Difference between revisions of "Basic Scout strategy"

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[[Image:Scouthumiliation.png|right|125px|Kay, this does not look good here, um...]]
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{{hatnote|This page contains basic strategy for the Scout. For more advanced strategies, see [[Community Scout strategy]]. For how to play against the Scout, see [[Anti-Scout strategy]].}}
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{{Quotation|'''The Scout''' |Say goodbye to ya kneecaps, chucklehead!|sound=Scout_taunts08.wav}}
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[[File:Scouttaunt2.PNG|350px|right]]
  
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
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The [[Scout]] is the fastest and arguably one of the most mobile classes in the game. His speed and ability to [[Jumping#Double Jump|double jump]] lets him access ambushing routes and get to places before most other classes. Combine this mobility with his Scattergun's high damage output, and he is one of the best at picking and winning duels. The Scout can ideally control the outskirts of the battlefield by picking off important or damaged enemy targets, then support his team at objectives with his increased capture rate.
  
The [[Scout]] is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's manueverability, you can easily dispose of him.  
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The Scout has a low health pool and relies on completely avoiding damage to survive; his double jump lets him escape [[knockback]], [[fall damage]], and explosions. Dodging becomes harder when being attacked by multiple enemies at once, generally dissuading the Scout from the frontlines. Additionally, not everything can be dodged; weaponry that can [[Slowdown|slow]] or track players, such as [[Natascha]] or the [[Sentry Gun]], are deadly to the Scout.  
  
==General==
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== Primary weapons ==
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close-range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.  
! class="header" colspan="1" width="200"| Attributes
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
The Scout is very frail and can be killed in just a few good shots.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.
 
|}
 
  
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===[[Scattergun]] + [[reskins]]===
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{{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Scattergun|100px|link=Botkiller weapons}} {{icon item|Australium Scattergun|100px|link=Australium weapons}}
  
==Primary Weapons==
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At point-blank range, your Scattergun kills most classes with just two well-placed shots. Use your speed to avoid attacks and get in close range to deal maximum damage. The Scattergun runs out of ammunition quickly and you are fragile, so take cover or run circles around your enemies while reloading. When fighting distant enemies, switch to your [[Pistol]], as the Scattergun's wide bullet spread means it deals minimal damage at long range.
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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===[[Force-A-Nature]] + [[reskins]]===
! class="header" colspan="1" width="200"| Weapon
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{{icon item|Force-A-Nature|100px}} {{icon item|Australium Force-A-Nature|100px|link=Australium weapons}} {{icon item|Festive Force-A-Nature|100px|link=Festive weapons}}
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}}
 
|
 
The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
|
 
The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots.  If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
|
 
Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
|
 
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
 
|}
 
  
==Secondary Weapons==
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The Force-A-Nature deals heavy burst damage but must be reloaded often, so it is best used as a hit-and-run weapon. Its shots inflict [[knockback]] on both you and your target, leading to some interesting applications. Your enemy is launched backwards proportionally to the damage dealt, allowing you to land easy follow-up shots or launch them into map hazards. The self-inflicted knockback allows you to [[Jumping#Force Jump|Force jump]] to even more locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knockback will leave you suspended in midair and vulnerable. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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===[[Shortstop]]===
! class="header" colspan="1" width="200"| Weapon
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{{icon item|Shortstop|100px}}  
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]]
 
|
 
While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
 
|
 
Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]].
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
|
 
While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
 
|
 
The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
|
 
The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
 
|-
 
|}
 
  
==Melee Weapons==
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The Shortstop is a cross between your Scattergun and Pistol, holding 4 shots that all reload in a single clip. While it deals less damage than the Scattergun, its narrow bullet spread and fast reload time make it reliable at longer ranges. While the Shortstop is deployed, you receive 20% greater [[knockback]]; explosions will throw you around and disrupt aiming, but can be used to escape a losing fight easier. Alternate fire is a melee shove, which is best for keeping enemies at optimal mid-range firing distance or throwing them into [[environmental hazards]].
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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===[[Soda Popper]]===
! class="header" colspan="1" width="200"| Weapon
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{{icon item|Soda Popper|100px}}
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}
 
