Difference between revisions of "User:SofiPandaRights/Custom Weapons"

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m (Changed 'Known Bugs" to "Bugs", like it is everywhere on the wiki. Changed a sentence at the start to sound less like "This mod makes the game more fun/balanced" and more like "The intention of this mod is to create more fun/balanced gameplay".)
m
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-Removed "25% faster reload time"<br><br>
 
-Removed "25% faster reload time"<br><br>
-Reduced the damage required for Primary/Secondar/Melee to fully charge<br>
+
-Reduced the damage required for Primary/Secondary/Melee to fully charge<br>
 
'''NOTE''': This will reduce Primary damage required to 280 from 395<br>
 
'''NOTE''': This will reduce Primary damage required to 280 from 395<br>
 
'''NOTE''': This will reduce Secondary damage required to 280 from 290<br>
 
'''NOTE''': This will reduce Secondary damage required to 280 from 290<br>
Line 2,681: Line 2,681:
 
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-Removed the hidden cap that limits charging time<br>
 
-Removed the hidden cap that limits charging time<br>
'''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the gamemode "Mann vs Machine".<br><br>
+
'''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.<br><br>
 
-Decreased base time for a full charge to 3 seconds from 3.3s<br><br>
 
-Decreased base time for a full charge to 3 seconds from 3.3s<br><br>
 
-Added 5% faster base reload time<br><br>
 
-Added 5% faster base reload time<br><br>
Line 3,019: Line 3,019:
 
{{Neutral}}Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemey, whenever the user dies, or after throwing a new one<br><br>
 
{{Neutral}}Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemey, whenever the user dies, or after throwing a new one<br><br>
 
{{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br>
 
{{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br>
{{Neutral}}30 second cooldown starts once destroyed<br>
+
{{Neutral}}30 second cooldown starts once destroyed<br><br>
 
{{Con}}While a Sapper is on the ground, the user is unable to Sap a building<br><br>
 
{{Con}}While a Sapper is on the ground, the user is unable to Sap a building<br><br>
 
{{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br>
 
{{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br>
 
{{Con}}-75% Sapper health when thrown
 
{{Con}}-75% Sapper health when thrown
 
 
|-
 
|-
 
|}
 
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Line 3,108: Line 3,107:
 
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-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class<br><br>
 
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class<br><br>
-Removed "+33 cloak drain rate" penalty<br><br>
+
-Removed "+33% cloak drain rate" penalty<br><br>
 
-Added "+20% longer de-cloak time"<br><br>
 
-Added "+20% longer de-cloak time"<br><br>
 
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br><br>
 
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br><br>
Line 3,177: Line 3,176:
 
'''[[Invis Watch]]'''
 
'''[[Invis Watch]]'''
 
| align="left" |
 
| align="left" |
-Fixed the "While cloaked: 50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect"<br>
+
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
'''NOTE''': Increased to 50% from around 42%
+
'''NOTE''': Increased to 50% from around 42%<br>
 +
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
 
|
 
|
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
Line 3,189: Line 3,189:
 
'''[[Cloak and Dagger]]'''
 
'''[[Cloak and Dagger]]'''
 
| align="left" |
 
| align="left" |
-Fixed the "While cloaked: +50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect"<br>
+
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
'''NOTE''': Increased to 50% from around 42%<br><br>
+
'''NOTE''': Increased to 50% from around 42%<br>
 +
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers<br><br>
 
-Added "Decreased decloak sound volume"<br><br>
 
-Added "Decreased decloak sound volume"<br><br>
 
-Added "0.5 sec longer cloak blink time"<br><br>
 
-Added "0.5 sec longer cloak blink time"<br><br>
Line 3,698: Line 3,699:
 
{{Con}}When weapon is active: Any damage taken freezes the user for 3 seconds<br>
 
{{Con}}When weapon is active: Any damage taken freezes the user for 3 seconds<br>
 
{{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br>
 
{{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br>
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by 50%<br>
+
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by half<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't
 
{{Neutral}}While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't
Line 4,332: Line 4,333:
 
|
 
|
 
{{Pro}}Gain 100% charge rate while looking at an enemy player<br>
 
{{Pro}}Gain 100% charge rate while looking at an enemy player<br>
 +
{{Pro}}On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot<br>
 +
{{Pro}}On kill: +40% charge. Assist-kills grants +20%. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.<br>
 +
{{Con}}Charge drains at 10% per second<br>
 
{{Con}}No base charge rate
 
{{Con}}No base charge rate
 
|-
 
|-

Revision as of 22:29, 23 April 2021

Yes. I like this new weapon.
The Heavy.

Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons with the intention of creating more balanced/fun gameplay.

Official Server List

Pictogram comment.png Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU



List of New & Modified Weapons


Official Weapon Changes

These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.

Overall Changes

-All CTF2W official servers have random critical hits turned off

-All CTF2W official servers use fixed bullet spread

-Removed the 10 second teammate outlines after re-spawning

-Decreased melee range bonus to +33% from +37% for all swords

-Removed the "-100% holster speed penalty" for all swords

-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower
NOTE: In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. This condition is permanently on the player until they die or is removed after touching a resupply.

-Added "While on fire: -33% health received from all healing sources"
NOTE: The stat "Direct damage will reduce Medi Gun healing and shield resists by 25%" on all Flamethrowers has been removed
NOTE: Any weapon and/or effect that can ignite enemies will be affected by this new debuff

-Added "Health packs do not remove the bleed effect"
NOTE: Users can still heal on pickup, but the bleeding will continue

-Afterburn damage will now count toward any life-steal effects
NOTE: Bleeding was already receiving life-steal benefits

-Added "On Melee kill: A large ammo pack will drop instead of a medium pack"
NOTE: Shield impact kills will count towards this
NOTE: Knife-related kills will not count towards this

-Added "On Melee kill: Gain 10% of base health"
NOTE: This can overheal
NOTE: Shield impact kills will count towards this
NOTE: Knife-related kills will not count towards this
NOTE: Not including the Half-Zatoichi

-Decreased life-steal effects to 33%
NOTE: Reduces the Concheror effect from 35%
NOTE: Reduces Mad Milk from 60%
NOTE: Any custom life-steal effect is 33% (unless otherwise specified)

-Decreased the movement boost from speed boost effects and/or weapons
NOTE: This mostly includes the Concheror and Disciplinary Action
NOTE: The list of percentage changes for all classes are listed in the "Speed Boosts - Number Changes" tab below


Speed Boosts - Number Changes
Class Original Speed (HU/s) NEW Boosted Speed (HU/s) OLD Boosted Speed (HU/s)

Scout

400 (133.3%)

480 (160%)

505 (168.3%)

Soldier

240 (80%)

320 (106.6%)

336 (112%)

Pyro

300 (100%)

380 (126.6%)

405 (135%)

Demoman

280 (93.3%)

360 (120%)

385 (128.3%)

Heavy

240 (80%)

320 (106.6%)

336 (112%)

Engineer

300 (100%)

380 (126.6%)

405 (135%)

Medic

320 (106.6%)

400 (133.3%)

425 (141.6%)

Sniper

300 (100%)

380 (126.6%)

405 (135%)

Spy

320 (106.6%)

400 (133.3%)

425 (141.6%)


Scout - Class Changes
Changes Full New Stats

-Added "(Ability) Fast Hands"
NOTE: Grants 33% faster global weapon switching on wearer

(Ability) Fast Hands
(Ability) Double jump
(Ability) +1 capture rate on wearer

Scout - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Scattergun.png

Primary
Scattergun

NO CHANGES

NO CHANGES

Backpack Force-A-Nature.png

Primary
Force-A-Nature

-Removed "+20% bullets per shot"

-Removed "-10% damage penalty"

-Added hidden "4% slower reload time" to match the Shortshop base reload time

Pictogram plus.png Applies knockback on the target and shooter
Pictogram plus.png +50% faster firing speed
Pictogram minus.png -66% clip size
Pictogram info.png The knockback that is applied on enemies is based on the damage dealt
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Shortstop.png

Primary
Shortstop

-Added "When weapon is active: +20% bonus healing from all sources"

-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"

-Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"

