Difference between revisions of "Scout weapons (competitive)"
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===Atomizer=== | ===Atomizer=== | ||
− | The Atomizer grants the Scout a triple jump. The Atomizer has a slower firing rate | + | 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. |
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Grants a triple jump. | * Grants a triple jump. | ||
− | * | + | * Mini-crits when the user is airborne. |
* Performs the [[Home Run]] taunt. | * Performs the [[Home Run]] taunt. | ||
* -20% damage done to enemy players. | * -20% damage done to enemy players. |
Revision as of 21:18, 18 April 2018
The community competitive scene changes frequently. Some or all info may be outdated.
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.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scattergun ![]() |
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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. If one shell is loaded when the Force-A-Nature is reloaded, it will be discarded in place of two new ones.
Weapon | Damage | Critical Damage | Function Times | Special |
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Force-A-Nature ![]() |
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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.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shortstop ![]() |
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Soda Popper
This weapon fires identically to the stock Scattergun. After 5200 units of running with the Soda Popper active, the Hype Meter will fill and grant the player 5 extra jumps (for a total 6 jumps) for 10 seconds. The Soda Popper stocks only two rounds in clip, and reloads 25% faster than the Force-A-Nature.
Weapon | Damage | Critical Damage | Function Times | Special |
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Soda Popper ![]() |
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Baby Face's Blaster
The Baby Face's Blaster allows the player to run faster as they deal more damage, via a boost meter. However, the meter is decreased upon double jumping as well as taking damage, the player moves 10% slower than standard. It has a smaller clip than the stock Scattergun. It is also banned in many leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
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Baby Face's Blaster ![]() |
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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, while the Soda Popper allows the Scout to attack with an occasional damage boost for a smaller clip size. However, 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 great to finish off enemies who are very low on health.
The Lugermorph has the same stats as the Pistol.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pistol ![]() |
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Bonk! Atomic Punch
Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout invulnerability for eight seconds. Knockback, telefrags, and pits will still kill the Scout during this time. This provides a good method of running past deployed sticky traps, distracting Sentry Guns, or pushing through a team to make a back-cap. Although it provides invulnerability, it prevents the Scout from using any of his weapons.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bonk! Atomic Punch ![]() |
N/A | N/A |
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Crit-a-Cola
Crit-a-Cola is one of the lunchbox items for Scout. When drunk, it grants the Scout mini-crits and 25% faster movement speed for eight seconds. The Scout will also take +25% more damage during consumption and activation time.
Weapon | Damage | Critical Damage | Function Times | Special |
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Crit-a-Cola ![]() |
N/A | N/A |
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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 Jarate, but 60% of any damage dealt is healed. It can extinguish players who are on fire, but also will wash off of a target if they submerge in water, or touch a resupply cabinet.
Weapon | Damage | Critical Damage | Function Times | Special |
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Mad Milk ![]() |
N/A | N/A |
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Winger
The Winger deals 15% more damage than the Pistol, at the cost of 7 less ammo per clip, and combined ammunition with the Scout's primary weapon. It allows a +25% bonus to the Scout's jump height when active.
Weapon | Damage | Critical Damage | Function Times | Special |
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Winger ![]() |
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Pretty Boy's Pocket Pistol
This weapon fires 15% more faster, but shooting an ememy awards up to 3 health per hit. However, the pistol carries only 9 shots per clip.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pretty Boy's Pocket Pistol ![]() |
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Flying Guillotine
The Flying Guillotine is a throwable secondary which deals impact and bleeding damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Flying Guillotine ![]() |
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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.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bat ![]() |
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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 |
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Sandman ![]() |
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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 Fish, except it broadcasts Arm Hit and Arm Kill for hits and kills.
Weapon | Damage | Critical Damage | Function Times | Special |
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Holy Mackerel ![]() |
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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 |
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Candy Cane ![]() |
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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 |
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Boston Basher ![]() |
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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 |
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Sun-on-a-Stick ![]() |
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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 |
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Fan O'War ![]() |
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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 |
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Atomizer ![]() |
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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 |
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Wrap Assassin ![]() |
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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.
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