Difference between revisions of "Basic Scout strategy"

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(Here we go. 1/9.)
(Undo edit by InShane (Talk) (707848) What the hell did I just do...)
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[[Image:Scouthumiliation.png|right|125px|Kay, this does not look good here, um...]]
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The [[Scout]] is the fastest and arguably the most mobile class in the game. Although frail, his speed and ability to [[double-jump]] allow him to easily access alternate routes on many maps, making him extremely unpredictable and effective at ambushing. He counts as two players when capturing [[Control Points]] or pushing [[Payload cart]]s, making him ideal for completing mission objectives quickly. When fighting, his high damage output and mobility make him one of the best classes in one-on-one combat. Because his [[health]] pool is so low, the Scout relies on completely avoiding damage to survive; for example, his double jump lets him escape [[knock back]] and [[fall damage]]. To maximize damage dealt and minimize damage taken, a good Scout tends to weave around the outskirts of a battlefield, picking off important enemy targets. Weaponry that can slow or track players, such as [[Natascha]] or the [[Sentry Gun]], are deadly to the Scout.
  
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
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==Primary Weapons==
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When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.
 +
 
 +
===[[Scattergun]]===
 +
{{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
 +
 
 +
At close range, your Scattergun can kill most classes in just a few shots. It is your best weapon for prolonged combat due to its reasonable magazine size and high damage output. The Scattergun's bullet spread is very wide, so switch to your [[Pistol]] for enemies that are far away.
 +
 
 +
===[[Force-A-Nature]]===
 +
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}  
  
The [[Scout]] is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's manueverability, you can easily dispose of him.  
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The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. Equip your [[Pistol]] when using the Force-A-Nature so that you always have a weapon to fire. You can use the Force-A-Nature's [[knock back]] on you or your target; an enemy launched into the air makes for an easy kill, while the self-inflicted knock back allows you to [[Force jump]] to even more unpredictable locations. If you actively jump while in combat, save your double jump until after you've fired the Force-A-Nature; the knock back can leave you suspended in midair and vulnerable, as well.
  
==General==
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===[[Shortstop]]===
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
! class="header" colspan="1" width="200"| Attributes
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
The Scout is very frail and can be killed in just a few good shots.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.
 
|}
 
  
 +
The Shortstop is a cross between the [[Shotgun]] and [[Pistol]]. While it deals less damage than your other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing you to continuously fire shots and deal consistent damage. However, the Shortstop draws from the same ammunition pool as the Pistol, so you should use a different secondary weapon to conserve ammunition.
  
==Primary Weapons==
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===[[Soda Popper]]===
 +
{{Icon weapon|weapon=Soda Popper|icon-size=100x100px}}
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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The Soda Popper is similar to the [[Force-A-Nature]], but does not possess its [[knock back]] effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon. However, the faster reloading speed means that it is more viable for prolonged combat. The Soda Popper's Hype meter will only fill when you are mobile and have the Soda Popper itself as your active weapon; this means that you can switch weapons to control when to activate your Hype. The guaranteed [[mini-crits]] from Hype are not limited to just the Soda Popper and work rather well with both the [[Pistol]] and [[Winger]].
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}}
 
|
 
The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
|
 
The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots.  If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
|
 
Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
|
 
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
 
|}
 
  
 
==Secondary Weapons==
 
==Secondary Weapons==
 +
===[[Pistol]]/[[Lugermorph]]===
 +
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
 +
 +
The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of your primary weapons and can be used to harass enemies or cover a retreat. At longer ranges, use the Pistol to deal consistent damage.
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 +
===[[Bonk! Atomic Punch]]===
 +
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, you can use it to distract [[Sentry Gun]]s, retreat safely, bait [[Demoman|Demomen]] into detonating their sticky traps, or block chokepoints.
! class="header" colspan="1" width="200"| Weapon
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! class="header" colspan="1" width="800"| Anti-Scout strategy
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===[[Crit-a-Cola]]===
|-
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{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}  
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]]
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|
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Crit-a-Cola is an item that rewards you for taking risks. You should drink it only before an ambush or to harass enemies at range with your [[Shortstop]]. The boost provided by Crit-a-Cola will not stack with the boosting effects of other items, so don't drink it and take increased damage for nothing if you don't have to.
While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
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|-
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===[[Mad Milk]]===
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
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{{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}  
|
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Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]].
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Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help you and your teammates tank any damage taken. It can be used to extinguish teammates as well as reveal cloaked [[Spy|Spies]].
|-
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
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===[[Winger]]===
|
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{{Icon weapon|weapon=Winger|icon-size=100x100px}}  
While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.
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|-
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Like the Pistol, the Winger can be used to harass enemies or cover a retreat. Take advantage of its increased damage to finish weakened enemies off with fewer, more accurate shots. You should not be using a secondary weapon for prolonged combat, so the reduced magazine size is not too great of a disadvantage.
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
 
|
 
The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
|
 
The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
 
|-
 
|}
 
  
 