<br>[[Bat]]
 
|
 
A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
|
 
If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}}
 
|The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
|
 
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
 
<br>[[Boston Basher]] / [[Three-Rune Blade]]
 
|
 
Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|
 
The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|
 
If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 
<br>[[Atomizer]]
 
|
 
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
 
|}
 
  
==Item sets==
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The Soda Popper is similar to the [[Force-A-Nature]], but does not have its knockback effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon, although its faster reloading speed makes it more useful in prolonged combat. Damaging enemies builds a "Hype" meter. When the Hype meter is full, alternate-fire will put you into Hype mode, allowing you to jump up to five times in midair for 10 seconds. Hype mode is incredibly useful for accessing routes that normally require another class's [[explosive jump]], and staying in the air to dodge attacks when dueling. However, Hype mode is not usable as often as your other mobility options.
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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===[[Baby Face's Blaster]]===
! class="header" colspan="1" width="200"| Set
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{{icon item|Baby Face's Blaster|100px}}
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |
 
{{item icon|Shortstop|100px}}
 
{{item icon|Mad Milk|100px}}
 
{{item icon|Holy Mackerel|100px}}
 
{{item icon|Milkman|100px}}
 
  
<br>[[Item sets#Scout|The Special Delivery]]
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The Baby Face's Blaster has a clip of only 4 bullets and initially reduces your movement speed by 10%. Dealing damage with any weapon charges a Boost meter, which increases your speed by up to 30% at 100 damage dealt. Taking damage lowers Boost, while double jumping costs 75% Boost. Overall, first build Boost via ambushes or at a distance with the help of weapons like the [[Winger]], [[Flying Guillotine]], and [[Wrap Assassin]]. Then, use the speed increase to completely avoid taking damage. Keep in mind that you will sometimes need to sacrifice your speed to access a side route or dodge enemy attacks that would remove your Boost anyway.  
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This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |
 
{{item icon|Soda Popper|100px}}
 
{{item icon|Winger|100px}}
 
{{item icon|Atomizer|100px}}
 
{{item icon|Bonk Boy|100px}}
 
  
<br>[[Item sets#Scout|The #1 Fan]]
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===[[Back Scatter]]===
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{{icon item|Back Scatter|100px}}
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.
 
  
|}
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The Back Scatter deals Mini-Crits when fired at the backs of enemies in close range, but has a reduced clip size and is less accurate. The Mini-Crits now allow you to kill the weaker classes with just one well-placed shot. However, the reduced accuracy may be a problem when you can't get close to your target. Overall, this weapon is best for flanking or punishing fleeing enemies, but not for dueling.
  
== See also ==
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== Secondary weapons ==
*[[Double jumping]]
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===[[Pistol]] + [[reskins]]===
*[[Team strategy]]
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{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}}
  
{{Class strategy}}
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The Pistol is a backup weapon that is accurate at medium range, primarily used for finishing off wounded targets or fighting at range. It reloads quickly and can be used to harass enemies, cover a retreat, and take out [[Sentry Gun]]s from afar. Keep track of the Pistol's ammunition, as your three extra magazines can run out surprisingly quickly.
  
