{{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>
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.
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.
20% more pellets per shot.
50% faster firing speed.
This weapon reloads its entire clip at once.
66% smaller clip size.
10% damage penalty per pellet.
If one shot is unused before reloading, it is lost.
100% larger clip size.
100% damage bonus (against players).
20% more pellets per shot.
73% faster firing speed.
This weapon reloads its entire clip at once.
12% damage penalty.
25% longer reload time.
100% wider pellet spread.
Successive shots become less accurate.
If one shot is unused before reloading, it is lost.
While weapon is active: 8% slower movement speed on wearer.
Disabled knockback on user.
100% damage bonus per pellet.
42.4% faster firing speed.
40% tighter pellet spread.
This weapon reloads its entire clip at once.
Alt-Fire: does a shove that pushes enemies.
33% smaller clip size.
60% pellets per shot.
50% longer reload time.
25% less ramp-up.
20% more knockback from all damage sources.
If one shot is unused before reloading, it is lost.
100% larger clip size.
25% damage bonus (against players).
25% more pellets per shot.
50% faster firing speed.
This weapon reloads its entire clip at once.
18% damage penalty.
50% longer reload time.
If one shot is unused before reloading, it is lost.
25% reload time.
50% faster firing speed.
On hit:Build Hype.
66% clip size.
If one shot is unused before reloading, it is lost.
This weapon reloads its entire clip at once.
Use Hype to sextuple jump.
100% larger clip size.
75% faster firing speed.
This weapon deploys 50% faster.
This weapon holsters 50% faster.
On kill: 5 seconds of 100% critical hit chance. Crits whenever it would normally mini-crit.
Critical damages is affected by range.
19% damage penalty.
50% slower reload time.
Hype is disabled.
This weapon reloads its entire clip at once.
On hit: builds Boost.
Run speed increased with Boost.
34% clip size.
10% slower move speed on wearer.
Boost reduced on air jumps.
Boost reduced when hit.
On hit: builds Boost.
60% faster firing speed.
65% faster reload time.
5% damage bonus.
25% more accurate.
Wearer never takes fall damage.
19.5% slower move speed on wearer.
Boost reduced from 173% to 116%.
Boost reduced on air jump.
Boost reduced when hit.
Minicrits targets when fired at their back from close range.
34% smaller clip size.
No random critical hits.
20% bullet spread.
100% larger clip side.
55% faster firing speed.
50% more pellets per shot.
25% damage bonus (against players).
Mini-crits targets when fired at their back from close range.
15% damage penalty.
-50% less accurate.
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player.
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.
The invulnerability effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player.
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.
The invulnerability effect lasts for 8 seconds and then it has to recharge for 30 seconds.
Grants speed boost (~126%) to all nearby teammates for 8 seconds.
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes fire on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20-second recharge time.
+25 max health on wearer.
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes fire on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20-second recharge time.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.
While under effect:
Guaranteed Mini-Crits.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 16 seconds in order to be used again.
100% faster holster speed.
100% faster deploy speed.
Can be thrown to damage enemies. Recharges after 6 seconds.
On hit: cause bleeding for 8 seconds and 50 damage.
Long-distance hit reduces charge time by 1.5 seconds.
No random Critical Hits.
Cannot be picked up after being thrown.
Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.
On hit: cause bleeding for 8 seconds and 111 damage.
Long-distance hit reduces charge time by 1.5 second.
Cannot be picked up after being thrown.
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.
Lose 15 max health.
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.
+2 max balls (3 total balls).
Lose 15 max health.
100% slower swing speed.
Each ball recharges one after the other (not all at the same time).
Grants the ability to triple jump while weapon is deployed.
Melee attacks mini-crit while airborne.
15% less damage against players.
50% deploy penalty.
When weapon is active:
+3% faster movement speed (Only on certain maps).
Health is drained at a rate of -3 per second
Melee attacks mini-crit while airborne.
100% slower sing speed.
15% less damage against players
Does not grant an extra jump while deployed
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.
Long-range hits guarantee a Critical hit.
25% increase in ball recharge rate.
65% less damage.
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.
Inflict 40% slowness for 1.5 seconds on direct hit.
+1 max ball (2 total balls).
When weapon is active:
-3% slower move speed.
Each ball recharges one after the other (not all at the same time).
50% decrease in ball recharge rate.
100% slower swing speed.
75% less damage
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.
Crits whenever it would normally mini-crit.
Deals 75% less damage.
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.
25% Explosive damage vulnerability on wearer.
When weapon is active:
Up to +3 HP/s regen
On hit: restore 50 health points.
A small health pack is dropped when the player kills a zombie with the Candy Cane.
25% Explosive damage vulnerability on wearer.
Marked for death (remains for a short period of time when switching weapons)
80% faster rocket speed.
25% more damage.
Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
70% smaller splash damage radius.
100% faster rocket speed.
25% faster reload time.
204% more damage.
Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Applies a strong downwards force on hit.
25% less damage against players.
70% smaller splash damage radius.
+100% blast damage from rocket jumps.
Lose 25 max health.
Disabled self-knockback.
On hit: restores up to 20 health points.
Has a 25% smaller clip size.
25% faster reload time.
34% longer banner duration.
144% more damage.
Up to 20% more damage as rage increases.
On hit: restores up to 20 health points.
50% less damage against players.
15% slower firing speed.
Has a 25% smaller clip size.
Disabled self-knockback.
+200% max primary ammo on wearer.
No self inflicted blast damage taken.
