png Disables enemy Engineer buildings.
Pictogram plus.png Reverses enemy building construction.
Pictogram plus.png Removes metal inside Dispensers during deconstruction.
Pictogram minus.png Does not damage buildings.
Pictogram minus.png Takes longer than the stock Sapper to nullify an Engineer building.

Pictogram info.png Disables enemy Engineer buildings.
Pictogram plus.png Reverses enemy building construction.
Pictogram plus.png Removes metal inside Dispensers during deconstruction.
Pictogram minus.png Does not damage buildings.
Pictogram info.png When weapon is active:

Pictogram plus.png Up to +4 health regenerated per second passively.
Pictogram minus.png Raises damage vulnerability by 20% on wearer.
Backpack Electro Sapper.png

Secondary
Sapper

Pictogram info.png Stock weapon.
Pictogram info.png Disables and slowly destroys enemy Engineer buildings.

Pictogram info.png Stock weapon.
Pictogram info.png Disables and slowly destroys enemy Engineer buildings.
Pictogram info.png When weapon is active:

Pictogram plus.png 2% faster movement speed on wearer.
Pictogram minus.png Raises damage vulnerability by 20% on wearer.
Spy Melees
Backpack Knife.png

Melee
Knife

Pictogram info.png Stock weapon

Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Pictogram plus.png Victims do not make any noise when dying.

Backpack Big Earner.png

Melee
Big Earner

Pictogram plus.png Upon a kill, the Spy gains 30% of his cloak meter.
Pictogram plus.png Gain a 3 second speed boost on kill.
Pictogram minus.png –25 max health on wearer.

Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Pictogram plus.png Upon a kill, the Spy gains 30% of his cloak meter.
Pictogram plus.png Gain a 3 second speed boost on kill.
Pictogram plus.png On hit: adds 10% charge to cloak.
Pictogram minus.png –25 max health on wearer.
Pictogram minus.png User takes mini-crits when weapon is active, and for 3 seconds after switching away.

Backpack Spy-cicle.png

Melee
Spy-cicle

Pictogram plus.png On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
Pictogram minus.png Backstab turns victim to ice.
Pictogram minus.png Melts in fire, regenerates in 15 seconds and by picking up ammo.

Pictogram plus.png Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Pictogram plus.png On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
Pictogram plus.png This weapon features a 50% increased melee range.
Pictogram plus.png On hit: slows down enemies by 35%.
Pictogram minus.png Backstab turns victim to ice.
Pictogram minus.png Melts in fire, regenerates in 15 seconds and by picking up ammo.
Pictogram minus.png 100% slower swing speed.

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

Pictogram plus.png On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points.
Pictogram minus.png –55 max health on wearer.

Pictogram plus.png On Backstab: Gain a speedboost
Pictogram plus.png On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 105% of Spy's (reduced) health, i.e. up to 300 health points.
Pictogram minus.png –55 max health on wearer (145 health).

Backpack Your Eternal Reward.png

Melee
Your Eternal Reward

Pictogram plus.png Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Pictogram plus.png Victims do not make any noise when dying.
Pictogram plus.png Victims' bodies disappear after being stabbed.
Pictogram plus.png If backstabbed, victims' death will not be shown in the killfeed for other enemies.
Pictogram minus.png 33% quicker cloak drain rate.
Pictogram minus.png Normal disguises require (and consume) a full cloak meter.

Pictogram plus.png Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Pictogram plus.png Victims do not make any noise when dying.
Pictogram plus.png Victims' bodies disappear after being stabbed.
Pictogram plus.png 66% damage bonus against players.
Pictogram minus.png 33% quicker cloak drain rate.
Pictogram minus.png Normal disguises require (and consume) a full cloak meter.

Spy Watches
Backpack Cloak and Dagger.png

PDA
Cloak and Dagger

Cloak type: Motion sensitive
Pictogram plus.png Raises damage resistance by 20%.
Pictogram plus.png While standing still, cloaks Spy indefinitely and slowly refills cloak meter .
Pictogram plus.png 100% increase in cloak recharge rate.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.
Pictogram minus.png 35% less cloak meter from ammo boxes.
Pictogram info.png Cloak consumption rate varies depending on the type of movement you use.
Pictogram info.png User can still stay partially cloaked once the cloak meter runs out.

Cloak type: Motion sensitive
Pictogram plus.png Increases max health by 25 on wearer.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png 100% quicker cloak drain rate.
Pictogram minus.png Bumping into enemies partially reveals the Spy's outline.
Pictogram info.png Cloak consumption rate varies depending on the type of movement you use.
Pictogram info.png User can still stay partially cloaked once the cloak meter runs out.