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===[[Bonk! Atomic Punch]] + [[reskins]]===
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{{icon item|Bonk! Atomic Punch|100px}} {{icon item|Festive Bonk! Atomic Punch|100px|link=Festive weapons}}
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Bonk! Atomic Punch is a utility item that, when consumed, grants invulnerability to all enemy attacks. Its main use is to dodge or draw enemy fire. For example, you can use it to get past [[Sentry Gun]]s, retreat safely, bait [[Demoman|Demomen]] into detonating their sticky traps, or block choke points. Outside of combat, it can also be used to negate [[Fire|afterburn]] or [[bleeding]]. Even though you are temporarily immune to damage, you can still be pinned down by [[knockback]], so be careful to not get cornered. You are encouraged to retreat as the effect wears off, as you are [[Slow]]ed for 5 seconds based on the damage you negated, up to 50% for absorbing 200 damage.
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===[[Crit-a-Cola]]===
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{{icon item|Crit-a-Cola|100px}}
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Crit-a-Cola is a utility item that rewards you for taking risks. When consumed, it grants you guaranteed Mini-Crits for eight seconds. However, firing any gun or swinging your melee weapon will cause you to also take Mini-Crits for five seconds. Crit-a-Cola is best used before an ambush or other situations where your opponent can't see you coming. Alternatively, pair Crit-a-Cola with the [[Shortstop]] for ranged harassment, as Mini-Crits don't have damage fall-off. The Crit-a-Cola boost does not stack with the boosts of other items, such as the [[Buff Banner]] or [[Jarate]].
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===[[Mad Milk]] + [[reskins]]===
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{{icon item|Mad Milk|100px}} {{icon item|Mutated Milk|100px}}
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Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used in single combat for yourself or large firefights for your team, especially if you lack a Medic. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked or disguised [[Spy|Spies]].
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===[[Winger]]===
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{{icon item|Winger|100px}}
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Like the Pistol, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistol, the Winger's increased damage is best for short encounters; it deals less damage over long periods of time due to its reduced magazine size. The 25% added jump height lets you evade attacks and access alternate routes easier.
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===[[Pretty Boy's Pocket Pistol]]===
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{{icon item|Pretty Boy's Pocket Pistol|100px}}
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The Pretty Boy's Pocket Pistol recovers three health per hit, but expends its 25% reduced magazine quickly. The Pocket Pistol can be used mid-combat to quickly recover some health, but you should switch back to your primary weapon for finishing fights.
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===[[Flying Guillotine]]===
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{{icon item|Flying Guillotine|100px}}
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The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause [[bleeding]], making it decent for mid-range harassment. Overall, the Flying Guillotine rewards you greatly for landing that one single hit; a cleaver is equivalent to several Pistol shots. The Flying Guillotine deals no damage to buildings, leaving you very disadvantaged against Sentry Guns.
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== Melee weapons ==
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==={{anchor|Bat}}[[Bat]] + [[reskins]] ===
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{{icon item|Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px|link=Festive weapons}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Batsaber|100px}} {{icon item|Prinny Machete|100px}}
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The Bat swings rapidly but deals less damage than your Scattergun. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of ammo in your primary and secondary weapons.
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===[[Sandman]]===
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{{icon item|Sandman|100px}}
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The Sandman slightly lowers your maximum health but grants an alternate fire that launches a baseball capable of [[Slowdown|slowing]] enemies. The baseball's slow duration starts at 1 second, but can reach up to 7 seconds depending on how far the ball travels. Slowing an enemy will give you a chance to move in for the kill or retreat safely. Additionally, you can use it to provide support in large firefights by slowing certain enemies to separate them from teammates, such as Medics and [[Critical hits#Crit Boost|Crit-boosted]] enemies. Your low health pool makes the small health penalty significant, so make sure you actually use the baseball.
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===[[Holy Mackerel]] + [[reskins]]===
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{{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}} {{icon item|Festive Holy Mackerel|100px|link=Festive weapons}}
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The Holy Mackerel functions identically to the Bat but announces each hit in the kill feed, allowing for humiliating kills and sometimes detecting Dead Ringer Spies due to the lack of "FISH KILL!". Like with the default Bat, other melee weapons with more useful effects are recommended for serious combat.
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===[[Candy Cane]]===
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{{icon item|Candy Cane|100px}}
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When you have the Candy Cane equipped, any kill will cause your victims to drop health packs that can be used to heal your team. The Candy Cane does not need to be the active weapon for this bonus to occur. Ensure that enemies don't reach the health kit first and be wary that approaching the health kit may draw attention. The Candy Cane also increases your vulnerability to explosive damage, meaning that a direct hit from a [[Projectiles|rocket]] or [[Projectiles|grenade]] can now kill you in one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern.
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===[[Boston Basher]] + [[reskins]]===
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{{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}
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When striking an enemy, the Boston Basher inflicts the [[bleeding|bleed]] status in addition to the standard Bat damage. However, any missed melee attacks will cause you to damage and bleed yourself instead; try to attack only if you're sure the strike will connect. Striking an environmental object results in no self-damage, so the weapon is slightly less risky to use in enclosed areas.
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You can use the self-damage to help a [[Medic]] fill his [[ÜberCharge]] meter and the bleed effect to track down [[cloaked]] Spies. Damaging yourself will inflict a small amount of self-[[knockback]] that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.
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===[[Sun-on-a-Stick]]===
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{{item icon|Sun-on-a-Stick|100px}}
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The Sun-on-a-Stick's main draw is the 25% fire resistance while deployed. It deals 25% less damage, so don't actually fight with it. As the Scout, your low health pool is quickly chipped away by the Pyro's [[Fire|afterburn]]. If you are set on fire, deploy the Sun-on-a-Stick while searching for healing to survive longer. Against ignited foes, the Sun-on-a-Stick deals guaranteed Critical hits and is one of your best damage options. However, you and the Pyro excel at close-range duels and can often finish off an enemy without help, so you might not be able to use this combo frequently.
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===[[Fan O'War]]===
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{{item icon|Fan O'War|100px}}
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The Fan O'War deals little damage but can [[Marked for death|mark victims for death]], causing all damage taken to be Mini-Crits. Tag an enemy with it, then either switch to another weapon or have your team finish the job. Weave into melee range of groups carefully, as the Mark of Death can only be inflicted on one enemy at a time.
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===[[Atomizer]]===
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{{icon item|Atomizer|100px}}
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When the Atomizer is your active weapon, you have access to a triple jump, which opens up more routes of travel. In combat, the Atomizer is useful for engaging foes from odd angles, as its melee attacks also Mini-Crit while you're airborne. The Atomizer deploys 50% slower, a significant delay when trying to escape instead.
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===[[Wrap Assassin]]===
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{{icon item|Wrap Assassin|100px}}
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Similarly to the [[Sandman]], the Wrap Assassin launches a weak projectile that inflicts a [[bleeding]] effect on struck enemies. Use the projectile to weaken stronger enemies before moving in with the [[Scattergun]]. Keep using your primary weapon at close range to negate this weapon's extremely low melee damage.
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{{Class Strategy Nav}}
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{{Scout Nav}}
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[[Category:Scout]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Scout]]
 
