Difference between revisions of "Scout weapons (competitive)"

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{{competitive}}
 
{{competitive}}
The weaponry available to the [[Scout (competitive)|Scout]] encourages him to flank and harass the enemy team at close and medium range. Despite his low health, his primary weapons largely encourage close range combat, and deal massive damage at point-blank range. The Scout also has weapons that are effective at medium range, but are not stronger than other weapons geared for that purpose.
+
{{hatnote|Some Scout weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
 +
 
 +
The Scout uses mostly [[hitscan]] weaponry which deal immense damage at close range. He has increased speed and doubled capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.
  
 
==Primary weapons==
 
==Primary weapons==
The Scout possesses some very powerful weapons for close range combat, which largely enjoy a significant ramp-up.
+
 
 +
The Scout's primary weapons are all hitscan, and have ramp-up at close range.
  
 
=== Scattergun ===
 
=== Scattergun ===
  
[[File:Wiki_scattergun.png|100px|right]]
+
The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls off quickly, but is still powerful enough to finish off a weak enemy at medium range. Each shot delivers 10 pellets, making it extremely strong at close range. The base damage per pellet, number of pellets fired per shot and ammunition per magazine are equal to the [[Shotgun]]'s. The main differences are the increased positive damage ramp-up; 175% compared to 150%, and different reload times.
 
 
The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base ramp of 9. However, the weapon is ineffective at medium to long range with fall-off, spread, and slow firing speed.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Scattergun]] <br>[[Image:Wiki_scattergun.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Scattergun]] <br>{{Item icon|Scattergun}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Point-Blank:''' 104
+
* '''Point-Blank:''' 10.5/pellet
* '''512 units:''' 6/hit, avg 6 hits
+
* '''512 units:''' 6/pellet
* '''Over 1024 units:''' 3/hit
+
* '''Over 1024 units:''' 3/pellet
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 18/hit (max 180)
+
* '''Critical:''' 18/pellet (max 180)
* '''Point-Blank Mini-Crit:''' 141
+
* '''Point-Blank Mini-Crit:''' 14.2/pellet
* '''Over 512 units Mini-Crit:''' 8/hit
+
* '''Over 512 units Mini-Crit:''' 8.1/pellet
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.64s
+
* '''Attack Interval:''' 0.625s
* '''Reload Start:''' 0.76s
+
* '''First Reload:''' 0.76s
* '''Reload More:''' 0.56s
+
* '''Consecutive Reloads:''' 0.56s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Scattergun]] <br>{{Item icon|Scattergun}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Force-a-Nature ===
+
=== Force-A-Nature ===
 
 
[[File:Force-A-Nature.png|100px|right]]
 
 
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
  
The Force-a-Nature has a much quicker firing rate than the Scattergun and provides for very quick kills. The weapon also enjoys a higher damage output than the Scattergun. The quick firing rate means that a Scout wielding this gun can two-shot a medic quicker than a Scout using the Scattergun. One of the main disadvantages is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit an opponent with as many pellets as they can. The "knockback" effect the Force-A-Nature exerts on enemies also tends to decrease damage as the target is pushed away from you. Another thing Scouts should note about using this weapon is that firing whist airborne can make for very erratic movement.
+
The Force-A-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to [[force jump]], allowing the Scout to jump higher or reach places other classes can not. This weapon reloads its entire clip at once, if one shell is loaded when the Force-A-Nature is reloaded, it will be discarded in place of two new ones. Each shot with the Force-A-Nature delivers 20% more pellets, but deals 10% less damage.
 
 
Although the "knockback" feature of the Force-A-Nature does create some problems, if this mechanic is used properly it can act as a third jump allowing the Scout to reach places he either would not have been able to reach whilst double jumping or allow him to reach places much quicker. Players should also note that firing the Force-A-Nature once and then reloading disposes of the remaining cartridge.
 
 
 
The knockback of this weapon, while situational, can prove useful in separating [[Ubercharges]], separating combos, and sending targets into your team or away from you for an escape.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Force-A-Nature]] <br>[[Image:Force-A-Nature.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Force-A-Nature]] <br>{{Item icon|Force-A-Nature}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 113
+
* '''Point-Blank:''' 9.45/pellet
* '''512 units:''' 5.4/hit, avg 7 hits
+
* '''512 units:''' 5.4/pellet
* '''Over 1024 units:''' 3/hit
+
* '''Over 1024 units:''' 2.7/pellet
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical:''' 16.2/hit (max 194)
+
* '''Critical:''' 16.2/pellet
* '''Point-Blank Mini-Crit:''' 152
+
* '''Point-Blank Mini-Crit:''' 12.76/pellet
* '''Over 512 unit Mini-Crit:''' 7.29/hit
+
* '''Over 512 unit Mini-Crit:''' 7.29/pellet
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.33s
+
* '''Attack Interval:''' 0.315s
* '''Reload:''' 1.64s
+
* '''Reload:''' 1.652s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (2 extra pellets at center, 1 extra at middle-right).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (2 extra pellets at center, 1 extra at middle-right).
 
* Hits dealing at least 40 damage cause [[knockback]] based on damage and positioning.
 
* Hits dealing at least 40 damage cause [[knockback]] based on damage and positioning.
* Reloading always consumes entire clip, even if 1 shot still loaded.  
+
* -66% clip size, storing 2 shots instead of 6.
* Allows for [[Scout weapons (competitive)#Triplejump|triplejumps]] and [[Scout weapons (competitive)#Forcejump|forcejumps]].
+
** Reloading always consumes entire clip, even if one shot is still loaded.
 +
* Allows for force jumps.
 +
* +20% pellets per shot.
 +
* -10% damage penalty.
 
|}
 
|}
 +
<br>
 +
Below is a table displaying the availability of the Force-A-Nature in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Force-A-Nature]] <br>{{Item icon|Force-A-Nature}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
 
=== Shortstop ===
 
=== Shortstop ===
  
[[File:Shortstop.png|100px|right]]
+
The Shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range than the stock [[Scattergun]], but it can deal consistent medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. The Shortstop grants the wielder the ability to push an enemy backwards (similarly to a [[Compression Blast|airblast]]) in melee distance while active, but adds a 20% increase in [[knockback]] from all damaging weapons and [[Compression Blast|airblast]]. It fires approximately 40% faster than the Scattergun, whereas each shot fires 60% fewer pellets than the Scattergun (resulting in only four pellets), but each pellet deals twice the damage, which results in an overall 20% lower base damage per shot.  
 
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
 
 
 
Dispite the Shortstop only have 4 clips per magazine, it has a very fast reload that reloads the entire clip. The Shortstop is more designed for medium range combat, rather than the Scattergun or the Force-A-Nature, with a higher base damage per pellet (that of a Pistol's), less pellets (four compared to the Scattergun's nine), and less spread. Although its damage per pellet is high even at point blank (18 per pellet) the Shortstop's main weakness is that it has a smaller rampup compared to the Scattergun and Force-A-Nature (150% compared to 175%) meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. However, it fires almost twice as fast, so it can still kill very quickly at point blank. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop, they will also have no ammo for the pistol, forcing them to use their melee weapon.
 