Backpack Invisibility Watch.png

PDA
Invis Watch

Cloak type: Timed
Pictogram info.png Cloaks Spy for 10 seconds.
Pictogram info.png Cloak meter can be refilled from ammo sources.
Pictogram plus.png Raises damage resistance by 20%.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png Bumping into enemies partially reveals the Spy's outline.

Cloak type: Timed
Pictogram info.png Cloaks Spy for 10 seconds.
Pictogram info.png Cloak meter can be refilled from ammo sources.
Pictogram minus.png Cannot attack while invisible.
Pictogram minus.png Cloak meter can not be refilled by ammo boxes while invisible.

Backpack Dead Ringer.png

PDA
Dead Ringer

Cloak type: Feign death
Pictogram info.png Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse.
Pictogram plus.png Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
Pictogram plus.png 50% faster cloak recharge rate.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png Grants a 3 second speed boost upon receiving damage.
Pictogram plus.png Feign Death stealth has no bump shimmer for 3 seconds.
Pictogram minus.png Ammo kits and dispensers do not refill the Spy's cloak meter.
Pictogram minus.png Has a loud, distinctive decloak sound.
Pictogram minus.png Triggering feign death will lower the cloak meter to 50%.
Pictogram minus.png Cloak meter must be fully charged to use.

Cloak type: Feign death
Pictogram info.png Cloaks Spy for 4 seconds upon receiving damage, dropping a fake corpse.
Pictogram plus.png Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
Pictogram plus.png 40% longer cloak duration.
Pictogram plus.png Grants a 3 second speed boost upon receiving damage.
Pictogram plus.png Feign Death stealth has no bump shimmer for 3 seconds.
Pictogram minus.png 200% quicker cloak drain rate.
Pictogram minus.png Ammo kits and dispensers do not refill the Spy's cloak meter.
Pictogram minus.png Has a loud, distinctive decloak sound.
Pictogram minus.png Triggering feign death will lower the cloak meter to 50%.
Pictogram minus.png Cloak meter must be fully charged to use.