-100% damage penalty.
No random critical hits.
Unable to carry the intelligence and the PASS Time JACK.
25% larger splash damage radius.
1011% more damage.
On Hit: Slow target movement by 40% for 3.0s
50% less damage against players.
337% slower firing speed.
75% smaller clip size.
When weapon is active.
Does not use ammo (replaced with an ammo meter).
No random critical hits.
Deals only 20% damage to buildings.
Mini-crits whenever it would normally crit.
Secondary fire is a charged shot that:
Mini-crits players.
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
Does not use ammo (replaced with an ammo meter).
67% longer banner duration.
Up to 20% more damage as rage increases.
155% more damage.
Secondary fire is a charged shot that:
Mini-crits players.
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
50% less damage against players.
15% slower firing speed.
Mini-crits whenever it would normally crit.
Disabled self-knockback.
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits.
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits.
50% longer banner duration.
14% longer activation time.
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
At 100% charge, using it grants player and nearby teammates 10 seconds of:
Immunity to Critical damage.
Raises resistance to damage by 35%.
Raises resistance to Sentry Gun by 50% (does not stack with previous).
Passively increases max health by 20 points (220 total) on wearer.
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
At 100% charge, using it grants player and nearby teammates 10 seconds of:
Immunity to Critical damage.
Raises resistance to damage by 35%.
Raises resistance to Sentry Gun by 50% (does not stack with previous).
Passively increases max health by 20 points (220 total) on wearer.
50% longer banner duration.
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates:
Have their movement speed boosted.
Are healed for 35% of the damage they deal.
Passively grants a health regeneration depending on recent damage taken; max is +4.
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates:
Have their movement speed boosted.
Are healed for 35% of the damage they deal.
Passively grants a health regeneration depending on recent damage taken; max is +4.
50% longer banner duration.
14% longer activation time.
–75% reduction in push force taken from enemy damage.
Deals 3x falling damage to the player you land on.
-75% reduction in airblast vulnerability.
200% increased air control when blast jumping.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
Shoots an electric projectile instead of shotgun pellets.
Does not use ammo (replaced with an ammo meter).
Projectile penetrates enemy targets.
Projectiles cannot be deflected.
Deals only 20% damage to buildings.
Has a 33% smaller clip size.
Shoots an electric projectile instead of shotgun pellets.
Does not use ammo (replaced with an ammo meter).
Projectile penetrates enemy targets.
Projectiles cannot be deflected.
130 damage bonus against players.
50% faster firing speed.
25% faster reload time.
33% larger clip size.
Deals only 20% damage to buildings.
100% damage penalty against NPCs (deals no damage)
20% faster weapon switch-to speed.
15% faster weapon switch-from speed.
Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-crits only take affect within 5 seconds of deploying this weapon.
Has 34% smaller clip size.
100% larger clip size.
20% faster weapon switch-to speed.
Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-crits only take affect within 5 seconds of deploying this weapon.
50% longer melee range.
On kill: heals 50% of user's base health.
No random critical hits.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
50% longer melee range.
No random critical hits.
75% slower deploy and holster time.
A single successful hit will kill an enemy wielding the same weapon.
When weapon is active:
Movement speed increase as user's remaining health decreases. (Up to 128%).
User takes mini-crits when weapon is active, and for 3 seconds after switching away.
-90% less healing from Medic sources.
When weapon is active:
Movement speed increase as user's remaining health decreases (Up to 115%).
28% slower move speed.
User takes mini-crits when weapon is active, and for 3 seconds after switching away.
-90% less healing from Medic sources.
Airblast costs 50% more ammo to fire (30 instead of 20).
-50% repressurization rate on Alt-Fire.
Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).
Guarantees Critical hits when attacking from behind.
Airblasts cost 150% more ammo to fire (50 instead of 20).
No random critical hits.
Guarantees Critical hits when attacking from behind.
+200% Airblast push force.
When weapon is active
100% less metal from Dispensers and Pickups.
Airblast costs 350% more ammo to fire (80 instead of 20).
-50% repressurization rate on Alt-Fire.
Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).
+60% faster switch-to speed.
+30% faster switch-from speed.
Airblasts cost 25% more ammo to fire (25 instead of 20).
Deals 66% less afterburn damage.
+60% faster switch-to speed.
+30% faster switch-from speed.
Deals 66% less afterburn damage.
Airblast costs 100% more ammo to fire (40 instead of 20).
-50% repressurization rate on Alt-Fire.
Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).
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.
Cannot fire blasts of compressed air.
No random critical hits.
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.
10% damage bonus.
10% longer range.
300% larger flame hitbox.
Cannot fire blasts of compressed air.
Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
Deals 300% damage to burning players.
Bonus damage against a burning target requires the fireball's center to make contact with the target's hitbox.
+50% repressurization rate on hit.
40% longer range.
-50% repressurization rate on Alt-Fire.
No random critical hits.
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
Uses a shared pressure tank for Primary Fire and Alt-Fire.
Deals 300% damage to burning players.
+50% repressurization rate on hit.
40% longer range.
On hit: Inflicts slowdown.
-50% repressurization rate on Alt-Fire.
Zombies accumulate Airblast resistance with each usage (resets after 10 seconds).
On hit: ignites enemy.
This weapon will reload automatically when not active.
Guarantees Critical damage on burning targets.
Can be fired into water to damage enemies (no afterburn will be applied).
On hit: ignites enemy.
This weapon will reload automatically when not active.