-Increased hidden fire rate bonus to +50% from +42%

-Increased damage by 8.333%

Pictogram plus.png When weapon is active: +20% bonus healing from all sources
Pictogram plus.png When weapon is active & while doing the objective: Gain +25% additional bonus healing
Pictogram minus.png When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast
Pictogram info.png This weapon is best used at medium and/or long range
Pictogram info.png Alt-Fire: Reach out to shove an enemy

HIDDEN EXTRA STATS

Pictogram plus.png +100.08333% damage bonus
Pictogram plus.png +50% faster firing speed
Pictogram plus.png 40% more accurate
Pictogram minus.png 50% slower reload time
Pictogram minus.png -60% bullets per shot
Pictogram minus.png -34% clip size

Backpack Soda Popper.png

Primary
Soda Popper

-Removed "25% faster reload time"

-Reduced the damage required for Primary/Secondary/Melee to fully charge
NOTE: This will reduce Primary damage required to 280 from 395
NOTE: This will reduce Secondary damage required to 280 from 290
NOTE: This will reduce Melee damage required to 140 from 350

-Added "When Hype is used: User gains full air strafe control and 50% faster reload time"

-Added hidden "4% slower reload time" to match the Shortshop base reload time

Pictogram plus.png On hit any weapon: Builds Hype
Pictogram plus.png +50% faster firing speed
Pictogram minus.png -66% clip size
Pictogram info.png ALT-FIRE when full: Activate Hype for multiple air jumps, full air strafe control for 8 seconds, and 50% faster reload time. When activated, user can't gain Hype.
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Pictogram info.png Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

-Decreased boost lost on hit to 1% from 4%

-Removed "Boost decreased on air jumps"

-Removed "-34% clip size"

-Increased move speed penalty to -12.5% from -10%

-Added "Boost decays over time" (2% every 1 second)

-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"

-Added "-1 capture rate on wearer"

-Increased damage required to fill to 200 from 100

Pictogram plus.png On hit any weapon: Builds Boost that increases your move speed on wearer
Pictogram minus.png Boost is decreased when damaged and/or decays over time
Pictogram minus.png Boost is disabled while doing the objective
Pictogram minus.png 12.5% slower move speed on wearer
Pictogram minus.png -1 capture rate on wearer
Pictogram info.png Requires 200 damage dealt to fully fill Boost

Backpack Back Scatter.png

Primary
Back Scatter

-Removed "Mini-crits targets when fired at their back from close range"

-Removed "-34% clip size"

-Removed "No random critical hits"

-Removed "20% less accurate"

-Added "On kill: Decreased weapon attack noise"

-Added "+40% damage vs players from behind"
NOTE: There is no distance limit

-Added "Shots penetrate all enemies"

-Added "30% slower firing speed"

-Added "15% slower reload time"

Pictogram plus.png On kill: Decreased weapon attack noise
Pictogram plus.png +40% damage vs players from behind
Pictogram plus.png Shots penetrate all enemies
Pictogram minus.png 30% slower firing speed
Pictogram minus.png 15% slower reload time

Backpack Pistol.png

Secondary
Pistol

-Increased max Secondary ammo on wearer to 48 from 36


Backpack Bonk! Atomic Punch.png

Secondary
Bonk! Atomic Punch

-Added "+25% non-boostable move speed bonus while under effects"
NOTE: The user can't move faster than 500 Hu

-Added "This weapon deploys 300% slower"
NOTE: Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second

Pictogram plus.png While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.
Pictogram minus.png While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.
Pictogram minus.png This weapon deploys 300% slower
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Crit-a-Cola.png

Secondary
Crit-a-Cola

-Added "+10% faster drinking speed"

-Decreased Marked-for-Death duration to 2 seconds from 5s

Pictogram plus.png While under the effects, all damage dealt is Mini-Crits for 8 seconds.
Pictogram plus.png +10% faster drinking speed
Pictogram minus.png While under the effects, making any attack causes a 2 second Marked-for-Death debuff until the effect wears off.
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Mad Milk.png

Secondary
Mad Milk

-Increased splash radius to 219 Hu from 200 Hu

-Added "While doing the objective: +33% faster recharge rate"

-Increased extinguishing teammate cooldown to 25% from 20%

-Added "Coated enemies move 20% slower"