Environmental hazards

Maps

Map name Port? Stages? NPCs? Bosses? Soundtrack
ze_A_E_S_T_H_E_T_I_C_p3
A_E_S_T_H_E_T_I_C_p3
CSS Port Single Gondola
King Gondola
All-Seeing-Eye Moanin, Cowboy Bebop OST 1 - Too Good Too Bad, Cowboy Bebop OST 4 - Yo pumpkin head, Retrofit, Genetic Scale (Goh Hotoda Mix), Moliendo cafe, Town of the Fisherman (extended), Tong-Nou (Upscale V3), Transmigration (Tong-Nou Ending Theme).
ze_ascension_v6b
ascension_v6b
TF2 Original Two
ze_atix_apocalypse_skial_12
atix_apocalypse_12
CSS Port Single with variations No No NA
ze_atix_panic_skial_5
atix_panic_5
CSS Port Single No No NA
ze_bathroom_skial_8
bathroom_8
CSS Port Two No Rubber Ducky
Sponge
I see fire, Two Steps From Hell - For the Win, Reanne
ze_best_korea_skial_4
best_korea_4
CSS Port Three North Korean Soldier
Suicide Bomber
Baby Kim Jong Un Chollima on the Wing, Aurora (Downshifted), The Mt.Paektu Wind Blows, Defend the Headquarters of the Revolution!, Snowstorm of the Revolution, Witch Doctor
ze_bioluminescent_v2
bioluminescent_v2
CSS Port Three No Omnipotent Cube Roller Mobster, T-Rex Echoes, Ethereal, Endless Reflections, Physical Nature, A Picture in Motion
ze_bowser_in_the_fire_sea_skial_6
bowser_in_the_fire_sea_6
CSS Port Four No Bowser NA
ze_breezy_v5
breezy_v5
TF2 Original Single plus Minigames/ZM mode No Electrical Box Battle with Final Despair, Battle with True Despair, The Man With The Machine Gun, V3Gallery Music, Showdown, nonsensecondon, Black Mesa Surface Tension 3, Black Mesa Surface Tension 4, Fear Factory
ze_contra_b3
contra_b3
CSS Port Armed Gate
Alien
Terminator
Fortress of Flame, Horrible Heartbeat, The Final Gauntlet, Helicopter, Intro, Jungle Battle, The Foggy Cave in the Darkness, Creatures from Outer Space, Death Bed, Thunder Landing, The Dawn, Neo Kobe Steel Factory, Maza Fortress Stage 2, Stage Clear, Ground Zero, Invasion
ze_crazy_escape_skial_2
crazy_escape_2
CSS Port Three Aeon, Away From Home, Angelica, Can't Go Home Again, Baby, Dread and Bold, Dreamer's Dream, Fear, Forbidden Anguish, Naive Race, Rose of Sharon, Sleeping Volcano, TeMP it Up, TeMPoison, Tokyo Drift, Welcome Mr Hwang
ze_dark_souls_skial_2
dark_souls_2
CSS Port Three plus Bonus stage They Hit Without Warning, Taurus Demon, A Moment's peace, Dance of the Boreal Valley, Gwyn, Lord of Cinder, Twin Princes, Nameless Song, Old Dragon Slayer, Firelink Shine, Fire Keepers, Old Demon King, Majula, Iron Golem, The Ancient Dragon, Dark Souls III
ze_deadcore_skial_5
deadcore_5
CSS Port Four Niflheimr, Anhedonia, Roarlis, Area184-Persona, PSYCHO-PASS, Axion Extended, Namae No Nai Kaibutsu (Instrumental), Cor puella, It's muzzle rules justice, Lax, At The Distant World of Stars, Truffle Shuffle, Galaxy Collapse
ze_defense3002_skial_2
defense3002_2
CSS Port Two Make It Bun Dem, I'm Sorry (Far Cry 3)
ze_diddle_skial_6
diddle_6
CSS Port Five plus Bonus stage and extreme Floating Heads
Diddler
Slasher
-HEAT UP- (8bit), -HEAT UP- (2nd mix), Miss Monomi's Practice Lesson, Beautiful Days (Piano Arrangement), STFU, Weeaboo song, All Star, Niko, Halloween Theme, Monster, Zodd, Sign II
ze_djinn_skial_2
djinn_2
CSS Port Single War Horn Dark, Magic Mamaliga, Alfadhirhaiti, Baiana (CloZee Remix), Paul's Dream, Scattle-Shambles, Turbo Killer, You're mine
ze_DOOM_skial_3
DOOM_3
CSS Port Three At Doom's Gate, The Imps Song, Dark Halls, Sign Of Evil, Hiding the Secrets, I Sawed the Demons, The Demons from Adrians Pen, https://www.youtube.com/watch?v=vVRbEvPvF7A Intermission from Doom], Untitled
ze_dreamin_b2
dreamin_b2
CSS Port Four かねこちはる-絶対零度, World Fragments, Bloomin' Lights, Starry Blossom, Chronomia/Lime, Decipher (Long Version), dreamin' of u (long ver), Dreamin', Glorious Crown, Fractal, Pastel Subliminal, Physical Emotion, WHITEOUT
ze_evernight_skial_1
evernight
CSS Port Three
ze_fall_guys_skial_2
fall_guys_2
CSS Port Two
ze_fapescape_rote_skial_9
fapescape_rote_9
CSS Port Six
ze_ffvii_cosmo_canyon_b1
ffvii_cosmo_canyon_b1
CSS Port Four plus ZM Mode
ze_ffvii_mako_reactor_skial_13
ffvii_mako_reactor_13
CSS Port Four
ze_ffvii_mako_reactor_v6_b5
ffvii_mako_reactor_v6_b5
CSS Port Five difficulties plus ZM Mode
ze_ffxii_mt_bur_omisace_b1
ffxii_mt_bur_omisace_b1
CSS Port Four plus ZM Mode
ze_ffxii_westersand_skial_3
ffxii_westersand_3
CSS Port Four
ze_ffxiv_wanderers_palace_skial_4
ffxiv_wanderers_palace_4