Guarantees Critical damage on burning targets.
Can be fired into water to damage enemies (no afterburn will be applied).
25% faster firing speed.
700% damage bonus.
Applies a strong downwards force on hit.
58% damage penalty against players.
On hit: ignites enemy.
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.
Flares detonate on impact, with a greatly reduced explosion radius.
On detonation flare destroys enemy sticky bombs.
This weapon will reload automatically when not active.
Guarantees Mini-Crit damage on burning targets, regardless of distance.
Can be fired into water to damage enemies (no afterburn will be applied).
50% explosion self-damage vulnerability on user.
25% damage penalty.
On hit: ignites enemy.
Alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but does less damage than a normal hit.
Flares detonate on impact, with a greatly reduced explosion radius.
On detonation flare destroys enemy sticky bombs.
This weapon will reload automatically when not active.
600% damage bonus.
25% faster firing speed.
Guarantees Mini-Crit damage on burning targets, regardless of distance.
Can be fired into water to damage enemies (no afterburn will be applied).
50% explosion self-damage vulnerability on user.
58% damage penalty against players.
Deals normal damage whenever it would normally crit.
Disabled knockback on user.
On hit: ignites enemy.
No extra damage on burning targets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).
This weapon will reload automatically when not active.
Extinguishing teammates will heal you +20 HP.
Does not require ammo.
+50% projectile speed.
Can be fired into water to damage enemies (no afterburn will be applied).
Does not get random Critical hits.
On hit: ignites enemy.
No extra damage on burning targets.
Alt-fire: extinguishes teammates. Doing so gives 1 guaranteed crit per teammate extinguished (can hold up to 35).
This weapon will reload automatically when not active.
Extinguishing teammates will heal you +20 HP.
Does not require ammo.
+50% projectile speed.
Can be fired into water to damage enemies (no afterburn will be applied).
70% faster firing speed.
160% damage bonus.
Applies a strong downwards force on hit.
50% penalty against players.
Mini-crits whenever it would normally crit.
On hit: ignites enemy.
This weapon will reload automatically when not active.
Flare knocks back target on hit and ignites enemy in a small radius.
Guarantees Mini-Crit damage and increased knockback on burning targets.
Flare can be used to destroy stickybombs.
Flare falls to the ground after directly hitting an enemy, lying there for a little while, potentially igniting those who touch it.
-35% damage penalty.
-35% self damage force penalty.
Fires rockets instead of Flares.
On hit: ignites enemy.
This weapon will reload automatically when not active.
Rockets ignite enemies in a small radius.
740% damage bonus.
Deals 700% more afterburn damage.
Deals 100% damage to burning players.
+81% projectile speed.
10% faster reload time.
Guarantees Mini-Crit damage and increased knockback on burning targets.
50% damage penalty against players.
50% smaller splash damage radius.
-67% afterburn duration.
-100% self damage force penalty.
Pushes nearby enemies away upon landing.
Deals 3x the fall damage to an enemy you land on.
Extinguish teammates at the beginning of your launch.
Fall damage is decreased when a charge is used.
Has a 15 second recharge for each launch.
0.8 second locked holster penalty.
30% knockback from all damage sources when a charge is used.
Creates a horrific visible gas that coats enemies with a flammable material.
Enemies covered in gas ignite into afterburn if they take damage (even enemy Pyros!).
Gas meter builds with damage done and/or time.
Spawning and resupply do not affect the Gas meter.
Gas meter starts empty.
Has a 60 second recharge if no damage is dealt.
Throws an incendiary grenade instead of a gas canister.
Creates a horrific visible gas that coats enemies with a flammable material.
19900% damage bonus.
900% afterburn damage bonus.
50% faster holster and deploy speed.
19900% larger misc ammo size.
Grenades have very little bounce and roll.
Gas meter builds with damage done and/or time.
900% slower firing speed.
90% damage penalty against players.
Gas meter starts empty.
20% faster weapon switch-to speed.
15% faster weapon switch-from speed.
Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-crits only take affect within 5 seconds of deploying this weapon.
Has 34% smaller clip size.
100% larger clip size.
20% faster weapon switch-to speed.
Mini-crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-crits only take affect within 5 seconds of deploying this weapon.
On attack: dishes out two consecutive slaps.
Gain a speed boost when you hit an enemy player.
-20% damage penalty.
Broadcasts every successful hit on an enemy player over the death-notice area.
Kills are labelled as "SLAP-KILL" in the death-notice area.
Deals 25% more damage.
When picking up health packs, 50% extra health is given on wearer.
When receiving health from other sources, such as a Dispenser or Medi Gun, 75% less health is given on wearer.
Mini-crits burning targets and extinguishes them.
Damage increases based on remaining duration of afterburn.
Killing blows on burning players grant a speed boost.
-33% damage penalty.
No random critical hits.
35% slower switch-from speed.
Deals 20% more damage vs buildings.
Has 25% faster grenade travel speed.
Grenades do not tumble when fired.
-25% less clip size.
-25% less explosion radius.
Launched bombs shatter on surfaces.
75% faster firing speed.
Has 50% faster grenade travel speed.
25% faster weapon switch to and switch from speed.
150% damage bonus.
75% smaller splash damage radius.
25% slower reload speed.
-25% smaller clip size.
Increases maximum health by 25.
Increases turning speed while charging by 200%.
Melee kills refill 25% of your charge meter.
+10% faster move speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Grants its abilities passively, does not need to be selected.
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire.