==Melee Weapons==
 
==Melee Weapons==
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===[[Bat]]/[[Saxxy]]===
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{{Icon weapon|weapon=Bat|icon-size=100x100px}}  {{Icon weapon|weapon=Saxxy|icon-size=100x100px}}
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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Because you already deal so much damage at close range, you should only use the Bat when out of loaded ammunition or when dealing with unattended Engineer structures. While it swings rapidly, it deals less damage than other melee weapons.
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}
 
<br>[[Bat]]
 
|
 
A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
|
 
If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}}
 
|The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
|
 
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
 
<br>[[Boston Basher]] / [[Three-Rune Blade]]
 
|
 
Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|
 
The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|
 
If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 
<br>[[Atomizer]]
 
|
 
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
 
|}
 
  
==Item sets==
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===[[Sandman]]===
 +
{{Icon weapon|weapon=Sandman|icon-size=100x100px}}
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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Use the Sandman's ball to stun targets before moving in for the kill. It moves as a moderately fast, arced [[projectile]], so lead your foe accordingly. Focus on stunning the more dangerous foes, such as [[Heavy|Heavies]] and [[crit boost]]ed enemies.
! class="header" colspan="1" width="200"| Set
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! class="header" colspan="1" width="800"| Anti-Scout strategy
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===[[Holy Mackerel]]===
|-
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{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}
| class="small" align="center" valign="center" style="padding:0.5em" |  
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 +
The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. A hit that triggers a Spy's [[feign death]] will appear as a hit, not a kill, allowing you to track down a Spy using the [[Dead Ringer]].
 +
 
 +
===[[Candy Cane]]===
 +
{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
 +
 
 +
You don't need to use the Candy Cane itself to land the finishing blow on an enemy to have a health pack drop. Rather, any kill or assist you make will make your victims drop health packs that can be used to heal teammates as they fight at the front lines. However, the increased vulnerability to explosive damage means that a direct hit from a [[rocket]] or [[grenade]] is now capable of killing you in just one hit. A Spy who uses the [[Dead Ringer]] to trigger a [[feign death]] will not drop a health pack and are easier to discern.
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 +
===[[Boston Basher]]/[[Three-Rune Blade]]===
 +
{{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
 +
 
 +
Swinging the Boston Basher around wildly will kill you very quickly; only attack if you're sure the strike will connect. You can use the self-damage to help a [[Medic]] fill his [[ÜberCharge]] meter and the [[bleed]] effect to track down [[Cloak]]ed Spies. Damaging yourself will inflict a small amount of self-[[knock back]] that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.
 +
 
 +
===[[Sun-on-a-Stick]]===
 +
{{item icon|Sun-on-a-Stick|100px}}
 +
 
 +
Against ignited foes, it will deal as much damage as the Scattergun at point blank range in terms of damage-per-second. However, both you and the Pyro excel at close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently. In [[Medieval Mode]], teaming up with a Pyro using the [[Sharpened Volcano Fragment]] can be very effective.
 +
 
 +
===[[Fan O'War]]===
 +
{{item icon|Fan O'War|100px}}
 +
 
 +
The Fan O'War is best used at the beginning of a fight against a single target, as the Mark of Death can only be inflicted on one enemy at a time. After tagging your foe with it, switch to another weapon or let your teammates finish the job.
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 +
===[[Atomizer]]===
 +
{{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 +
 
 +
The Atomizer does not need to be active for you to have access to the triple jump, so you can ignore its downsides if you simply use your primary weapon in close range combat. The added mobility granted by the triple jump is often worth paying 10 health, especially if it means positioning yourself behind a key target or dodging a deadly rocket. If you pair the Atomizer with the [[Force-A-Nature]], you can combine a triple jump and force jump into a quadruple jump. Also, if you use Bonk! Energy Drink, you won't take damage from the third jump.
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 +
==Item Sets==
 +
===[[Item sets#Scout|The Special Delivery]]===
 