CSS Port Four
ze_frostdrake_tower_skial_3
frostdrake_tower_3
CSS Port Single
ze_frozen_abyss_skial_1
frozen_abyss
CSS Port Two
ze_garten_of_banban_laserdance_awesomeworld_taylors_version_v2
garten_of_banban_v2
TF2 Original Single
ze_gris_skial_5
gris_5
CSS Port Four plus Bonus stage
ze_halloween_house_skial_4
halloween_house_4
CSS Port
ze_hydroponic_garden_s_2
hydroponic_garden_s_2
CSS Port Four
ze_icecap_escape_skial_o2
icecap_escape_o2
CSS Port Single
ze_johnny_nukem_skial_6
johnny_nukem_6
CSS Port Three
ze_kitchen_skial_7
kitchen_7
CSS Port
ze_krusty_krab_skial_1
krusty_krab
CSS Port
ze_krusty_krab_skial_4
krusty_krab_4
TF2 Original
ze_l0v0l_v1
l0v0l
CSS Port Three plus Bonus stage
ze_laserheaven_v2a
laserheaven_v2a
TF2 Original
ze_laserhell_v1_1_1_1
laserhell_v1
TF2 Original
ze_last_man_standing_b1
last_man_standing_b1
CSS Port
ze_lotr_minas_tirith_skial_14
lotr_minas_tirith_14
CSS Port
ze_lotr_mines_of_moria_skial_4
lotr_mines_of_moria_4
CSS Port Single
ze_lotr_mount_doom_s2_tf2
lotr_mount_doom_s2_tf2
CSS Port
ze_luciddreams_v3_6_f2
luciddreams_v3_6_f2
CSS Port Single
ze_meatropolis_skial_2
meatropolis_2
CSS Port
ze_minecraft_adventure_skial_6
minecraft_adventure_6
CSS Port Three
ze_minecraft_universe_skial_2
minecraft_universe_2
CSS Port Single
ze_mist_skial_3
mist_3
CSS Port Single
ze_neochrome_b1
neochrome_b1
CSS Port Single
ze_offliner_skial_1
offliner
CSS Port
ze_otakuroom_skial_4
otakuroom_4
CSS Port Three plus ZM Mode
ze_outlast_skial_6
outlast_6
CSS Port
ze_palace_of_minolila_skial_4
palace_of_minolila_4
CSS Port
ze_parkour_paradise_v3d
parkour_paradise_v3d
TF2 Original
ze_persona_v3_fix
persona_v3
TF2 Original
ze_peter_griffin's_burger_emporium_v1
peter_griffin's_burger_emporium
TF2 Original
ze_pirates_port_royal_12
pirates_port_royal_12
CSS Port Six
ze_pokemon_adventure_skial_11
pokemon_adventure_11
CSS Port
ze_portal_story_skial_6
portal_story_6
CSS Port Single
ze_predator_ultimate_skial_3
predator_ultimate_3
CSS Port Four
ze_quicksand_v1e
quicksand_v1e
TF2 Original Four plus Bumper Car stage
ze_random_skial_7
random_7
CSS Port
ze_randomizer_b2
randomizer_b2
CSS Port
ze_realm_h2
realm_h2
TF2 Original Single
ze_rizomata_skial_8
rizomata_8
CSS Port Five
ze_rooftop_runaway2_v5_skial5
rooftop_runaway2_v5
CSS Port
ze_rush_b_skial_6
rush_b_6
CSS Port Single
ze_ryujin_v3
ryujin_v3
TF2 Original
ze_S_A_M_skial_9
S_A_M_9
CSS Port Five plus ZM Mode
ze_sandstone_v2
sandstone_v2
TF2 Original
ze_santassination_s4
santassination_s4
CSS Port Four plus the Truth Raindeer, Elf
Bender, Baby
Bipedal Present, Beaver
Slim Santa
Fat Santa
Socrates
O Tannenbaum, A Mysterious Christmas, Fear Factor, Forest Dance #2, Seven Swords’ Victory, Carol of the Bells, What Child is This, Deck the Halls, We Wish You a Merry Christmas, Dripping that Sauce, The Lion King-Circle Of Life, Jingle Bells, One Winged Angel (Final Fantasy VII), The Lion King-Stampedo, Last Christmas, Santa Mixtape, A/G
ze_saw_final_skial_8
saw_final_8
CSS Port
ze_scp_skial_4
scp_4
CSS Port
ze_serpentis_temple_skial_4
serpentis_temple_4
CSS Port Five
ze_shroomforest_skial_7
shroomforest_7
CSS Port
ze_shroomforest2_skial_1
shroomforest2
CSS Port Six plus ZM Mode
ze_shroomforest3_skial_1
shroomforest3
CSS Port
ze_sonic_3_skial_3
sonic_3_3
CSS Port Two
ze_sorrento_escape_skial_2
sorrento_escape_2
CSS Port
ze_space_station_skial_1
space_station
CSS Port
ze_squid_game_skial_6
squid_game_6
CSS Port Single
ze_stalker_ultimate_s3
stalker_ultimate_s3
CSS Port
ze_star_wars_prequel_skial_10
star_wars_prequel_10
CSS Port Three
ze_subway_escape_skial_9
subway_escape_9
TF2 Original Single
ze_super_mario_64_skial_3
super_mario_64_3
CSS Port
ze_surf_facility_skial_b1
surf_facility_b1
CSS Port
ze_surf_froyo_b3
surf_froyo_b3
CSS Port
ze_surf_sahok_skial_4
surf_sahok_4
CSS Port
ze_surf_vortex_skial_6
surf_vortex_6
CSS Port Single
ze_swamp_facility_b2d
swamp_facility_b2d
TF2 Original
ze_tesv_skyrim_skial_3¸
tesv_skyrim_3
CSS Port
ze_timesplitters_skial_2
timesplitters_2
CSS Port Single
ze_titanic_skial_13
titanic_13
CSS Port Single
ze_uchiha_legacy_skial_8
uchiha_legacy_8
CSS Port Four
ze_v0u0v_b2
v0u0v_b2
CSS Port
ze_voodoo_islands_skial_5
voodoo_islands_5
CSS Port Single
ze__2012__s2_tf2
2012_s2_tf2
CSS Port
ze_666_crazy_escape_skial_v2
666_crazy_escape_v2
CSS Port

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