Cannonballs push players back on impact.
+20% faster projectile speed.
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.
Cannonballs do not explode on impact.
Cannonballs must be charged for at least 0.10 seconds for Double-Donks.
Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Applies a strong downwards force on hit.
25% larger splash damage radius.
Has 50% faster grenade travel speed.
520% damage bonus.
40% damage penalty against players.
65% slower firing speed.
25% slower reload time.
100% explosion self-damage vulnerability on user.
25 Max health on wearer.
25% Faster reload time.
25% Damage bonus.
Up to +100% damage based on charge.
On hit: Stun zombies for 3 seconds.
25% damage penalty against players.
No knockback.
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.
Charging removes debuffs.
+50% resistance to fire damage.
+30% resistance to explosive damage.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
+50% resistance to fire damage.
+30% resistance to explosive damage.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
Taking damage while shield charging reduces charge time.
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.
Charging removes debuffs.
+20% resistance to fire damage.
+20% resistance to explosive damage.
+70% more charge impact damage.
+50% charge recharge rate.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
+70% more charge impact damage.
+50% charge recharge rate.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
+200% max secondary ammo.(max is 72).
No self inflicted blast damage taken.
-100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
-6 stickybombs out.(max is 2)
No random critical hits (purely cosmetic, as they don't inflict any damage either).
25% larger splash damage radius.
275% damage bonus.
Up to +220% damage based on charge.
On hit: Stun zombies for 3 seconds.
-2 stickybombs out.(max is 6)
25% damage penalty against players.
315% slower firing speed.
When active: 20% slower move speed on wearer.
37% slower reload time.
150% slower weapon switch to and switch from speed.
1.15 sec slower bomb arm time.
200% explosion self-damage vulnerability on user.
No knockback.
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Can destroy enemy stickies.
+6 more stickybombs out at once (max is 14).
+50% more ammo carried (max is 36).
+25% faster firing speed.
Stickybombs have 0.8 second longer priming time.
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
25 Max health on wearer.
25% Faster reload time.
25% Damage bonus.
Up to +100% damage based on charge.
On hit: Stun zombies for 3 seconds.
+2 more stickybombs out at once (max is 10).
25% damage penalty against players.
Stickybombs have 0.8 second longer priming time.
No knockback.
Able to destroy enemy stickybombs.
-0.2 sec faster bomb arm time.
Max charge time decreased by 70%.
Up to +35% damage based on charge.
-15% damage penalty.
-50% clip size.
25 Max health on wearer.
40% faster firing speed.
25% Faster reload time.
5% Damage bonus.
Max charge time decreased by 70%.
Up to +170% damage based on charge.
-0.2 sec faster bomb arm time.
On hit: Stun zombies for 3 seconds.
25% damage penalty against players.
No knockback.
Has 50% longer melee range.
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.
If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
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).
Upon death: heads, and their bonuses, reset.
75% slower deploy and holster time.
Lowers maximum health by 25 points.
No random Critical hits.
Has 50% longer melee range.
75% slower deploy and holster time.
Lowers maximum health by 25 points.
Has 50% longer melee range.
On kill: heals you 50% base health.
No random critical hits.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
Has 50% longer melee range.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
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.
Deals only melee damage if the head is destroyed.
15% damage penalty.
20% attack speed penalty.
No random Critical hits.
100% slower switch-to speed.
Has 50% longer melee range.
Melee kills refill 25% of your charge meter.
0.5 sec increase in charge duration.
75% slower deploy and holster time.
No random Critical hits.
+15% damage vulnerability while active.
Has 50% longer melee range.
Melee kills refill 25% of your charge meter.
0.5 sec increase in charge duration.
75% slower deploy and holster time.
+15% damage vulnerability while active.
Has 50% longer melee range.
Ammo can recharge charge.
On Hit: +20% charge refilled.
No random critical hits.
-80% max primary & secondary ammo.
Cannot refill ammo from ammo boxes unless charge meter is full.
75% slower deploy and holster time.
Has 50% longer melee range.
-80% max primary & secondary ammo.
75% slower deploy and holster time.
+20% damage resistance when spun up and health is less than 50% of max.
Deals 25% less damage.
30% longer spin-up time.
Secondary fire spins-up the barrel without firing.
Fires 6 bullets per unit of ammo used.
25% faster firing speed.
50% more bullets per shot.
20% damage resistance when below spun up and health is less than 50% of max.
25% damage penalty against players.
60% damage penalty.
25% less accurate.
30% slower spin up time.
Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
+20% damage bonus.
20% damage resistance when spun up and health is less than 50% of max.
50% slower spin up time.
60% slower move speed when deployed.
Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
10% faster firing speed.
33% damage resistance when spun up and health is less than 50% of max.
25% damage bonus against players.
5% damage penalty.
50% slower spin up time.
60% slower move speed when deployed.
Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
20% faster spin up time.
20% more accurate.
Silent Killer: No spin-up sound.
20% slower firing speed.
Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
Silent Killer: No spin-up sound.
60% faster spin up time.
50% more accurate.
25% damage bonus against players.
7% damage penalty.
20% slower firing speed.
Secondary fire deploys the barrel without firing.
Fires 4 bullets per unit of ammo used.
Create a ring of flames while spun up.
25% more damage against burning players.
Deals 10% less damage.
Consumes an additional 4 ammo per second while spun up.
Secondary fire deploys the barrel without firing.
Fires 8 bullets per unit of ammo used.
Create a ring of flames while spun up.