 
 
Generally, in Scout vs. Scout battles between either the Scattergun or the Force-A-Nature against a Shortstop, the Scout carrying the latter should do their best to maintain their distance but should also try and heckle their opponent if they switch to the Pistol.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Shortstop]] <br>[[Image:Shortstop.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Shortstop]] <br>{{Item icon|Shortstop}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 72
+
* '''Point-Blank:''' 18/pellet
* '''512 units:''' 12/hit, avg 7 hits
+
* '''512 units:''' 12/pellet
* '''Over 1024 units:''' 6.34/hit
+
* '''Over 1024 units:''' 6/pellet
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical:''' 36/hit (max 144)
+
* '''Critical:''' 36/pellet
* '''Point-Blank Mini-Crit:''' 97
+
* '''Point-Blank Mini-Crit:''' 24.3/pellet
* '''Over 512 unit Mini-Crit:''' 16.2/hit
+
* '''Over 512 unit Mini-Crit:''' 16.2/pellet
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.36s
+
* '''Attack Interval:''' 0.36s
* '''Reload:''' 1.01s
+
* '''Reload:''' 1.52s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (4 close pellets: center, left, right, down).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (4 close pellets: center, left, right, down).
* Shares ammo with [[Scout weapons (competitive)#Pistol|Pistol]].
+
* Approximately +40% firing speed
 +
* -60% pellets per shot.
 +
** Each pellet deals twice the regular damage.
 +
** Overall 20% lower damage compared to the Scattergun.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Shortstop in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Shortstop]] <br>{{Item icon|Shortstop}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 +
<br>
  
 
===Soda Popper===
 
===Soda Popper===
[[File:Soda Popper.PNG|100px|right]]
 
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
+
The Soda Popper's reload function is identical to the Force-A-Nature's, in that it only has two shells per clip, and reloads its entire clip at once, discarding any shells left in the chamber. Compared to the Force-A-Nature, it has a 25% faster reload speed, and compared to the default Scattergun, it has a 50% faster firing speed. Equipping the Soda Popper places a "HYPE" meter on the user's [[HUD]], which fills with damage dealt by any of the Scout's weapons. It takes about 350 damage to fill up the HYPE meter, which is approximately 4 point blank shots from the Soda Popper. When the HYPE meter is full, pressing Alt-Fire while the weapon is active activates HYPE mode for 10 seconds, giving the Scout the ability to jump up to five times in mid-air (for a total of six jumps).
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Soda Popper]] <br>{{Item icon|Soda Popper}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 10.5/pellet
 +
* '''512 units:''' 6/pellet
 +
* '''Over 1024 units:''' 3/pellet
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/pellet (max 180)
 +
* '''Point-Blank Mini-Crit:''' 14.2/pellet
 +
* '''Over 512 units Mini-Crit:''' 8.1/pellet
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.315s
 +
* '''Reload''' 1.23s
 +
| style="background-color:#FFF4CC;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 +
* -66% clip size, storing 2 shots instead of 6.
 +
** Reloading always consumes entire clip, even if one shot is still loaded.
 +
* Puts a "HYPE" meter on the user's HUD.
 +
** Dealing a total of 350 damage fills the HYPE meter.
 +
** Pressing Alt-Fire while the HYPE meter is full activates HYPE mode for 10 seconds, giving the Scout the ability to jump 5 times mid-air, for a total of 6 jumps.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Soda Popper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Soda Popper]] <br>{{Item icon|Soda Popper}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
 +
 
 +
=== Baby Face's Blaster ===
  
This weapon has the damage and pellet count of the Scattergun, and the clip size and firing speed of the Force-A-Nature. It's real perk, though, is that every time the user runs for 5200 units, or about 14 seconds, with this weapon out, it will automatically activate an 8-second Mini-Crit boost for all the Scout's weapons. This ends up with the Scout having a Mini-Crit boost around one third of the time.  
+
The Baby Face's Blaster only has a clip of four, instead of six compared with the Scattergun, and will slow the Scout down from 400 units/second (133% standard movement speed), to 360 units/second (120% standard movement speed). However, for every point of damage dealt with any weapon, the Scout builds up a "Boost" meter (though the minimum Boost gained from any damage dealt is 5%). As the Boost meter charges, the Scout's speed will increase linearly from 360 units/second to 520 units/second (173% standard movement speed). The Boost meter fills completely when the Scout deals 100 points of damage using any weapon. If the Scout takes damage or jumps mid air while using the Baby Face's Blaster, the Boost meter is reduced by 4% for each damage point (25 damage to bring a full meter down to 0) and 75% for each air jump, causing the Scout to lose momentum. Ground jumps will not lower the Boost meter.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Soda Popper]] <br>[[Image:Soda Popper.PNG|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Baby Face's Blaster]] <br>{{Item icon|Baby Face's Blaster}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Point-Blank:''' 104
+
* '''Point-Blank:''' 10.5/pellet
* '''512 units:''' 6/hit, avg 6 hits
+
* '''512 units:''' 6/pellet
* '''Over 1024 units:''' 3/hit
+
* '''Over 1024 units:''' 3/pellet
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 18/hit (max 180)
 
* '''Critical:''' 18/hit (max 180)
* '''Point-Blank Mini-Crit:''' 141
+
* '''Point-Blank Mini-Crit:''' 14/pellet
 +
* '''Over 512 units Mini-Crit:''' 8/pellet
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.625s
 +
* '''First Reload:''' 0.76s
 +
* '''Consecutive Reloads:''' 0.56s
 +
| style="background-color:#FFF4CC;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 +
* Initially slows the user by 10%, to 360 HU.
 +
** For each 1 damage dealt, increases boost by 1%, from 0 to 99.
 +
** Each % of boost increases the users speed by 2.6 HU, up to 517.4 HU.
 +
** Upon double jumping, boost meter reduces by 75%.
 +
** Taking damage decreases the boost meter.
 +
* -34% clip size
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Baby Face's Blaster]] <br>{{Item icon|Baby Face's Blaster}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
=== Back Scatter ===
 +
 
 +
The Back Scatter allows the player to deal guaranteed mini-crits to enemies, if attacked from behind at close range. However, this comes at the cost of a 34% smaller clip size, a 20% larger bullet spread, and the inability to deal random critical hits.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Back Scatter]] <br>{{Item icon|Back Scatter}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 10.5/pellet
 +
* '''512 units:''' 6/pellet
 +
* '''Over 1024 units:''' 6/pellet
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/pellet (max 180)
 +
* '''Point-Blank Mini-Crit:''' 14/pellet
 
* '''Over 512 units Mini-Crit:''' 8/hit  
 
* '''Over 512 units Mini-Crit:''' 8/hit  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.315s
+
* '''Attack Interval:''' 0.625s
* '''Reload''' 1.23s
+
* '''First Reload:''' 0.76s
 +
* '''Consecutive Reloads:''' 0.56s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Statistically identical to [[Scout weapons (competitive)#Scattergun|Scattergun]]
 
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
* Reloading always consumes entire clip, even if 1 shot still loaded.  
+
* -34% clip size.
 +
* +20% bullet spread.
 +
* Guaranteed mini-crits when fired from behind at close range.
 +
* Cannot deal random Critical Hits.
 
|}
 
|}
 +
<br>
 +
Below is a table displaying the availability of the Back Scatter in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Back Scatter]] <br>{{Item icon|Back Scatter}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
  
The Shortstop boasts more versatility and even a higher DPS at point blank than the Scattergun; nevertheless, it is banned in most leagues. The Force-A-Nature's knockback is too situational, however it can be useful in some circumstances. The Scattergun is the weapon used by most Scouts due to its large clip size and reliability.
+
The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up allowing the Scout to provide the best support to the rest of his team and offer sustained attack. The Force-A-Nature's knockback can be very effective on maps where critical locations are located on a spire-like region, or near environmental hazards. The Shortstop deals stronger medium range damage but at the cost of closer range damage, not many people will opt for the Back Scatter or the Baby Face's Blaster due to their lower reliability. The stock Scattergun deals the most consistent damage, making it a favorite.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
The Scout's secondary weapons vary from a standard weapon to a lunchbox item supporting either himself, the team or both.
+
 
 +
The Scout can either use another hitscan weapon to increase his damage output, or can use a [[lunchbox]] item to provide situational help.
  
 
=== Pistol ===
 
=== Pistol ===
  
[[File:Pistol.png|100px|right]]
+
The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it a viable choice for finishing off fleeing enemies who are very low on health. It is often used to take out unsupervised enemy stickybombs and Sentry Guns.
  