Pictogram plus.png Players heal 33% of the damage done to an enemy covered with milk
Pictogram plus.png While doing the objective: +33% faster recharge rate
Pictogram plus.png Extinguishing teammates reduces cooldown by -25%
Pictogram plus.png Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram plus.png Coated enemies move 20% slower
Pictogram info.png 20 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Winger.png

Secondary
Winger

-Removed "+15% damage bonus"

-Added "Wearer never takes falling damage while active"

-Increased jump height bonus to +30% from +25%

-Decreased clip size penalty to -50% from -60%

-Added "-50% max Secondary ammo on wearer"
NOTE: Due to the change to Pistol(s), this weapon will have 24 reserve ammo

When weapon is active:

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png +30% greater jump height
Pictogram minus.png -50% max Secondary ammo on wearer
Pictogram minus.png -50% clip size
Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

-Removed "When weapon is active"

-Removed "On hit: Gain up to +3 health"

-Removed "-25% clip size"

-Added "33% of damage done is returned as health"

-Added "-50% damage penatly"

Pictogram plus.png 33% of damage done is returned as health
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -50% damage penatly

Backpack Flying Guillotine.png

Secondary
Flying Guillotine

-Added "100% Mini-Crits vs players below 50% health"
NOTE: Includes Guillotine hit and bleed damage from this weapon

-Removed "No random critical hits"

Pictogram plus.png On hit: Bleed for 5 seconds
Pictogram plus.png Long distance hits reduce recharge time by 25%
Pictogram plus.png 100% Mini-Crits vs players below 50% health
Pictogram minus.png Cannot be picked up after thrown
Pictogram info.png 6 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Bat.png Backpack Festive Bat.png Backpack Holy Mackerel.png Backpack Festive Holy Mackerel.png Backpack Unarmed Combat.png Backpack Batsaber.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "+20% faster firing speed"
NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)
NOTE: An all-class Melee weapon won't get the same bonus unless a Scout equips it

Pictogram plus.png +20% faster firing speed

Backpack Sandman.png

Melee
Sandman

-Decreased minimal ball damage to 10 from 15

-Increased maximum ball damage to 40 from 23

-Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A minimal distance ball hit applies a -66% penalty for 1 second and a maximum distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming" similar what can be done with the vanilla version.

Pictogram plus.png Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels.
Pictogram plus.png Can be picked up after thrown to instantly recharge
Pictogram minus.png -15 max health on wearer
Pictogram info.png 10 second recharge

Backpack Candy Cane.png

Melee
Candy Cane

-Removed "On kill: A small health pack is dropped"

-Removed "25% explosive damage vulnerability on wearer"

-Added "On teammate hit: Gift your teammate with health and ammo"
NOTE: 20 HP and 10% ammo

-Added "On enemy hit: Gift yourself with health and ammo"
NOTE: 30 HP and 15% ammo

-Added "Gifted ammo can be overfilled"
NOTE: Up to 150% and will not decay

-Added "60% slower firing speed"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png On teammate hit: Gift your teammate with health and ammo
Pictogram plus.png On enemy hit: Gift yourself with health and ammo
Pictogram minus.png 60% slower firing speed
Pictogram info.png Gifted ammo can be overfilled
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Boston Basher.png

Melee
Boston Basher

-Increased bleed duration to 6 seconds from 5s

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png On hit: Bleed for 6 seconds
Pictogram minus.png On miss: Hit yourself. Idiot!
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

-Increased direct damage penalty to -35% from -25%

-Added "Alt-Fire: Spontaneous combustion"
NOTE: Ignites the user for 10 seconds
NOTE: 20 second recharge once used

-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"

-Added "On hit: Transferred afterburn duration is decreased by 75%"

-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"

Pictogram plus.png On hit: Transfers "Spontaneous Combustion" afterburn to the target
Pictogram plus.png +25% fire damage resistance while active
Pictogram plus.png 100% critical hit vs burning players
Pictogram minus.png On hit: Transferred afterburn duration is decreased by 75%
Pictogram minus.png On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
Pictogram minus.png -35% direct damage penalty
Pictogram info.png Alt-Fire: Spontaneous Combustion
Pictogram info.png 20 second recharge once used