50% faster firing speed.
25% damage bonus against burning players.
100% more bullets per shot.
60% faster spin up time.
25% damage bonus against players.
66 damage penalty.
50% less accurate.
Cannot collect ammo from dispensers while active.
With primary fire or taunt key, restores 300 health over about 4 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
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.
If your health is full, collecting any health pickup will completely fill the recharge bar.
100% faster weapon switch to and switch from speed.
With primary fire or taunt key, restores 300 health over about 2 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
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.
If your health is full, collecting any health pickup will completely fill the recharge bar.
When weapon is active
With primary fire or taunt key, restores 100 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
Raises maximum health by 50 points (350 total) for 30 seconds.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
If used when player is at full health, grants 50 points of overheal.
Passively increases max health by 50 points (350 total) on wearer.
100% weapon switch to speed.
With primary fire or taunt key, restores 100 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
Raises maximum health by 50 points (400 total) for 30 seconds.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
If used when player is at full health, grants 50 points of overheal.
Effects last for 16 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
100% faster weapon switch to and switch from speed.
With primary fire or taunt key, activate the effect after about 2 seconds.
While under effect:
Effects last for 16 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
With primary fire or taunt key, restores 200 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
With primary fire or taunt key, restores 200 health over about 2 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
When weapon is active
5% faster movement speed on wearer.
100% slower weapon switch to and switch from speed.
When active, grants 30% faster speed movement.
-50% slower switch-from speed.
Maximum health is drained while item is active at a rate of -10 per second, to a minimum of 100.
Maximum health is gradually recovered while this weapon is not active.
When active, grants 20% faster speed movement.
-50% slower switch-from speed.
10% slower movement speed on wearer.
Raised damage vulnerability by 50%.
–40% damage from ranged sources while active.
+100% slower switch-from speed.
+100% damage vulnerability from melee sources while active.
-40% maximum overheal on wearer.
-40% health from healers on wearer.
+40% faster firing speed.
+15% faster move speed while active.
Gain 3 second speed boost on hit.
60% damage penalty.
Maximum health is drained while item is active at a rate of -5 per second, to a minimum of 100.
Maximum health is gradually recovered while this weapon is not active.
+8% faster movement speed on wearer.
+40% faster firing speed.
60% damage penalty.
Lose 100 max health.
Critical hit forces victim to laugh.
Always critical hit from behind.
On Hit: Force enemies to laugh who are also wearing this item.
Critical hits do no damage.
Stores 2 guaranteed critical shots for every Sentry Gun kill.
Stores 1 guaranteed critical shot for every Sentry Gun kill assist.
Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
50% smaller clip size.
No random Critical hits.
Revenge crits are lost on death.
50% larger clip size.
100% damage bonus.
50% faster firing speed.
45% faster reload time.
Stores 2 guaranteed critical shots for every Sentry Gun kill.
Stores 1 guaranteed critical shot for every Sentry Gun kill assist.
Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
On hit: damage dealt is returned as ammo.
+10% damage to the same target as your sentry.
No reload necessary.
Uses metal as ammo.
Per Shot: -30 metal.
On hit: damage dealt is returned as ammo.
+50% damage to the same target as your sentry.
40% faster firing speed.
35% tighter pellet spread.
No reload necessary.
Uses metal as ammo.
Per Shot: -50 metal.
50% slower Sentry firing speed.
20% damage penalty.
Shoots an electric projectile instead of shotgun pellets.
Projectile cannot be deflected or destroyed.
Does not require ammo (replaced with an ammo meter).
On Hit: Victim loses up to 10% Medigun charge.
On Hit: Victim loses up to 20% cloak.
Deals only 20% damage to buildings.
Has a 33% smaller clip size.
2% slower reload time.
Shoots an electric projectile instead of shotgun pellets.
Projectile cannot be deflected or destroyed.
Does not require ammo (replaced with an ammo meter).
33% larger clip size.
25% faster firing speed.
50% Sentry Gun damage bonus.
Projectile penetrates multiple players.
On hit: slows down enemy players.
100% damage penalty against non-player characters.
2% slower reload time.
Alt-Fire: Use 100 metal to pick up buildings from long range.
Fires a special bolt that can repair friendly buildings at the cost of metal.
4-to-1 health-to-metal ratio when repairing buildings.
-34% clip size.
-50% max primary ammo on wearer.
Self mark for death on building pick up, and a few seconds after redeployment.
66% larger clip size.
Alt-Fire: Use 80 metal to pick up buildings from long range.
Fires a special bolt that can repair friendly buildings at the cost of metal.
4-to-1 health-to-metal ratio when repairing buildings.
50% damage bonus.
50% faster firing speed.
40% faster reload time.
50% Sentry Gun damage bonus.
Projectile penetrates multiple players.
Self mark for death on building pick up, and a few seconds after redeployment.
100% damage penalty against non-player characters.
Enables manual control of own Sentry Gun.
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
The Sentry Gun gains a shield which blocks 66% of incoming damage.
Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds.
Enables manual control of own Sentry Gun.
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
The Sentry Gun gains a shield which blocks 66% of incoming damage.
20% faster Sentry Gun firing speed.
200% reduced sentry build speed.
200% increased dispenser range.
Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds.
No reload necessary.
Uses metal as ammo.
Per Shot: –5 metal.
50% damage penalty.
No random critical hits.
Cannot pick up buildings when active.
Cannot be crit-boosted.
-93% damage to enemy buildings.
Has limited range.