The Pistol is the standard secondary weapon carried by Scouts. Scattergun and Force-A-Nature Scouts will often resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol can also be used to destroy Stickies that have been placed on a point, this is very annoying and if the demo isn't careful it can lead to a sneaky ninja cap. Scouts using the Shortstop may find this weapon superfluous, as the Shortstop and Pistol share ammunition reserves.
+
The [[Lugermorph]] and the [[C.A.P.P.E.R]] have the same stats as the Pistol.
The Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol but do note that it may be restricted in some leagues.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Pistol]] <br>[[Image:Pistol.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}}
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank:''' 22
 
* '''Point-Blank:''' 22
 
* '''512 units:''' 15
 
* '''512 units:''' 15
 
* '''Over 1024 units:''' 8
 
* '''Over 1024 units:''' 8
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 45
 
* '''Critical:''' 45
 
* '''Point-Blank Mini-Crit:''' 30
 
* '''Point-Blank Mini-Crit:''' 30
 
* '''Over 512 unit Mini-Crit:''' 20  
 
* '''Over 512 unit Mini-Crit:''' 20  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.125s
+
* '''Attack Interval:''' 0.17s
* '''Reload:''' 1.36s
+
* '''Reload:''' 1.25s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 180: Line 307:
 
=== Bonk! Atomic Punch ===
 
=== Bonk! Atomic Punch ===
  
[[File:RedBonk.png|100px|right]]
+
Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout invulnerability for eight seconds. During this time, the Scout is forced into a third-person view, and can not use any weapons. They can still move, jump, and reload their weapons, with a blurry trail following them during movement. This provides a good method of running past deployed sticky traps, distracting Sentry Guns, or pushing through a team to make a back-cap. While under the effects of Bonk! Atomic Punch, the Scout is still vulnerable to knockback, environmental damage, and telefragging. After the effect ends, the Scout receives a 5-second slowdown based on the amount of damage he absorbed while invulnerable. The slow effect scales from 25% at low damage up to 50% after absorbing 200+ damage. While under the effects of Bonk!, the Scout can still taunt, and thus gain kills using the [[Grand Slam]] kill taunt, provided by the [[Sandman]] and the [[Atomizer]].
 
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
 
 
Bonk! Atomic Punch is one of the alternatives to the Scout's Pistol. After 1.25 seconds of drinking, the Scout will be invulnerable for six seconds. The item makes for an effective means of escape in situations that would result in certain death. It is quite often used on Gravelpit in order to get out of the door because Demomen like to sticky it up. Bonk is effective for when a scout wants to get past the enemy and flank them from behind. Although the Bonk grants invulnerability, it does not prevent knockbacks, such as from Sentry Guns, compression blasts, Force-A-Natures and explosives. Secondly, whilst invulnerable, the Scout cannot attack using his primary weapon or his melee weapon - he can, however, still use the [[Home Run]] taunt with the Sandman to damage his enemies.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Bonk! Atomic Punch]] <br>[[Image:RedBonk.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Bonk! Atomic Punch]] <br>{{Item icon|Bonk! Atomic Punch}}
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Drinking:''' 1.25s
+
* '''Comsumption Time:''' 1.2s
* '''Invulnerability:''' 6s
+
* '''Effect Duration:''' 8s
* '''Total Recharge:''' 30s
+
* '''Recharge Time:''' 22s
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* [[Medic weapons (competitive)#Melee_Weapon|Übersaw]] still gains [[ÜberCharge]] from "dodged" hits.
+
* Consuming makes the Scout invulnerable for 8 seconds.
* Recharge starts when invulnerability starts.
+
** The Scout can still take knockback, environmental damage, and get telefragged while invulnerable.
* Useless underwater.
+
** The Scout can not use any weapons while invulnerable.
 +
* When the effect ends, the Scout will be slowed down for 5 seconds, based on the amount of damage he received while invulnerable.
 +
** The slow effect scales from 25% at low damage up to 50% after taking 200+ damage.
 +
* Recharging begins upon end of the effect.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Bonk! Atomic Punch in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bonk! Atomic Punch]] <br>{{Item icon|Bonk! Atomic Punch}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 +
<br>
  
 
=== Crit-a-Cola ===
 
=== Crit-a-Cola ===
  
[[File:Crit-a-Cola.png|100px|right]]
+
Crit-a-Cola is one of the lunchbox items for Scout. When drunk, it grants the Scout the ability to deal mini-crits with any weapon for 8 seconds. Making any attack while under the effect causes a 5 second Marked-For-Death debuff after the effect wears off (does not stack).
 
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions
 
 
 
The Crit-a-Cola is a more offensive alternative to Bonk. After 1.25 seconds of drinking, the Scout is granted [[Mini_crit#Mini-Crits|mini-crits]] for every attack he makes for the next six seconds. When used, mini-crits are also granted for attacks that hit the Scout. Although it offers a massive offensive boost, it also degrades the Scout's ability to take hits which is already low enough as it is. Thus it is considered this weapon will be used in either kamikaze attacks in attempts to pick off the enemy Medic or Demoman or in a flank attack on a lone class.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Crit-a-Cola]] <br>[[Image:Crit-a-Cola.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Crit-a-Cola]] <br>{{Item icon|Crit-a-Cola}}
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Drinking:''' 1.25s
+
* '''Consumption Time:''' 1.2s
* '''Invulnerability:''' 6s
+
* '''Effect Duration:''' 8s
* '''Total Recharge:''' 30s
+
* '''Recharge Time:''' 22s
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* While active, causes Scout to deal and receive Mini-Crits on all attacks.
+
* The Scout deals guaranteed mini-crits while under the effect of Crit-A-Cola, but each attack marks him for death for 5 seconds.
* Recharge starts when Mini-Crit effect starts.
+
* Recharging begins upon end of consumption.
* Useless underwater.
 
 
|}
 
|}
 +
<br>
 +
Below is a table displaying the availability of the Crit-a-Cola in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Crit-a-Cola]] <br>{{Item icon|Crit-a-Cola}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
  
 
=== Mad Milk ===
 
=== Mad Milk ===
  
[[File:Mad_Milk.png|100px|right]]
+
Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised Spies, giving them a visual effect akin to the [[Jarate]]. While a target is covered with Mad Milk, 60% of all damage they take is returned to the attacker as health for 10 seconds, with the only exceptions being damage done by an Engineer’s Sentry Gun and afterburn damage. The healing effect provided by the Mad Milk cannot provide overheal. The Mad Milk can also extinguish burning teammates and reveal enemy Spies. Unlike Jarate, it does not disable the Spy's Cloaking device; invisible Spies under the effects of Mad Milk remain invisible and will not reveal disguises or team colors, but the dripping white beads make them easy to locate. The only ways of prematurely removing the effects of Mad Milk are by visiting a Resupply locker, by being submerged in water, or by being healed for an extended period of time. Extinguishing a teammate reduces the recharge time by 20%.
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
+
The [[Mutated Milk]] has the same stats as the Mad Milk.
 
 
Mad Milk is able to be thrown at the enemy. Teammates that damage enemies who are covered in Mad Milk will receive a 60% of the damage they inflicted as health. Functioning similar to [[Sniper weapons (competitive)#Jarate|Jarate]], Mad Milk can be used to extinguish fires and reveal cloaked enemy Spies. Contrary to Jarate, Mad Milk's effect does not get removed from activating an ÜberCharge or by dropping into water.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Mad Milk]] <br>[[Image:Mad_Milk.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Mad Milk]] <br>{{Item icon|Mad Milk}}
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Effect Duration:''' 6s
+
* '''Effect Duration:''' 10s
* '''Refill Time:''' 10s
+
* '''Recharge Time:''' 20s
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* Affected foes grant self and allies 60% lifesteal on hit.
+
* 60% of all damage dealt to coated players is returned to the attacker as health.
* Splash goes through doors and grates.
+
* Extinguishes burning teammates.
* Extinguishes [[fire]] on teammates.
+
** Extinguishing a teammate reduces recharge time by 20%.
* Reveals Spies (can't be removed by [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]], unlike fire).
+
* Reveals cloaked and disguised Spies.
 
|}
 
|}
 +
<br>
 +
Below is a table displaying the availability of the Mad Milk in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Mad Milk]] <br>{{Item icon|Mad Milk}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
  
 
===Winger===
 
===Winger===
  
[[File:Winger.PNG|100px|right]]
+
The Winger deals 15% more damage than the default Pistol, but has a 60% smaller clip, thus it can load only 5 rounds at a time. It grants the Scout a +25% jump height bonus while active, allowing him to reach areas that he normally can not.  
 