Backpack Fan O'War.png

Melee
Fan O'War

-Removed "Crits whenever it would normally mini-crit"

-Increased damage penalty to -94% from -75%

-Increased number of marked targets to 2 from 1

-Decreased mark duration to 10 seconds from 15s

-Added "On hit: Gain a 2 second speed boost"

Pictogram plus.png On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits
Pictogram plus.png On hit: Gain a 2 second speed boost
Pictogram minus.png -94% damage penalty
Pictogram info.png Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target

Backpack Atomizer.png

Melee
Atomizer

-Removed "Grants Triple Jump while deployed"

-Removed "Melee attacks mini-crit while airborne"

-Removed "-15% damage vs players"

-Removed "This weapon deploys 50% slower"

-Added "On hit with this weapon: Slams airborne targets into the ground"
NOTE: Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target

-Added "On kill with any weapon: +2 jumps stored"

-Added "On assist-kill with any weapon: +1 jump stored"

-Added "Disables double jump on wearer"

-Added "Bonus jumps (up to 250) can be used even while weapon is not active"
NOTE: Every jump has a purple smoke effect below the user's feet
NOTE: When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over

Pictogram plus.png On hit with this weapon: Slams airborne targets into the ground
Pictogram plus.png On kill with any weapon: +2 jumps stored
Pictogram plus.png On assist-kill with any weapon: +1 jump stored
Pictogram minus.png Disables double jump on wearer
Pictogram info.png Bonus jumps can be used even while weapon is not active

Backpack Wrap Assassin.png

Melee
Wrap Assassin

-Removed "+25% increase in recharge rate"

-Decreased direct damage penalty to -50% from -65%

-The ornament no longer does damage on impact

-The bleeding duration scales depending on travel time (between 1–10 seconds) instead of the set 7.5 seconds

-Increased the scatter radius to 73 Hu from 50 Hu

-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 25%

-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) to make nearby enemies bleed for 5 seconds"

-Added "+100% max misc ammo on wearer"

Pictogram plus.png Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds
Pictogram plus.png On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed for 5 seconds
Pictogram plus.png +100% max misc ammo on wearer
Pictogram minus.png On non-direct hits with the ornament: Reduces the possible bleed duration by 25%
Pictogram minus.png -50% direct damage penalty
Pictogram info.png 10 second recharge


Soldier - Class Changes
Changes Full New Stats

-Added "(Ability) SHOCK & AWE"
NOTE: User performs an earthquake after landing an explosive jump to damage nearby enemies requiring line of sight
NOTE: Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no damage cap, plus no damage falloff.

(Ability) SHOCK & AWE

Soldier - Banner Changes
Changes

-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).

-Increased damage required to fill to 650 from 600
NOTE: The Concheror was increased to 650 from 480

Soldier - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Rocket Launcher.png

Primary
Rocket Launcher

NO CHANGES

NO CHANGES

Backpack Direct Hit.png

Primary
Direct Hit

-Removed "+25% damage bonus"

-Added "+25% damage vs players"

-Decreased explosion radius penalty to -66% from -70%

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png +25% damage vs players
Pictogram plus.png +80% projectile speed
Pictogram minus.png -66% explosion radius

Backpack Black Box.png

Primary
Black Box

-Added new bonuses and penalties if the user does or doesn't have a Banner equipped

-Removed vanilla "On hit: Gain up to 20 HP per attack" and added newly coded version

When a banner is equipped:

Pictogram plus.png +40% projectile speed
Pictogram plus.png -25% blast damage from rocket jumps
Pictogram minus.png -25% clip size


When a banner is not equipped:

Pictogram plus.png On hit: Recover 1 HP per 4.48 damage dealt with a max of 25 health per attack
Pictogram plus.png On direct hit: Recover 1 HP per 2.24 damage dealt with a max of 50 health per attack
Pictogram minus.png -25% clip size
Backpack Rocket Jumper.png

Primary
Rocket Jumper

-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"

-Added "+50% clip size bonus"

-Decreased bonus Primary ammo to +100% from +200%

-Removed "No random critical hits"

-Added "Allowed in Medieval mode"