Alt-Fire:
Launches a projectile-consuming energy ball.
-65 metal per shot
No reload necessary.
66% damage bonus.
30% faster firing speed (primary fire only).
Uses metal as ammo.
Per Shot: –5 metal.
Cannot pick up buildings when active.
Cannot be crit-boosted.
-93% damage to enemy buildings.
Has limited range.
Alt-Fire:
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Stock weapon.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
Sentry Gun starts construction at 50% health.
-33% health.
-50% damage.
Cannot be upgraded.
10% Sentry Gun damage bonus.
10% faster Sentry Gun firing speed.
+50% to Sentry Gun's max range.
150% increased dispenser range.
Dispenser build speed is increased by 20%.
Building construction cost is lowered by 20%.
Build speed decreased by 110%.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with full ammo assuming they were not hit during construction.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
-33% health.
-50% damage.
Cannot be upgraded.
Increases maximum health by 25 points.
Guarantees a Critical hit on a third consecutive punch.
No random Critical hits.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
Sentry Gun starts construction at 50% health.
-33% health.
-50% damage.
Cannot be upgraded.
Increases maximum health by 25 points.
10% faster Sentry Gun firing speed.
32.5% Sentry Gun damage bonus.
Guarantees a Critical hit on a third consecutive punch.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Gun starts with 90% less ammo.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
On hit: causes opponent to bleed for 5 seconds.
+20% fire vulnerability.
No random Critical hits.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
Sentry Gun starts construction at 50% health.
-33% health.
-50% damage.
Cannot be upgraded.
On hit: causes opponent to bleed for 5 seconds.
Sentry Gun Build speed increased by 110%.
20% faster Sentry Gun firing speed.
5% faster movement speed on wearer.
Metal cost is reduced by 25% for constructing buildings (75 metal).
+20% fire vulnerability.
20% slower swing speed.
Building health is reduced by 75%.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with 90% less ammo.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Construction hit speed boost increased by 30%.
+15% faster firing speed.
-20% slower repair rate.
–25% damage penalty.
–33% damage penalty vs buildings.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
Sentry Gun starts construction at 50% health.
-33% health.
-50% damage.
Cannot be upgraded.
20% Faster swing speed.
Construction hit speed boost increased by 30%.
Sentry Gun build speed is decreased by 25%
-20% slower repair rate.
–25% damage penalty.
Metal cost is increased by 40% for building construction.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with 90% less ammo.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Press reload key to either teleport to your spawn area or teleporter exit.
-50% metal cost when constructing or upgrading teleporters.
Construction hit speed boost decreased by 50%.
20% less metal from Dispensers and Pickups.
Hitting friendly buildings upgrades, repairs and rearms them.
Hitting friendly buildings during construction or redeployment speeds them up.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Build speed increased by 150%.
Metal cost is reduced by 23% (total cost of 100 metal).
+35% faster rotation.
+50% faster firing speed.
Sentry Gun starts construction at 50% health.
-33% health.
-50% damage.
Cannot be upgraded.
37.5% Sentry Gun damage bonus.
50% slower swing speed.
Build speed decreased by 200%.
Construction hit speed boost decreased by 20%.
20% less metal from Dispensers and Pickups.
Buildings are destroyed (without leaving any gibs) if the Engineer attempts to stand atop them.
Sentry Guns start with full ammo assuming they were not hit during construction.
Heals 3 health points on hit.
Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)
Heals 3 health points on hit.
150% damage bonus.
On hit: coats enemies in Mad Milk between 1 and 4 seconds, depending on the number of hits.
50% slower reload speed.
-50% less healing from Medic sources.
When active: Raises damage vulnerability by 50% from melee sources.
Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)
When active, ÜberCharge percentage increases movement speed by up to 20%.
–15% damage penalty.
When active, ÜberCharge percentage increases movement speed by up to 20%.
135% damage bonus
10% faster firing speed.
50% slower reload time.
When active: 11% slower movement speed on wearer.
Heal target and Medic immune to stun and damage forces
Heal rate increased 40%.
ÜberCharge rate increased 10%.
Match the speed of any faster heal target.
Medic mirrors blast jump and shield charge of their heal target
While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.
-50% max overheal.
Über effect: Megaheal
Heal rate increased 3x on heal target.
Heal target and Medic immune to stun and damage forces
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.
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.
Bubbles are consumed instantly upon activation.
Match the speed of any faster heal target.
+67% Übercharge rate.
-33% ÜberCharge rate on overhealed patients.
-66% overheal build rate.
Lacks any melee resistance.
Reload: Cycle through resist types.
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.
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.
Bubbles are consumed instantly upon activation.
+67% Übercharge rate.
+50% overheal build rate.
25% max overheal.
-25% overheal decay rate.
-33% ÜberCharge rate on overhealed patients.
Lacks any melee resistance.
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%.
Lowers max health by 10 points (140 total) on wearer.
Increases charge rate by 33%.
Increases charge duration by 33%.
Stock weapon.
Charges while zoomed. Critical hits are guaranteed for headshots.
Can only headshot 0.2 seconds after scoping in.
No random critical hits.
Charges while zoomed.
Charging has no additional effect on headshot damage.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases as number of BLU members decreases. Critical hits are guaranteed for headshots.
350% damage bonus (225 uncharged, 675 full charge).
33.3% additional damage bonus on headshots (on uncharged shots).
Can only headshot 0.2 seconds after scoping in.
66% damage penalty on body shots (75 uncharged, 225 full charge).