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
 
 
 
The Winger does a little more damage than the Pistol in exchange for a much smaller clip size. Despite having a lower damage-per-second than the Pistol, it can finish weakened enemies slightly faster, provided the enemy has been sufficiently weakened.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Winger]] <br>[[Image:Winger.PNG|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Winger]] <br>{{Item icon|Winger}}
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank:''' 26
 
* '''Point-Blank:''' 26
 
* '''512 units:''' 17
 
* '''512 units:''' 17
 
* '''Over 1024 units:''' 10
 
* '''Over 1024 units:''' 10
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 52
 
* '''Critical:''' 52
 +
* '''Point-Blank Mini-Crit:''' 35
 +
* '''Over 512 unit Mini-Crit:''' 23
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.17s
 +
* '''Reload:''' 1.25s
 +
| style="background-color:#FFF4CC;" |
 +
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
* The Scout has a 25% higher jump when the Winger is active.
 +
* +15% damage bonus.
 +
* 60% smaller clip size, holding 5 bullets instead of 12.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Winger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Winger]] <br>{{Item icon|Winger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
=== Pretty Boy's Pocket Pistol ===
 +
 +
While the Pretty Boy's Pocket Pistol is active, the Scout will be awarded up to 3 health points per every successful enemy hit, depending on damage dealt (similarly to the [[Black Box]]), and the weapon fires 15% faster than the stock Pistol. This, however, comes at the cost of a 25% smaller clip, holding only 9 shots per clip compared to the Pistol's 12 shots.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pretty Boy's Pocket Pistol|Pretty Boy's<br>Pocket Pistol]] <br>{{Item icon|Pretty Boy's Pocket Pistol}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 22
 +
* '''512 units:''' 15
 +
* '''Over 1024 units:''' 8
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 45
 
* '''Point-Blank Mini-Crit:''' 30
 
* '''Point-Blank Mini-Crit:''' 30
 
* '''Over 512 unit Mini-Crit:''' 20  
 
* '''Over 512 unit Mini-Crit:''' 20  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.125s
+
* '''Attack Interval:''' 0.1445s
* '''Reload:''' 1.36s
+
* '''Reload:''' 1.25s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
* Shooting an ememy awards up to 3 health per shot, depending on the amount of damage done.
 +
* -25% clip size.
 +
* +15% firing speed.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pretty Boy's Pocket Pistol in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pretty Boy's Pocket Pistol]] <br>{{Item icon|Pretty Boy's Pocket Pistol}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
 +
 
 +
=== Flying Guillotine ===
 +
 
 +
The Flying Guillotine is a secondary that is thrown in an arc as a projectile, similarly to the Mad Milk. Pressing Primary and secondary fire throws the cleaver at enemies, dealing damage and inflicting [[Bleeding]] for up to 5 seconds, but it has no effect against buildings or after it has bounced off a surface. Under usual conditions, it takes approximately 6 seconds to recharge, but it can be sped up by 1.5 seconds if the Scout hits an enemy from a long range.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Flying Guillotine]] <br>{{Item icon|Flying Guillotine}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 50 (Impact) + 40 (Bleeding)
 +
* '''512 units:''' 68 (Mini-Crit Impact) + 40 (Bleeding)
 +
* '''Over 1024 units:''' 68 (Mini-Crit Impact) + 40 (Mini-Crit Bleeding)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 150 (Impact) + 40 (Bleeding)
 +
* '''Mini-Crit:''' 68 (Impact) + 54 (Bleeding)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.25s
 +
* '''Recharge:''' 6s
 +
| style="background-color:#FFF4CC;" |
 +
* The Flying Guillotine will apply the Bleeding effect on its targets.
 +
* Recharge time is reduced by 1.5s after hitting an enemy at long distance.
 +
* No random critical hits.
 
|}
 
|}
 
<br>
 
<br>
 +
Below is a table displaying the availability of the Flying Guillotine in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Flying Guillotine]] <br>{{Item icon|Flying Guillotine}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
 +
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, many Scouts will opt for the Pistol since it can sustain damage at midrange longer. Although Bonk Scouts are not unheard of, they are usually saved for distraction tactics and for making an easier assault on a sentry nest.
+
 
 +
Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time.  The Pretty Boy's Pocket Pistol and Crit-a-Cola, though very useful, are almost invariably banned. Lunchbox items are rarely used, in part because they are banned in many leagues, but do have uses. Bonk! Atomic Punch is useful in case of a tricky Sentry Gun, while Mad Milk can help the Scout and his allies gain back health without a Medic.
  
 
==Melee Weapon==
 
==Melee Weapon==
Because of the need to get very close quarters with his target in order to fully utilize his primary weapon's damage output, Scouts will sometimes make use of their melee weapon to finish off opponents rather than resort to their pistol. Mainly because the melee weapon offers a better damage output.
+
 
 +
Generally, a Scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.
  
 
=== Bat ===
 
=== Bat ===
  
[[File:Wiki_bat.png|100px|right]]
+
The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.
 
 
The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval (0.5 seconds) to allow for almost two swings in the time it takes a standard melee attack to swing once.
 
  
The [[Unarmed Combat]] is a reskin of the Bat, and therefore has the same stats as the Bat.
+
The [[Batsaber]] has the same stats as the Bat.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Bat]] <br>[[File:Wiki_bat.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Bat]] <br>{{Item icon|Bat}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35
 
* '''Melee:''' 35
Line 323: Line 559:
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
* Lowest DPS of all non-unlock melee besides non-backstab knife.
+
|}
 +
<br>
 +
Below is a table displaying the availability of the Bat in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bat]] <br>{{Item icon|Bat}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 330: Line 574:
 
=== Sandman ===
 
=== Sandman ===
  
[[File:Sandman.png|100px|right]]
+
The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a Scout take down a pocket by rendering half of it useless, or simply pick of another Scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.
 
 
: '''Note:''' This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions
 
 
 
In terms of attack, the Sandman is the same as the standard bat with the same damage per swing and the same attack interval. What sets the Sandman apart is that it has the ability launch a baseball at opponents, stunning them on hit. Upon contact, the ball will do approximately fifteen damage and stun the target based on distance. As a trade off, the Scout loses 15HP max hp which makes the Scout even more vulnerable to dying quicker than other classes. The Sandman also comes with a unique [[taunt attack|taunt]] where the Scout appears calls a home run, winds up, and then swings the bat, sending any opponent caught in the swing flying across the map. This taunt attack is ineffective with serious play.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Sandman]] <br>[[File:Sandman.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Sandman]] <br>{{Item icon|Sandman}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35
 
* '''Melee:''' 35
Line 351: Line 591:
 
* '''Minicrit:''' 47
 
* '''Minicrit:''' 47
 
* '''Ball Critical:''' 45
 
* '''Ball Critical:''' 45
* '''Ball Minicrit:''' 20  
+
* '''Ball Mini-Crit:''' 20  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 +
* '''Ball Recharge:''' 15s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* "Fleeing state" time based on target distance; stuns at max distance.
+
* Slow duration varies based on distance.
* Ball does not have damage fall-off, but does have damage ramp-up.
+
** Minimum distance 256 units for a duration of 1 second.
* Cannot throw ball underwater.
+
** Maximum distance 1792 units for a duration of 7 seconds.
 +
** 2 seconds additional slow time for a critical ball.
 +
* Ball deals impact damage with no fall-off, but with slight ramp-up.
 +
* Ball cannot be thrown underwater.
 
* Reduces max health by 15.
 
* Reduces max health by 15.
 +
* Performs the [[Home Run]] taunt.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sandman in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sandman]] <br>{{Item icon|Sandman}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 364: Line 618:
 
=== Holy Mackerel ===
 
=== Holy Mackerel ===
  
[[File:Holy_Mackerel.png|100px|right]]
+
The Holy Mackerel is functionally identical to the stock Bat, except it [[kill feed|broadcasts]] each hit and kill. It cannot be used to detect disguised Spies, but it will indicate the use of the Dead Ringer.
  
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
+
The [[Unarmed Combat]] has the same stats as the Holy Mackerel, except it broadcasts Arm Hit and Arm Kill for hits and kills.
 