{{item icon|Shortstop|100px}}
 
{{item icon|Shortstop|100px}}
 
{{item icon|Mad Milk|100px}}
 
{{item icon|Mad Milk|100px}}
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{{item icon|Milkman|100px}}
 
{{item icon|Milkman|100px}}
  
<br>[[Item sets#Scout|The Special Delivery]]
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The item set's health bonus greatly increases your survivability, especially when coupled with the healing from Mad Milk, while the Shortstop lets you deal consistent damage from medium range. Overall, you can have more of an impact in large, populated firefights. However, your overall firepower at close range is reduced, meaning that you must deal more consistent, sustained damage to remain a threat.
|
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This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.
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===[[Item sets#Scout|The #1 Fan]]===
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |
 
 
{{item icon|Soda Popper|100px}}
 
{{item icon|Soda Popper|100px}}
 
{{item icon|Winger|100px}}
 
{{item icon|Winger|100px}}
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{{item icon|Bonk Boy|100px}}
 
{{item icon|Bonk Boy|100px}}
  
<br>[[Item sets#Scout|The #1 Fan]]
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Unlike the Special Delivery, this item set builds on the Scout's strengths instead of covering his weaknesses. While the weapons in this item set have limited magazine sizes, the overall increased damage lets you excel even further at quick, one-on-one encounters, especially when you activate your Hype. Use the Atomizer's triple jump both in combat and to easily reach more vulnerable enemies.  
|
 
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.
 
 
 
|}
 
 
 
== See also ==
 
*[[Double jumping]]
 
*[[Team strategy]]
 
  
 
{{Class strategy}}
 
{{Class strategy}}
 +
{{Scout Nav}}
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Scout]]
 
[[Category:Scout]]
[[Category:Community strategy]]
 

Revision as of 22:10, 31 August 2011

The Scout is the fastest and arguably the most mobile class in the game. Although frail, his speed and ability to double-jump allow him to easily access alternate routes on many maps, making him extremely unpredictable and effective at ambushing. He counts as two players when capturing Control Points or pushing Payload carts, making him ideal for completing mission objectives quickly. When fighting, his high damage output and mobility make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive; for example, his double jump lets him escape knock back and fall damage. To maximize damage dealt and minimize damage taken, a good Scout tends to weave around the outskirts of a battlefield, picking off important enemy targets. Weaponry that can slow or track players, such as Natascha or the Sentry Gun, are deadly to the Scout.

Primary Weapons

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

Scattergun

Item icon Scattergun.png

At close range, your Scattergun can kill most classes in just a few shots. It is your best weapon for prolonged combat due to its reasonable magazine size and high damage output. The Scattergun's bullet spread is very wide, so switch to your Pistol for enemies that are far away.

Force-A-Nature

Item icon Force-A-Nature.png

The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. Equip your Pistol when using the Force-A-Nature so that you always have a weapon to fire. You can use the Force-A-Nature's knock back on you or your target; an enemy launched into the air makes for an easy kill, while the self-inflicted knock back allows you to Force jump to even more unpredictable locations. If you actively jump while in combat, save your double jump until after you've fired the Force-A-Nature; the knock back can leave you suspended in midair and vulnerable, as well.

Shortstop

Item icon Shortstop.png

The Shortstop is a cross between the Shotgun and Pistol. While it deals less damage than your other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing you to continuously fire shots and deal consistent damage. However, the Shortstop draws from the same ammunition pool as the Pistol, so you should use a different secondary weapon to conserve ammunition.

Soda Popper

Item icon Soda Popper.png

The Soda Popper is similar to the Force-A-Nature, but does not possess its knock back effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon. However, the faster reloading speed means that it is more viable for prolonged combat. The Soda Popper's Hype meter will only fill when you are mobile and have the Soda Popper itself as your active weapon; this means that you can switch weapons to control when to activate your Hype. The guaranteed mini-crits from Hype are not limited to just the Soda Popper and work rather well with both the Pistol and Winger.

Secondary Weapons

Pistol/Lugermorph

Item icon Pistol.png Item icon Lugermorph.png

The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of your primary weapons and can be used to harass enemies or cover a retreat. At longer ranges, use the Pistol to deal consistent damage.