Charges while zoomed.
On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Charge rate increased 25%.
Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Scoped shots extinguish flames on wielder and allied players. Headshots do not crit.
Can only headshot 0.15 seconds after scoping in.
No random critical hits.
Charges while zoomed.
On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Scoped shots extinguish flames on wielder and allied players.
125% damage bonus (112.5 uncharged, 337.5 full charge).
50% faster reload time.
-50% maximum charge time.
97% additional damage bonus on headshots(300 uncharged, 900 full charge). Headshots do not crit.
33.3% damage penalty on body shots (75 uncharged, 226 full charge)
Charges while zoomed. Critical hits are guaranteed for headshots.
Fully charged shots deal +15% damage.
Fully charged shots penetrate players and damage enemies behind them.
Only fires when zoomed.
Shots leave a bright, easily traceable team-colored line behind them.
No random critical hits.
Charges while zoomed.
Charging has no additional effect on headshot damage.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases as number of BLU members decreases. Critical hits are guaranteed for headshots.
580% damage bonus (340 uncharged, 1020 full charge).
Fully charged shots deal 76% bonus damage(1530).
66% damage bonus against players (566 uncharged, 3000 full charge).
5% damage bonus on headshots (On uncharged shots with all other pros applied).
Fully charged shots penetrate players and damage enemies behind them.
50% damage penalty on bodyshots (283 uncharged, 1500 full charge).
100% damage penalty against Non-Player Characters.
+50% maximum charge time.
300% slower weapon switch to speed.
100% slower weapon switch from speed.
When active:6.7% slower movement speed on wearer.
Only fires when zoomed.
Shots leave a bright, easily traceable team-colored line behind them.
Charges while zoomed. Critical hits are guaranteed for headshots.
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
No random critical hits.
-50% base charge rate penalty.
Charges while zoomed.
Charging has no effect on headshot damage.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases the more of user's teammates die. Critical hits are guaranteed for headshots.
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% (100% faster).
29900% additional damage bonus on headshots (1200).
2400% maximum charge damage.
92% damage penalty (5 base).
100% damage penalty on bodyshots (0).
-50% base charge rate penalty.
Charges while zoomed.
Shots are more quiet. Critical hits are guaranteed for headshots.
Gain Focus on kills and assists.
Press 'Reload' to activate focus.
When Focus is active:
Doesn't unscope between shots.
+25% faster charge rate.
Shots leave a bright, easily traceable team-colored line behind them.
-20% damage penalty on body shot.
No random critical hits.
Headshot kills cause decapitation.
Charges while zoomed.
Charging has no additional effect on headshot damage.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases as number of BLU members decreases. Critical hits are guaranteed for headshots.
Shots are more quiet.
195% damage bonus (147 uncharged, 441 fully charged)
102% additional bonus damage on head shots (600, assuming the player damage penalty).
30% faster reload speed.
Gain Focus on kills and assists.
Press 'Reload' to activate focus.
When Focus is active:
Doesn't unscope between shots.
+25% faster charge rate.
Shots leave a bright, easily traceable team-colored line behind them.
33.3% damage penalty against players (98 uncharged, 295 fully charged).
40% damage penalty on body shots (60 uncharged, 180 fully charged).
Does not automatically start charging when zoomed.
Hold down fire button to charge, release to fire.
Doesn't unscope between shots. Critical hits are guaranteed for headshots.
Can charge without zooming.
Cannot headshot unless fully charged.
-10% damage penalty on body shot.
Shots leave a dim, clear line behind them.
No random critical hits.
Charged shots will gib victims.
Charged shots will gib victims.
Does not automatically start charging when zoomed.
Hold down fire button to charge, release to fire.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases as number of BLU members decreases. Critical hits are guaranteed for headshots.
Can charge without zooming.
300% damage bonus (200 uncharged, 600 fully charged).
33.5% damage bonus against players (267 un charged, 801 fully charged).
50% additional bonus damage on head shots (1200, requires a full charge)
-100% maximum charge time.
No movement speed penalty while charging.
Can charge while mid-air.
Can jump while charging.
73% damage penalty on body shots (75 uncharged, 226 fully charged).
Cannot headshot unless fully charged.
Shots leave a dim, clear line behind them.
Bullets replaced with an arrow projectile.
Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow. Critical hits are guaranteed for headshots.
No laser pointer indicator.
Arrows can be fired mid-air.
Friendly Pyros can light arrows to add fire damage.
-70% maximum charge time.
+96% charging movement speed (total of 53% movement speed while charging)
-20% maximum charge damage.
Base damage unchanged.
-48% total ammo.
No random critical hits.
Arrows can be reflected, shot down, and vaporized.
Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).
Bullets replaced with an arrow projectile.
Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
Charging has no effect on headshot damage.
Upon a successful headshot, enemy is stunned for 3 seconds.
Headshot damage increases as number of BLU members decreases. Critical hits are guaranteed for headshots.
240% damage bonus (170 uncharged, 510 fully charged).
75% additional damage bonus on headshots(900).
20% faster reload time.
No laser pointer indicator.
Arrows can be fired mid-air.
Friendly Pyros can light arrows to add fire damage.
On hit:Inflicts bleed for 5 seconds.
-70% maximum charge time.
+96% charging movement speed (total of 53% movement speed while charging)
-20% maximum charge damage (408).
Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
33.3% damage penalty on bodyshots (114 uncharged, 268 fully charged).
Deals no damage against Non-Player Characters.
Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).
Doused enemies take mini-crits on hit.
Partially nullifies cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
+20% increase in recharge rate when you extinguish an ally.
Enemy Pyros can reflect Jarate.
Has a 20 second recharge.
Doused enemies take mini-crits on hit.
Doused enemies experience a strong slow-down effect.
Partially nullifies cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
+20% increase in recharge rate when you extinguish an ally.
Enemy Pyros can reflect Jarate.
Has a 60 second recharge.
Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak).
-100% overheal penalty
Regenerates after 30 seconds.
Grants its ability passively; does not need to be activated.
No flinching when aiming and primary weapon is fully charged.
Knockback reduced by 20% when aiming.
Regenerates health per second depending on time since damage was last taken; max is +4.
Grants its ability passively; does not need to be activated.
Critical hits are guaranteed for headshots.
Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
–15% damage penalty.
20% slower firing speed.
No random critical hits.
Critical damage is affected by range.
Critical hits are guaranteed for headshots.
235% damage bonus.
On headshot: slows down enemies.
Shots penetrate players and damage enemies behind them.
20% slower firing speed.
25% longer reload time.
Accuracy decreases after initial shot. Has a short 1 second cooldown during which it never crits.
Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35).
–15% damage penalty.
No random critical hits.
Earns 1 crit shot for each backstab kill (can hold up to 35).
200% larger clip size.
65% faster firing speed.
300% bullets per shot.
On kill: grants 13 seconds of guaranteed critical hits for all weapons.
74% damage penalty.
60% less accurate.
6.25% slower movement speed of wearer.
Wearer cannot disguise.
Disables enemy Engineer buildings.
Reverses enemy building construction.
Removes metal inside Dispensers during deconstruction.
Does not damage buildings.
Takes longer than the stock Sapper to nullify an Engineer building.
Disables enemy Engineer buildings.
Reverses enemy building construction.
Removes metal inside Dispensers during deconstruction.
When weapon is active:
Grants a health regeneration of up to +4 health per second.
Upon a kill, the Spy gains 30% of his cloak meter.
Gain a 3 second speed boost on kill.
–25 max health on wearer.
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
Upon a kill, the Spy gains 30% of his cloak meter.
Gain a 3 second speed boost on kill.
On hit: adds 10% charge to cloak.
–25 max health on wearer.
User takes mini-crits when weapon is active, and for 3 seconds after switching away.
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
Backstab turns victim to ice.
Melts in fire, regenerates in 15 seconds and by picking up ammo.
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost.
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds.
This weapon features a 50% increased melee range.
On hit: slows down enemies by 35%.
Backstab turns victim to ice.
Melts in fire, regenerates in 15 seconds and by picking up ammo.
100% slower swing speed.
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.
–55 max health on wearer.
On Backstab: Gain a speedboost
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.
–55 max health on wearer (145 health).
Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Victims do not make any noise when dying.
Victims' bodies disappear after being stabbed.
If backstabbed, victims' death will not be shown in the killfeed for other enemies.
+33% cloak drain rate.
Normal disguises require (and consume) a full cloak meter.
Upon a successful backstab, the Spy instantly disguises as the backstab victim.
Victims do not make any noise when dying.
Victims' bodies disappear after being stabbed.
66% damage bonus against players.
+33% cloak drain rate.
Normal disguises require (and consume) a full cloak meter.
Cloak type: Motion sensitive
Raises damage resistance by 20%.
While standing still, cloaks Spy indefinitely and slowly refills cloak meter .
Has +100 % cloak recharge rate.
Cloak meter can not be refilled by ammo boxes while invisible.
-35% cloak meter from ammo boxes.
Cloak consumption rate varies depending on the type of movement you use.
User can still stay partially cloaked once the cloak meter runs out.
Cloak type: Motion sensitive
Increases max health by 25 on wearer.
Cloak meter can not be refilled by ammo boxes while invisible.
Cannot attack while invisible.
100% cloak drain rate.
Bumping into enemies partially reveals the Spy's outline.
Cloak consumption rate varies depending on the type of movement you use.
User can still stay partially cloaked once the cloak meter runs out.
Cloak type: Timed
Cloaks Spy for 10 seconds.
Cloak meter can be refilled from ammo sources.
Raises damage resistance by 20%.
Cannot attack while invisible.
Bumping into enemies partially reveals the Spy's outline.
Cloak type: Timed
Cloaks Spy for 10 seconds.
Cloak meter can be refilled from ammo sources.
Cannot attack while invisible.
Cloak meter can not be refilled by ammo boxes while invisible.
Cloak type: Feign death
Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse.
Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
50% faster cloak recharge rate.
+40% cloak duration.
Grants a 3 second speed boost upon receiving damage.
Feign Death stealth has no bump shimmer for 3 seconds.
Ammo kits and dispensers do not refill the Spy's cloak meter.
Has a loud, distinctive decloak sound.
Triggering feign death will lower the cloak meter to 50%.
Cloak meter must be fully charged to use.
Cloak type: Feign death
Cloaks Spy for 4 seconds upon receiving damage, dropping a fake corpse.
Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds.
+40% cloak duration.
Grants a 3 second speed boost upon receiving damage.
Feign Death stealth has no bump shimmer for 3 seconds.
+200% cloak drain rate.
Ammo kits and dispensers do not refill the Spy's cloak meter.
Has a loud, distinctive decloak sound.
Triggering feign death will lower the cloak meter to 50%.
Cloak meter must be fully charged to use.