 
The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the [[HUD]]. It can also be used to identify usage of the Dead Ringer
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Holy Mackerel]] <br>[[Image:Holy_Mackerel.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Holy Mackerel]] <br>{{Item icon|Holy Mackerel}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35
 
* '''Melee:''' 35
Line 386: Line 638:
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
+
* Functionally identical to the [[#Bat|Bat]].
* Globally announces hits on killboard (doesn't reveal Spies).
+
* Broadcasts hits and kills.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Holy Mackerel in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Holy Mackerel]] <br>{{Item icon|Holy Mackerel}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 393: Line 654:
 
=== Candy Cane ===
 
=== Candy Cane ===
  
[[File:RED_Candy_Cane.png|100px|right]]
+
The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with any weapon while this is equipped, a small health pack is dropped from the dead player. The Candy Cane causes the wielder to suffer an additional 25% damage from explosions.
 
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
 
 
The Candy Cane has the same damage stats and swing rate as the Scout's stock melee weapon, the Bat. When the wielding Scout kills or has an assist in killing an opponent, a [[Health#Health_Kits|small health kit]] spawns in the place of the player who has been killed, healing 20.5% health to anyone who picks it up, including the opposing team. A trade-off for this benefit however is that the wielding Scout suffers an additional 25% damage from explosives ([[Projectiles#Explosions|Rockets]], Sticky Bombs, Grenades, the Ullapool Caber and the Soldier's [[Equalizer]] taunt attack).
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Candy Cane]] <br>[[File:RED_Candy_Cane.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Candy Cane]] <br>{{Item icon|Candy Cane}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35
 
* '''Melee:''' 35
Line 415: Line 672:
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
+
* Statistically identical to the [[#Bat|bat]].
* 25% explosive damage vulnerability on wearer.
+
* +25% explosive damage vulnerability on wearer.
* On kill: A small health pack is dropped.
+
* On kill or kill assist: A small health pack is dropped from dead player.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Candy Cane in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Candy Cane]] <br>{{Item icon|Candy Cane}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 423: Line 689:
 
=== Boston Basher ===
 
=== Boston Basher ===
  
[[File:TheBostonBasher.png|100px|right]]
+
The Boston Basher deals the same damage as the stock Bat but will deal bleeding damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the Scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.
  
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
+
The [[Three-Rune Blade]] has the same stats as the Boston Basher.
 
 
The Boston Basher has the same damage stats and attack interval as the Bat but will deal [[Bleeding|bleed]] damage to an opponent for 5 seconds upon a successful hit. The wielding Scout relies strongly on these successful hits because if the Scout misses an opponent, they will suffer 43 damage to one's self upon a normal hit and 61 upon a critical hit to self. This dynamic will encourage the Scout to work alone so he can sneak up on opponents and ensure that they land a hit. The Scout will not suffer self inflicted damage if the he hits a teammate, a solid wall, floor or prop or is [[ÜberCharge|ÜberCharged]].
 
 
 
The [[Three-Rune Blade]] is a reskin of the Boston Basher, and therefore has the same stats as the Boston Basher.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Boston Basher]] <br>[[Image:TheBostonBasher.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Boston Basher]] <br>{{Item icon|Boston Basher}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35  
 
* '''Melee:''' 35  
* '''Damage to self upon miss:''' 13 (Melee) + 40 (Bleed damage)
+
* '''Bleed Damage:''' 40
* '''Bleed Damage:''' 40 (8 damage per second for 5 seconds)  
+
* '''Self damage on miss:''' 18 (Melee) + 40 (Bleed damage)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 105
 
* '''Critical:''' 105
Line 453: Line 715:
 
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
* On Hit: Bleed for 5 seconds to target.
 
* On Hit: Bleed for 5 seconds to target.
* On miss: Bleed effect is applied to yourself.
 
 
|}
 
|}
 
<br>
 
<br>
 
+
Below is a table displaying the availability of the Boston Basher in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Boston Basher]] <br>{{Item icon|Boston Basher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
 
=== Sun-on-a-Stick ===
 
=== Sun-on-a-Stick ===
  
[[File:Sunonastick.png|100px|right]]
+
The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.
 
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
 
 
 
The Sun-on-a-Stick is a situational melee weapon that has the same attack interval as the Bat but deals 25% less damage overall. The Sun-on-a-Stick has a 100% chance to deal crit damage to any [[Fire|burning]] opponent so it is useful to be around a friendly [[Pyro]] or a [[Sniper]] with flaming [[Huntsman]] arrows when you have this weapon active. Due to the positive effect of this weapon relying on the enemy being engulfed in flames, it is recommended that you do not use this it when you are working alone since it is the second weakest of all of the Scout's melee weapons. An effective melee tactic used by Scout-Pyro pairs is when a Pyro attacks an opponent with any ignite capable weapon and then the Scout uses his quick melee speed on the ignited enemies whilst the Pyro flees or finds another target.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Sun-on-a-Stick]] <br>[[File:Sunonastick.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Sun-on-a-Stick]] <br>{{Item icon|Sun-on-a-Stick}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 26
 
* '''Melee:''' 26
Line 484: Line 749:
 
* 100% crits vs burning players.
 
* 100% crits vs burning players.
 
* -25% damage done.
 
* -25% damage done.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sun-on-a-Stick in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sun-on-a-Stick]] <br>{{Item icon|Sun-on-a-Stick}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 489: Line 763:
 
=== Fan O'War ===
 
=== Fan O'War ===
  
[[File:Fan O'War.png|100px|right]]
+
The Fan'O'War attacks identically to the stock Bat, except it deals 75% less damage. However, it deals critical damage where it would normally deal mini-crit damage. On hit, it marks the target for death, causing them to take Mini-Crits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.
 
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
 
 
 
The Fan O'War has the same attack interval as the bat but deals far less damage dealing only 10% of the Bat's damage per swing. This means that this weapon will only deal 3 - 5 damage per swing which means it will take 25 - 42 swings to kill another scout at Melee range. However, this damage shortfall is balanced, since any opponent who is hit with this weapon is marked with a special indicator that shows you and your team that they are marked for death. Any player marked with this indicator will take Mini-crit damage where it would otherwise be normal damage; Critical hits will occur as usual. This weapon might be useful in giving a quick hit to Snipers or distracted opponents and the this could be followed up by you or your team-mates picking them off with Mini-crits using ranged weapons.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Fan O'War]] <br>[[File:Fan O'War.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Fan O'War]] <br>{{Item icon|Fan O'War}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 4
+
* '''Melee:''' 9
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 13
+
* '''Critical:''' 27
* '''Minicrit:''' 5
 
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* On Hit: one target at a time is marked for death, causing all damage taken to be mini-crits.  Effect duration 15s.
+
* On Hit: Target is marked for death
* -90% damage done.
+
** Target takes Mini-Crits from all damage sources
 +
** Effect lasts 15 seconds
 +
* -75% damage done
 +
* Crits where it would normally mini-crit
 +
** Cannot deal mini-crit damage.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Fan O'War in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Fan O'War]] <br>{{Item icon|Fan O'War}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 518: Line 800:
 
===Atomizer===
 
===Atomizer===
  
[[File:RED_Atomizer.png|150px|right]]
+
The Atomizer grants the Scout a triple jump and can mini-crit while airborne. The Atomizer has a slower firing and deploy rate and deals less damage.
 