Bonk! Atomic Punch

Item icon Bonk! Atomic Punch.png

Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, you can use it to distract Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block chokepoints.

Crit-a-Cola

Item icon Crit-a-Cola.png

Crit-a-Cola is an item that rewards you for taking risks. You should drink it only before an ambush or to harass enemies at range with your Shortstop. The boost provided by Crit-a-Cola will not stack with the boosting effects of other items, so don't drink it and take increased damage for nothing if you don't have to.

Mad Milk

Item icon Mad Milk.png

Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help you and your teammates tank any damage taken. It can be used to extinguish teammates as well as reveal cloaked Spies.

Winger

Item icon Winger.png

Like the Pistol, the Winger can be used to harass enemies or cover a retreat. Take advantage of its increased damage to finish weakened enemies off with fewer, more accurate shots. You should not be using a secondary weapon for prolonged combat, so the reduced magazine size is not too great of a disadvantage.

Melee Weapons

Bat/Saxxy

Item icon Bat.png Item icon Saxxy.png

Because you already deal so much damage at close range, you should only use the Bat when out of loaded ammunition or when dealing with unattended Engineer structures. While it swings rapidly, it deals less damage than other melee weapons.

Sandman

Item icon Sandman.png

Use the Sandman's ball to stun targets before moving in for the kill. It moves as a moderately fast, arced projectile, so lead your foe accordingly. Focus on stunning the more dangerous foes, such as Heavies and crit boosted enemies.

Holy Mackerel

Item icon Holy Mackerel.png

The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. A hit that triggers a Spy's feign death will appear as a hit, not a kill, allowing you to track down a Spy using the Dead Ringer.

Candy Cane

Item icon Candy Cane.png

You don't need to use the Candy Cane itself to land the finishing blow on an enemy to have a health pack drop. Rather, any kill or assist you make will make your victims drop health packs that can be used to heal teammates as they fight at the front lines. However, the increased vulnerability to explosive damage means that a direct hit from a rocket or grenade is now capable of killing you in just one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and are easier to discern.

Boston Basher/Three-Rune Blade

Item icon Boston Basher.pngItem icon Three-Rune Blade.png

Swinging the Boston Basher around wildly will kill you very quickly; only attack if you're sure the strike will connect. You can use the self-damage to help a Medic fill his ÜberCharge meter and the bleed effect to track down Cloaked Spies. Damaging yourself will inflict a small amount of self-knock back that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.

Sun-on-a-Stick

Sun-on-a-Stick

Against ignited foes, it will deal as much damage as the Scattergun at point blank range in terms of damage-per-second. However, both you and the Pyro excel at close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently. In Medieval Mode, teaming up with a Pyro using the Sharpened Volcano Fragment can be very effective.

Fan O'War

Fan O'War

The Fan O'War is best used at the beginning of a fight against a single target, as the Mark of Death can only be inflicted on one enemy at a time. After tagging your foe with it, switch to another weapon or let your teammates finish the job.

Atomizer

Item icon Atomizer.png

The Atomizer does not need to be active for you to have access to the triple jump, so you can ignore its downsides if you simply use your primary weapon in close range combat. The added mobility granted by the triple jump is often worth paying 10 health, especially if it means positioning yourself behind a key target or dodging a deadly rocket. If you pair the Atomizer with the Force-A-Nature, you can combine a triple jump and force jump into a quadruple jump. Also, if you use Bonk! Energy Drink, you won't take damage from the third jump.

Item Sets

The Special Delivery

Shortstop Mad Milk Holy Mackerel Milkman

The item set's health bonus greatly increases your survivability, especially when coupled with the healing from Mad Milk, while the Shortstop lets you deal consistent damage from medium range. Overall, you can have more of an impact in large, populated firefights. However, your overall firepower at close range is reduced, meaning that you must deal more consistent, sustained damage to remain a threat.

The #1 Fan

Soda Popper Winger Atomizer Bonk Boy

Unlike the Special Delivery, this item set builds on the Scout's strengths instead of covering his weaknesses. While the weapons in this item set have limited magazine sizes, the overall increased damage lets you excel even further at quick, one-on-one encounters, especially when you activate your Hype. Use the Atomizer's triple jump both in combat and to easily reach more vulnerable enemies.