[[Category:Community strategy]]
 

Latest revision as of 15:00, 4 September 2024

This page contains basic strategy for the Scout. For more advanced strategies, see Community Scout strategy. For how to play against the Scout, see Anti-Scout strategy.
Say goodbye to ya kneecaps, chucklehead!
The Scout
Scouttaunt2.PNG

The Scout is the fastest and arguably one of the most mobile classes in the game. His speed and ability to double jump lets him access ambushing routes and get to places before most other classes. Combine this mobility with his Scattergun's high damage output, and he is one of the best at picking and winning duels. The Scout can ideally control the outskirts of the battlefield by picking off important or damaged enemy targets, then support his team at objectives with his increased capture rate.

The Scout has a low health pool and relies on completely avoiding damage to survive; his double jump lets him escape knockback, fall damage, and explosions. Dodging becomes harder when being attacked by multiple enemies at once, generally dissuading the Scout from the frontlines. Additionally, not everything can be dodged; weaponry that can slow or track players, such as Natascha or the Sentry Gun, are deadly to the Scout.

Primary weapons

When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close-range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.

Scattergun + reskins

Scattergun Festive Scattergun Silver Botkiller Scattergun Australium Scattergun

At point-blank range, your Scattergun kills most classes with just two well-placed shots. Use your speed to avoid attacks and get in close range to deal maximum damage. The Scattergun runs out of ammunition quickly and you are fragile, so take cover or run circles around your enemies while reloading. When fighting distant enemies, switch to your Pistol, as the Scattergun's wide bullet spread means it deals minimal damage at long range.

Force-A-Nature + reskins

Force-A-Nature Australium Force-A-Nature Festive Force-A-Nature

The Force-A-Nature deals heavy burst damage but must be reloaded often, so it is best used as a hit-and-run weapon. Its shots inflict knockback on both you and your target, leading to some interesting applications. Your enemy is launched backwards proportionally to the damage dealt, allowing you to land easy follow-up shots or launch them into map hazards. The self-inflicted knockback allows you to Force jump to even more locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knockback will leave you suspended in midair and vulnerable. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.