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
 
 
 
The Atomizer grants the user a triple jump at the cost of a weaker melee weapon and 10 health per jump. Its use in traversing large gaps or high walls is situational, as double jumps are often enough, but its usefulness in dodging shots is of value, as you can possibly dodge a rocket or pipe after expelling your second jump, saving you up to 100 damage (and possibly death from juggling) at the cost of 10 health. It's usefulness in that field is still situational, unless your enemies often hit where you are going to land after using your double jump.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Atomizer]] <br>[[File:RED_Atomizer.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Atomizer]] <br>{{Item icon|Atomizer}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 28
 
* '''Melee:''' 28
Line 540: Line 818:
 
* '''Attack:''' 0.65s
 
* '''Attack:''' 0.65s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Grants Triple Jump (deals 10 damage to user).
+
* Grants a triple jump.
 +
* Mini-crits when the user is airborne.
 +
* Performs the [[Home Run]] taunt.
 +
* -20% damage done to enemy players.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Atomizer in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Atomizer]] <br>{{Item icon|Atomizer}}
 +
| style="background-color:#5EFB6E;" | {{common string|allowed}}
 +
|}
 +
<br>
 +
 
 +
===Wrap Assassin===
 +
 
 +
The Wrap Assassin functions similarly to the [[#Sandman|Sandman]], but has a ball which deals bleeding damage rather than stun damage. It has identical recharge times, but damage does not scale with distance. It deals 70% less damage than the stock Bat on melee.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrap Assassin]] <br>{{Item icon|Wrap Assassin}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 11
 +
* '''Bauble impact:''' 15
 +
* '''Bauble bleeding:''' 8 per second (40 total)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 32
 +
* '''Bauble Critical:''' 45
 +
* '''Mini-crit:''' 14
 +
* '''Bauble Mini-crit:''' 20
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.5s
 +
* '''Ball Recharge Interval:''' 15s
 +
| style="background-color:#FFF4CC;" |
 +
* Deals 70% less damage.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Wrap Assassin in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrap Assassin]] <br>{{Item icon|Wrap Assassin}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
In most leagues, the only melee weapon that is allowed is the Bat and reskins of it. In those leagues, carrying the Holy Mackerel can easily identify Dead Ringer spies, but will cost you the element of surprise and announces to everyone that you are using your melee weapon. In the very few leagues which allow the Sandman, it is of extreme usefulness, basically giving you a free kill. If you are confident in your dodging ability of rockets and grenades, the Candy Cane is a good choice for surviving longer away from the Medic. The Boston Basher is good for killing Snipers, although two hits of any of the Scout's primary weapons will do the job faster and cleaner, without removing your ability to spam your melee weapon. The Fan-O-War is very good if you can ambush a lone enemy, or if you tag their Medic, who you can then Pistol to death. The Atomizer gives you a better dodging ability and allows you to reach a few locations that weren't previously accessible at the cost of a weaker melee weapon and 10 hp per jump. Its usefulness in dodging is questionable, as you also take damage from triple jumping.
 
  
==See Also==
+
The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. However, as the Scout has very effective hitscan short-range weaponry, melee weapons are not frequently used. The Holy Mackerel is functionally identical, but has a method of detecting Dead Ringer Spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Wrap Assassin allows for bleeding damage in place of the stunning capability of the Sandman, but it deals little to no melee damage, although with the upside of no health reduction. The Candy Cane can help Scouts survive without a Medic longer, but makes the Scout highly vulnerable to Soldiers and Demomen. The Sun-on-a-Stick is only useful in the presence of Pyros and even then only those who employ hit-and-run tactics to ignite large quantities of enemies, so it is almost never seen in competitive play. The Fan'O'War can easily cause a target to die, but renders the Scout's melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. In high-level play, at least one Scout may use a Boston Basher or Three-Rune Blade to help Medics build Übercharge. Otherwise, standard lineups tend to use the Bat, with the Fan'O'War or Sandman serving as alternatives.
* [[Scout (competitive)]]
 
  
[[Category:Competitive]]
+
{{Class competitive Nav}}

Latest revision as of 15:18, 10 October 2024

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Scout weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Scout uses mostly hitscan weaponry which deal immense damage at close range. He has increased speed and doubled capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.

Primary weapons

The Scout's primary weapons are all hitscan, and have ramp-up at close range.

Scattergun

The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls off quickly, but is still powerful enough to finish off a weak enemy at medium range. Each shot delivers 10 pellets, making it extremely strong at close range. The base damage per pellet, number of pellets fired per shot and ammunition per magazine are equal to the Shotgun's. The main differences are the increased positive damage ramp-up; 175% compared to 150%, and different reload times.

Weapon Damage Critical Damage Function Times Special
Scattergun
Scattergun
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14.2/pellet
  • Over 512 units Mini-Crit: 8.1/pellet
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s


Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scattergun
Scattergun
Allowed


Force-A-Nature

The Force-A-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to force jump, allowing the Scout to jump higher or reach places other classes can not. This weapon reloads its entire clip at once, if one shell is loaded when the Force-A-Nature is reloaded, it will be discarded in place of two new ones. Each shot with the Force-A-Nature delivers 20% more pellets, but deals 10% less damage.

Weapon Damage Critical Damage Function Times Special
Force-A-Nature
Force-A-Nature
  • Point-Blank: 9.45/pellet
  • 512 units: 5.4/pellet
  • Over 1024 units: 2.7/pellet
  • Critical: 16.2/pellet
  • Point-Blank Mini-Crit: 12.76/pellet
  • Over 512 unit Mini-Crit: 7.29/pellet
  • Attack Interval: 0.315s
  • Reload: 1.652s
  • Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
  • Hits dealing at least 40 damage cause knockback based on damage and positioning.
  • -66% clip size, storing 2 shots instead of 6.
    • Reloading always consumes entire clip, even if one shot is still loaded.
  • Allows for force jumps.
  • +20% pellets per shot.
  • -10% damage penalty.


Below is a table displaying the availability of the Force-A-Nature in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Force-A-Nature
Force-A-Nature
Allowed


Shortstop

The Shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range than the stock Scattergun, but it can deal consistent medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. The Shortstop grants the wielder the ability to push an enemy backwards (similarly to a airblast) in melee distance while active, but adds a 20% increase in knockback from all damaging weapons and airblast. It fires approximately 40% faster than the Scattergun, whereas each shot fires 60% fewer pellets than the Scattergun (resulting in only four pellets), but each pellet deals twice the damage, which results in an overall 20% lower base damage per shot.

Weapon Damage Critical Damage Function Times Special
Shortstop
Shortstop
  • Point-Blank: 18/pellet
  • 512 units: 12/pellet
  • Over 1024 units: 6/pellet
  • Critical: 36/pellet
  • Point-Blank Mini-Crit: 24.3/pellet
  • Over 512 unit Mini-Crit: 16.2/pellet
  • Attack Interval: 0.36s
  • Reload: 1.52s
  • Affected by fixed weapon spread (4 close pellets: center, left, right, down).
  • Approximately +40% firing speed
  • -60% pellets per shot.
    • Each pellet deals twice the regular damage.
    • Overall 20% lower damage compared to the Scattergun.


Below is a table displaying the availability of the Shortstop in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shortstop
Shortstop
Allowed


Soda Popper

The Soda Popper's reload function is identical to the Force-A-Nature's, in that it only has two shells per clip, and reloads its entire clip at once, discarding any shells left in the chamber. Compared to the Force-A-Nature, it has a 25% faster reload speed, and compared to the default Scattergun, it has a 50% faster firing speed. Equipping the Soda Popper places a "HYPE" meter on the user's HUD, which fills with damage dealt by any of the Scout's weapons. It takes about 350 damage to fill up the HYPE meter, which is approximately 4 point blank shots from the Soda Popper. When the HYPE meter is full, pressing Alt-Fire while the weapon is active activates HYPE mode for 10 seconds, giving the Scout the ability to jump up to five times in mid-air (for a total of six jumps).

Weapon Damage Critical Damage Function Times Special
Soda Popper
Soda Popper
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14.2/pellet
  • Over 512 units Mini-Crit: 8.1/pellet
  • Attack Interval: 0.315s
  • Reload 1.23s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • -66% clip size, storing 2 shots instead of 6.
    • Reloading always consumes entire clip, even if one shot is still loaded.
  • Puts a "HYPE" meter on the user's HUD.
    • Dealing a total of 350 damage fills the HYPE meter.
    • Pressing Alt-Fire while the HYPE meter is full activates HYPE mode for 10 seconds, giving the Scout the ability to jump 5 times mid-air, for a total of 6 jumps.


