Difference between revisions of "Powerjack"

From Team Fortress Wiki
Jump to: navigation, search
(Set description)
(Trivia)
Line 66: Line 66:
 
*Similar to the [[Homewrecker]], the Powerjack can also be used with any achievements requiring the use of an Axe
 
*Similar to the [[Homewrecker]], the Powerjack can also be used with any achievements requiring the use of an Axe
 
*The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the [[Flamethrower]] and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional.
 
*The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the [[Flamethrower]] and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional.
 +
*With the addition of the Mann-conomy update, five classes are now capable of healing themselves. The Scout (with Mad Milk), the Soldier (through successful hits with the Black Box), the Pyro (by killing an enemy with the Powerjack), the Heavy (with his edible devices), and the Medic (passive healing, successful hits with the Blutsauger, or the Oktoberfest taunt).
  
 
==Gallery==
 
==Gallery==

Revision as of 21:57, 1 October 2010

Template:Weapon infobox

Mmmphya harrgh mrgha hrghgph!
The Pyro

The Powerjack is a melee weapon for the Pyro. It is essentially an automobile jack with a team coloured car battery strapped to the base.

In addition to dealing more damage than the default Fire Axe, gaining a kill with the Powerjack grants the player 75 health. Should the Pyro be missing less than 75 health, the remainder will be filled and the excess will be given as overheal.

Damage

See also: Damage

Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.8

All times are in seconds. Times are approximate and determined by community testing.

Item set

This item is part of the Gas Jockey's Gear set. When the entire set is worn, the set provides these additional stats:

  • +10% faster move speed on wearer
  • 10% bullet vulnerability on wearer

The other set items are:

Blueprint

Axtinguisher Reclaimed Metal Powerjack
Item icon Axtinguisher.png + Item icon Reclaimed Metal.png = Item icon Powerjack.png

Related Achievements

Clearcutter.png Clearcutter

Kill 6 people with your axe in one life.

Freezer burn.png Freezer Burn

Provide enemies with freezecam shots of each of your taunts.

Lumberjack.png Lumberjack

Kill 3 people with your axe in one life.

Trivia

  • Similar to the Homewrecker, the Powerjack can also be used with any achievements requiring the use of an Axe
  • The Powerjack does not need to land the killing blow on an enemy, or even hit the enemy at all for its healing factor to activate, it merely needs to be the Pyro's current weapon when the kill is achieved. For example, if a Pyro lights an enemy on fire with the Flamethrower and then switches to the Powerjack before the enemy is killed by the Afterburn, the Pyro will be healed for 75 Health. It is unknown whether this was intentional.
  • With the addition of the Mann-conomy update, five classes are now capable of healing themselves. The Scout (with Mad Milk), the Soldier (through successful hits with the Black Box), the Pyro (by killing an enemy with the Powerjack), the Heavy (with his edible devices), and the Medic (passive healing, successful hits with the Blutsauger, or the Oktoberfest taunt).

Gallery

See also