Shortstop

Shortstop

The Shortstop is a cross between your Scattergun and Pistol, holding 4 shots that all reload in a single clip. While it deals less damage than the Scattergun, its narrow bullet spread and fast reload time make it reliable at longer ranges. While the Shortstop is deployed, you receive 20% greater knockback; explosions will throw you around and disrupt aiming, but can be used to escape a losing fight easier. Alternate fire is a melee shove, which is best for keeping enemies at optimal mid-range firing distance or throwing them into environmental hazards.

Soda Popper

Soda Popper

The Soda Popper is similar to the Force-A-Nature, but does not have its knockback effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon, although its faster reloading speed makes it more useful in prolonged combat. Damaging enemies builds a "Hype" meter. When the Hype meter is full, alternate-fire will put you into Hype mode, allowing you to jump up to five times in midair for 10 seconds. Hype mode is incredibly useful for accessing routes that normally require another class's explosive jump, and staying in the air to dodge attacks when dueling. However, Hype mode is not usable as often as your other mobility options.

Baby Face's Blaster

Baby Face's Blaster

The Baby Face's Blaster has a clip of only 4 bullets and initially reduces your movement speed by 10%. Dealing damage with any weapon charges a Boost meter, which increases your speed by up to 30% at 100 damage dealt. Taking damage lowers Boost, while double jumping costs 75% Boost. Overall, first build Boost via ambushes or at a distance with the help of weapons like the Winger, Flying Guillotine, and Wrap Assassin. Then, use the speed increase to completely avoid taking damage. Keep in mind that you will sometimes need to sacrifice your speed to access a side route or dodge enemy attacks that would remove your Boost anyway.

Back Scatter

Back Scatter

The Back Scatter deals Mini-Crits when fired at the backs of enemies in close range, but has a reduced clip size and is less accurate. The Mini-Crits now allow you to kill the weaker classes with just one well-placed shot. However, the reduced accuracy may be a problem when you can't get close to your target. Overall, this weapon is best for flanking or punishing fleeing enemies, but not for dueling.

Secondary weapons

Pistol + reskins

Pistol Lugermorph C.A.P.P.E.R

The Pistol is a backup weapon that is accurate at medium range, primarily used for finishing off wounded targets or fighting at range. It reloads quickly and can be used to harass enemies, cover a retreat, and take out Sentry Guns from afar. Keep track of the Pistol's ammunition, as your three extra magazines can run out surprisingly quickly.

Bonk! Atomic Punch + reskins

Bonk! Atomic Punch Festive Bonk! Atomic Punch

Bonk! Atomic Punch is a utility item that, when consumed, grants invulnerability to all enemy attacks. Its main use is to dodge or draw enemy fire. For example, you can use it to get past Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block choke points. Outside of combat, it can also be used to negate afterburn or bleeding. Even though you are temporarily immune to damage, you can still be pinned down by knockback, so be careful to not get cornered. You are encouraged to retreat as the effect wears off, as you are Slowed for 5 seconds based on the damage you negated, up to 50% for absorbing 200 damage.

Crit-a-Cola

Crit-a-Cola

Crit-a-Cola is a utility item that rewards you for taking risks. When consumed, it grants you guaranteed Mini-Crits for eight seconds. However, firing any gun or swinging your melee weapon will cause you to also take Mini-Crits for five seconds. Crit-a-Cola is best used before an ambush or other situations where your opponent can't see you coming. Alternatively, pair Crit-a-Cola with the Shortstop for ranged harassment, as Mini-Crits don't have damage fall-off. The Crit-a-Cola boost does not stack with the boosts of other items, such as the Buff Banner or Jarate.

Mad Milk + reskins

Mad Milk Mutated Milk

Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used in single combat for yourself or large firefights for your team, especially if you lack a Medic. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked or disguised Spies.

Winger

Winger

Like the Pistol, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistol, the Winger's increased damage is best for short encounters; it deals less damage over long periods of time due to its reduced magazine size. The 25% added jump height lets you evade attacks and access alternate routes easier.