Below is a table displaying the availability of the Soda Popper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Soda Popper
Soda Popper
Banned


Baby Face's Blaster

The Baby Face's Blaster only has a clip of four, instead of six compared with the Scattergun, and will slow the Scout down from 400 units/second (133% standard movement speed), to 360 units/second (120% standard movement speed). However, for every point of damage dealt with any weapon, the Scout builds up a "Boost" meter (though the minimum Boost gained from any damage dealt is 5%). As the Boost meter charges, the Scout's speed will increase linearly from 360 units/second to 520 units/second (173% standard movement speed). The Boost meter fills completely when the Scout deals 100 points of damage using any weapon. If the Scout takes damage or jumps mid air while using the Baby Face's Blaster, the Boost meter is reduced by 4% for each damage point (25 damage to bring a full meter down to 0) and 75% for each air jump, causing the Scout to lose momentum. Ground jumps will not lower the Boost meter.

Weapon Damage Critical Damage Function Times Special
Baby Face's Blaster
Baby Face's Blaster
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 3/pellet
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 14/pellet
  • Over 512 units Mini-Crit: 8/pellet
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Initially slows the user by 10%, to 360 HU.
    • For each 1 damage dealt, increases boost by 1%, from 0 to 99.
    • Each % of boost increases the users speed by 2.6 HU, up to 517.4 HU.
    • Upon double jumping, boost meter reduces by 75%.
    • Taking damage decreases the boost meter.
  • -34% clip size


Below is a table displaying the availability of the Scattergun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Baby Face's Blaster
Baby Face's Blaster
Allowed


Back Scatter

The Back Scatter allows the player to deal guaranteed mini-crits to enemies, if attacked from behind at close range. However, this comes at the cost of a 34% smaller clip size, a 20% larger bullet spread, and the inability to deal random critical hits.

Weapon Damage Critical Damage Function Times Special
Back Scatter
Back Scatter
  • Point-Blank: 10.5/pellet
  • 512 units: 6/pellet
  • Over 1024 units: 6/pellet
  • Critical: 18/pellet (max 180)
  • Point-Blank Mini-Crit: 14/pellet
  • Over 512 units Mini-Crit: 8/hit
  • Attack Interval: 0.625s
  • First Reload: 0.76s
  • Consecutive Reloads: 0.56s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • -34% clip size.
  • +20% bullet spread.
  • Guaranteed mini-crits when fired from behind at close range.
  • Cannot deal random Critical Hits.


Below is a table displaying the availability of the Back Scatter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Back Scatter
Back Scatter
Allowed


Primary Weapon Usage

The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up allowing the Scout to provide the best support to the rest of his team and offer sustained attack. The Force-A-Nature's knockback can be very effective on maps where critical locations are located on a spire-like region, or near environmental hazards. The Shortstop deals stronger medium range damage but at the cost of closer range damage, not many people will opt for the Back Scatter or the Baby Face's Blaster due to their lower reliability. The stock Scattergun deals the most consistent damage, making it a favorite.

Secondary Weapons

The Scout can either use another hitscan weapon to increase his damage output, or can use a lunchbox item to provide situational help.

Pistol

The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it a viable choice for finishing off fleeing enemies who are very low on health. It is often used to take out unsupervised enemy stickybombs and Sentry Guns.

The Lugermorph and the C.A.P.P.E.R have the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack Interval: 0.17s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pistol
Pistol
Allowed


Bonk! Atomic Punch

Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout invulnerability for eight seconds. During this time, the Scout is forced into a third-person view, and can not use any weapons. They can still move, jump, and reload their weapons, with a blurry trail following them during movement. This provides a good method of running past deployed sticky traps, distracting Sentry Guns, or pushing through a team to make a back-cap. While under the effects of Bonk! Atomic Punch, the Scout is still vulnerable to knockback, environmental damage, and telefragging. After the effect ends, the Scout receives a 5-second slowdown based on the amount of damage he absorbed while invulnerable. The slow effect scales from 25% at low damage up to 50% after absorbing 200+ damage. While under the effects of Bonk!, the Scout can still taunt, and thus gain kills using the Grand Slam kill taunt, provided by the Sandman and the Atomizer.

Weapon Damage Critical Damage Function Times Special
Bonk! Atomic Punch
Bonk! Atomic Punch
N/A N/A
  • Comsumption Time: 1.2s
  • Effect Duration: 8s
  • Recharge Time: 22s
  • Consuming makes the Scout invulnerable for 8 seconds.
    • The Scout can still take knockback, environmental damage, and get telefragged while invulnerable.
    • The Scout can not use any weapons while invulnerable.
  • When the effect ends, the Scout will be slowed down for 5 seconds, based on the amount of damage he received while invulnerable.
    • The slow effect scales from 25% at low damage up to 50% after taking 200+ damage.
  • Recharging begins upon end of the effect.


Below is a table displaying the availability of the Bonk! Atomic Punch in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bonk! Atomic Punch
Bonk! Atomic Punch
Banned


Crit-a-Cola

Crit-a-Cola is one of the lunchbox items for Scout. When drunk, it grants the Scout the ability to deal mini-crits with any weapon for 8 seconds. Making any attack while under the effect causes a 5 second Marked-For-Death debuff after the effect wears off (does not stack).

Weapon Damage Critical Damage Function Times Special
Crit-a-Cola
Crit-a-Cola
N/A N/A
  • Consumption Time: 1.2s
  • Effect Duration: 8s
  • Recharge Time: 22s
  • The Scout deals guaranteed mini-crits while under the effect of Crit-A-Cola, but each attack marks him for death for 5 seconds.
  • Recharging begins upon end of consumption.


Below is a table displaying the availability of the Crit-a-Cola in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Crit-a-Cola
Crit-a-Cola
Banned


Mad Milk

Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised Spies, giving them a visual effect akin to the Jarate. While a target is covered with Mad Milk, 60% of all damage they take is returned to the attacker as health for 10 seconds, with the only exceptions being damage done by an Engineer’s Sentry Gun and afterburn damage. The healing effect provided by the Mad Milk cannot provide overheal. The Mad Milk can also extinguish burning teammates and reveal enemy Spies. Unlike Jarate, it does not disable the Spy's Cloaking device; invisible Spies under the effects of Mad Milk remain invisible and will not reveal disguises or team colors, but the dripping white beads make them easy to locate. The only ways of prematurely removing the effects of Mad Milk are by visiting a Resupply locker, by being submerged in water, or by being healed for an extended period of time. Extinguishing a teammate reduces the recharge time by 20%.

The Mutated Milk has the same stats as the Mad Milk.

Weapon Damage Critical Damage Function Times Special
Mad Milk
Mad Milk
N/A N/A
  • Effect Duration: 10s
  • Recharge Time: 20s
  • 60% of all damage dealt to coated players is returned to the attacker as health.
  • Extinguishes burning teammates.
    • Extinguishing a teammate reduces recharge time by 20%.
  • Reveals cloaked and disguised Spies.


Below is a table displaying the availability of the Mad Milk in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Mad Milk
Mad Milk
Banned


Winger

The Winger deals 15% more damage than the default Pistol, but has a 60% smaller clip, thus it can load only 5 rounds at a time. It grants the Scout a +25% jump height bonus while active, allowing him to reach areas that he normally can not.

Weapon Damage Critical Damage Function Times Special
Winger
Winger
  • Point-Blank: 26
  • 512 units: 17
  • Over 1024 units: 10
  • Critical: 52
  • Point-Blank Mini-Crit: 35
  • Over 512 unit Mini-Crit: 23
  • Attack Interval: 0.17s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • The Scout has a 25% higher jump when the Winger is active.
  • +15% damage bonus.
  • 60% smaller clip size, holding 5 bullets instead of 12.


Below is a table displaying the availability of the Winger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Winger
Winger
Allowed


Pretty Boy's Pocket Pistol

While the Pretty Boy's Pocket Pistol is active, the Scout will be awarded up to 3 health points per every successful enemy hit, depending on damage dealt (similarly to the Black Box), and the weapon fires 15% faster than the stock Pistol. This, however, comes at the cost of a 25% smaller clip, holding only 9 shots per clip compared to the Pistol's 12 shots.

Weapon Damage Critical Damage Function Times Special
Pretty Boy's
Pocket Pistol

Pretty Boy's Pocket Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack Interval: 0.1445s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • Shooting an ememy awards up to 3 health per shot, depending on the amount of damage done.
  • -25% clip size.
  • +15% firing speed.


Below is a table displaying the availability of the Pretty Boy's Pocket Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
Banned


Flying Guillotine

The Flying Guillotine is a secondary that is thrown in an arc as a projectile, similarly to the Mad Milk. Pressing Primary and secondary fire throws the cleaver at enemies, dealing damage and inflicting Bleeding for up to 5 seconds, but it has no effect against buildings or after it has bounced off a surface. Under usual conditions, it takes approximately 6 seconds to recharge, but it can be sped up by 1.5 seconds if the Scout hits an enemy from a long range.

Weapon Damage Critical Damage Function Times Special
Flying Guillotine
Flying Guillotine
  • Point-Blank: 50 (Impact) + 40 (Bleeding)
  • 512 units: 68 (Mini-Crit Impact) + 40 (Bleeding)
  • Over 1024 units: 68 (Mini-Crit Impact) + 40 (Mini-Crit Bleeding)
  • Critical: 150 (Impact) + 40 (Bleeding)
  • Mini-Crit: 68 (Impact) + 54 (Bleeding)
  • Attack: 0.25s
  • Recharge: 6s
  • The Flying Guillotine will apply the Bleeding effect on its targets.
  • Recharge time is reduced by 1.5s after hitting an enemy at long distance.
  • No random critical hits.


Below is a table displaying the availability of the Flying Guillotine in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Flying Guillotine
Flying Guillotine
Banned


Secondary Weapon Usage

Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time. The Pretty Boy's Pocket Pistol and Crit-a-Cola, though very useful, are almost invariably banned. Lunchbox items are rarely used, in part because they are banned in many leagues, but do have uses. Bonk! Atomic Punch is useful in case of a tricky Sentry Gun, while Mad Milk can help the Scout and his allies gain back health without a Medic.

Melee Weapon

Generally, a Scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.

Bat

The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.

The Batsaber has the same stats as the Bat.

Weapon Damage Critical Damage Function Times Special
Bat
Bat
  • Melee: 35
  • Critical: 105
  • Mini-crit: 47
  • Attack: 0.5s
  • Stock melee weapon.


Below is a table displaying the availability of the Bat in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bat
Bat
Allowed


Sandman

The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a Scout take down a pocket by rendering half of it useless, or simply pick of another Scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman
  • Melee: 35
  • Ball: 15
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Mini-Crit: 20
  • Attack: 0.5s
  • Ball Recharge: 15s
  • Slow duration varies based on distance.
    • Minimum distance 256 units for a duration of 1 second.
    • Maximum distance 1792 units for a duration of 7 seconds.
    • 2 seconds additional slow time for a critical ball.
  • Ball deals impact damage with no fall-off, but with slight ramp-up.
  • Ball cannot be thrown underwater.
  • Reduces max health by 15.
  • Performs the Home Run taunt.


Below is a table displaying the availability of the Sandman in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sandman
Sandman
Allowed


Holy Mackerel

The Holy Mackerel is functionally identical to the stock Bat, except it broadcasts each hit and kill. It cannot be used to detect disguised Spies, but it will indicate the use of the Dead Ringer.

The Unarmed Combat has the same stats as the Holy Mackerel, except it broadcasts Arm Hit and Arm Kill for hits and kills.

Weapon Damage Critical Damage Function Times Special
Holy Mackerel
Holy Mackerel
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Functionally identical to the Bat.
  • Broadcasts hits and kills.


Below is a table displaying the availability of the Holy Mackerel in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Holy Mackerel
Holy Mackerel
Allowed


Candy Cane

The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with any weapon while this is equipped, a small health pack is dropped from the dead player. The Candy Cane causes the wielder to suffer an additional 25% damage from explosions.

Weapon Damage Critical Damage Function Times Special
Candy Cane
Candy Cane
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to the bat.
  • +25% explosive damage vulnerability on wearer.
  • On kill or kill assist: A small health pack is dropped from dead player.


Below is a table displaying the availability of the Candy Cane in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Candy Cane
Candy Cane
Allowed


Boston Basher

The Boston Basher deals the same damage as the stock Bat but will deal bleeding damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the Scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.

The Three-Rune Blade has the same stats as the Boston Basher.

Weapon Damage Critical Damage Function Times Special
Boston Basher
Boston Basher
  • Melee: 35
  • Bleed Damage: 40
  • Self damage on miss: 18 (Melee) + 40 (Bleed damage)
  • Critical: 105
  • Critical damage to self upon miss: 21 (Melee) + 40 (Bleed damage)
  • Minicrit: 47
  • Minicrit Bleed Damage: 54 (10.8 damage per second for 5 seconds)
  • Attack: 0.5s
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.


Below is a table displaying the availability of the Boston Basher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Boston Basher
Boston Basher
Allowed


Sun-on-a-Stick

The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sun-on-a-Stick
  • Melee: 26
  • Critical: 79
  • Minicrit: 35
  • Attack: 0.5s
  • 100% crits vs burning players.
  • -25% damage done.


Below is a table displaying the availability of the Sun-on-a-Stick in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sun-on-a-Stick
Sun-on-a-Stick
Allowed


Fan O'War

The Fan'O'War attacks identically to the stock Bat, except it deals 75% less damage. However, it deals critical damage where it would normally deal mini-crit damage. On hit, it marks the target for death, causing them to take Mini-Crits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.

Weapon Damage Critical Damage Function Times Special
Fan O'War
Fan O'War
  • Melee: 9
  • Critical: 27
  • Attack: 0.5s
  • On Hit: Target is marked for death
    • Target takes Mini-Crits from all damage sources
    • Effect lasts 15 seconds
  • -75% damage done
  • Crits where it would normally mini-crit
    • Cannot deal mini-crit damage.


Below is a table displaying the availability of the Fan O'War in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Fan O'War
Fan O'War
Allowed


Atomizer

The Atomizer grants the Scout a triple jump and can mini-crit while airborne. The Atomizer has a slower firing and deploy rate and deals less damage.

Weapon Damage Critical Damage Function Times Special
Atomizer
Atomizer
  • Melee: 28
  • Critical: 84
  • Minicrit: 37
  • Attack: 0.65s
  • Grants a triple jump.
  • Mini-crits when the user is airborne.
  • Performs the Home Run taunt.
  • -20% damage done to enemy players.


Below is a table displaying the availability of the Atomizer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Atomizer
Atomizer
Allowed


Wrap Assassin

The Wrap Assassin functions similarly to the Sandman, but has a ball which deals bleeding damage rather than stun damage. It has identical recharge times, but damage does not scale with distance. It deals 70% less damage than the stock Bat on melee.

Weapon Damage Critical Damage Function Times Special
Wrap Assassin
Wrap Assassin
  • Melee: 11
  • Bauble impact: 15
  • Bauble bleeding: 8 per second (40 total)
  • Critical: 32
  • Bauble Critical: 45
  • Mini-crit: 14
  • Bauble Mini-crit: 20
  • Attack: 0.5s
  • Ball Recharge Interval: 15s
  • Deals 70% less damage.


Below is a table displaying the availability of the Wrap Assassin in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrap Assassin
Wrap Assassin
Allowed


Melee Weapon Usage

The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. However, as the Scout has very effective hitscan short-range weaponry, melee weapons are not frequently used. The Holy Mackerel is functionally identical, but has a method of detecting Dead Ringer Spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Wrap Assassin allows for bleeding damage in place of the stunning capability of the Sandman, but it deals little to no melee damage, although with the upside of no health reduction. The Candy Cane can help Scouts survive without a Medic longer, but makes the Scout highly vulnerable to Soldiers and Demomen. The Sun-on-a-Stick is only useful in the presence of Pyros and even then only those who employ hit-and-run tactics to ignite large quantities of enemies, so it is almost never seen in competitive play. The Fan'O'War can easily cause a target to die, but renders the Scout's melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. In high-level play, at least one Scout may use a Boston Basher or Three-Rune Blade to help Medics build Übercharge. Otherwise, standard lineups tend to use the Bat, with the Fan'O'War or Sandman serving as alternatives.