Pretty Boy's Pocket Pistol

Pretty Boy's Pocket Pistol

The Pretty Boy's Pocket Pistol recovers three health per hit, but expends its 25% reduced magazine quickly. The Pocket Pistol can be used mid-combat to quickly recover some health, but you should switch back to your primary weapon for finishing fights.

Flying Guillotine

Flying Guillotine

The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause bleeding, making it decent for mid-range harassment. Overall, the Flying Guillotine rewards you greatly for landing that one single hit; a cleaver is equivalent to several Pistol shots. The Flying Guillotine deals no damage to buildings, leaving you very disadvantaged against Sentry Guns.

Melee weapons

Bat + reskins

Bat Frying Pan Saxxy Conscientious Objector Festive Bat Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete

The Bat swings rapidly but deals less damage than your Scattergun. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of ammo in your primary and secondary weapons.

Sandman

Sandman

The Sandman slightly lowers your maximum health but grants an alternate fire that launches a baseball capable of slowing enemies. The baseball's slow duration starts at 1 second, but can reach up to 7 seconds depending on how far the ball travels. Slowing an enemy will give you a chance to move in for the kill or retreat safely. Additionally, you can use it to provide support in large firefights by slowing certain enemies to separate them from teammates, such as Medics and Crit-boosted enemies. Your low health pool makes the small health penalty significant, so make sure you actually use the baseball.

Holy Mackerel + reskins

Holy Mackerel Unarmed Combat Festive Holy Mackerel

The Holy Mackerel functions identically to the Bat but announces each hit in the kill feed, allowing for humiliating kills and sometimes detecting Dead Ringer Spies due to the lack of "FISH KILL!". Like with the default Bat, other melee weapons with more useful effects are recommended for serious combat.

Candy Cane

Candy Cane

When you have the Candy Cane equipped, any kill will cause your victims to drop health packs that can be used to heal your team. The Candy Cane does not need to be the active weapon for this bonus to occur. Ensure that enemies don't reach the health kit first and be wary that approaching the health kit may draw attention. The Candy Cane also increases your vulnerability to explosive damage, meaning that a direct hit from a rocket or grenade can now kill you in one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern.

Boston Basher + reskins

Boston BasherThree-Rune Blade

When striking an enemy, the Boston Basher inflicts the bleed status in addition to the standard Bat damage. However, any missed melee attacks will cause you to damage and bleed yourself instead; try to attack only if you're sure the strike will connect. Striking an environmental object results in no self-damage, so the weapon is slightly less risky to use in enclosed areas.

You can use the self-damage to help a Medic fill his ÜberCharge meter and the bleed effect to track down cloaked Spies. Damaging yourself will inflict a small amount of self-knockback that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.

Sun-on-a-Stick

Sun-on-a-Stick

The Sun-on-a-Stick's main draw is the 25% fire resistance while deployed. It deals 25% less damage, so don't actually fight with it. As the Scout, your low health pool is quickly chipped away by the Pyro's afterburn. If you are set on fire, deploy the Sun-on-a-Stick while searching for healing to survive longer. Against ignited foes, the Sun-on-a-Stick deals guaranteed Critical hits and is one of your best damage options. However, you and the Pyro excel at close-range duels and can often finish off an enemy without help, so you might not be able to use this combo frequently.

Fan O'War

Fan O'War

The Fan O'War deals little damage but can mark victims for death, causing all damage taken to be Mini-Crits. Tag an enemy with it, then either switch to another weapon or have your team finish the job. Weave into melee range of groups carefully, as the Mark of Death can only be inflicted on one enemy at a time.

Atomizer

Atomizer

When the Atomizer is your active weapon, you have access to a triple jump, which opens up more routes of travel. In combat, the Atomizer is useful for engaging foes from odd angles, as its melee attacks also Mini-Crit while you're airborne. The Atomizer deploys 50% slower, a significant delay when trying to escape instead.

Wrap Assassin

Wrap Assassin

Similarly to the Sandman, the Wrap Assassin launches a weak projectile that inflicts a bleeding effect on struck enemies. Use the projectile to weaken stronger enemies before moving in with the Scattergun. Keep using your primary weapon at close range to negate this weapon's extremely low melee damage.