Pictogram plus.png On kill with any weapon: All equipped weapons are automatically fully reloaded
Pictogram plus.png +50% clip size bonus
Pictogram plus.png +100% max Primary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Liberty Launcher.png

Primary
Liberty Launcher

-Decreased clip size to -25% from +25%

-Removed "+40% projectile speed"

-Removed "-25% blast damage from rocket jumps"

-Removed "-25% damage penalty"

-Added "Direct hits deal 90 damage at any range"
NOTE: Splash damage is unaffected

-Added "No damage rampup"

Pictogram plus.png Direct hits deal 90 damage at any range
Pictogram minus.png No damage rampup
Pictogram minus.png -25% clip size

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

-Decreased charged shot move speed penalty to -50% from -66%

-Removed "No random critical hits"

-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect

-Added "Black Hole Rockets" as part of the ALT-FIRE effect
NOTE: The rocket from the charged shot won't do damage
NOTE: Black Hole won't spawn if in an active enemy spawn
NOTE: The suction and "disable enemy buildings" lasts for 4 seconds
NOTE: An enemy that moves faster than 295 Hu can (or more easily) escape the suction
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The suction radius is 182.5 Hu
NOTE: The "disable enemy buildings" radius is 109.5 Hu

-Added "30% slower reload time"

Pictogram plus.png Does not require ammo
Pictogram plus.png Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.
Pictogram minus.png 30% slower reload time
Pictogram minus.png Deals only 20% damage to buildings
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png While doing charged shot: -50% move speed

Backpack Beggar's Bazooka.png

Primary
Beggar's Bazooka

-Increased faster firing speed to +80% from +70%

-Removed "+3 degrees random projectile deviation"

-Removed "Cannot collect ammo from Dispensers while active"

-Decreased hidden reload time penalty to 20% from 30%

-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"

-Added "-25% blast damage from rocket jumps, but -25% rocket jump height"

Pictogram plus.png Hold FIRE to load up to 3 rockets
Pictogram plus.png Release FIRE to unleash the barrage at 80% faster firing speed
Pictogram minus.png Projectile deviation scales by 1.666% based on the current number of loaded rockets
Pictogram minus.png Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
Pictogram minus.png -20% explosion radius
Pictogram minus.png 20% slower reload time
Pictogram info.png Projectile deviation will increase/decrease as rockets are loaded and when fired
Pictogram info.png -25% blast damage from rocket jumps, but -25% rocket jump height

Backpack Air Strike.png

Primary
Air Strike

-Decreased faster firing speed while explosive jumping to +60% from +65%

-Removed "-15% blast damage from explosive jumps"

-Removed "-10% explosive radius"

-Increased damage penalty to -20% from -15%

-Added "-20% blast damage to self from this weapon"

-Added "30% faster reload time while explosive jumping"

Pictogram plus.png -20% blast damage to self from this weapon
Pictogram plus.png +60% faster firing speed and 30% faster reload time while explosive jumping
Pictogram plus.png Clip size increased on kill (up to 4)
Pictogram minus.png -20% damage penalty
Pictogram minus.png -20% explosion radius while explosive jumping

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGES

NO CHANGES

Backpack Buff Banner.png

Secondary
Buff Banner

-See additional changes in "Soldier - Banner Changes" tab

-Added "+10% faster firing speed and 5% faster reload time for your Primary"

-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects"

Pictogram plus.png +10% faster firing speed and 5% faster reload time for your Primary
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and the Precision Mannpower powerup
Pictogram info.png Requires 650 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Gunboats.png

Secondary
Gunboats

-Decreased blast damage from explosive jumps to -50% from -60%

-Added "-10% blast damage to self on wearer"

Pictogram plus.png -50% blast damage from explosive jumps
Pictogram plus.png -10% blast damage to self on wearer
Pictogram info.png Allowed in Medieval mode

Backpack Battalion's Backup.png

Secondary
Battalion's Backup

-See additional changes in "Soldier - Banner Changes" tab

-Increased max health on wearer to +30 from +20

-Any player that is under this effect will now be able to see their net health on screen
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner

Pictogram plus.png +30 max health on wearer
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Pictogram info.png Requires 650 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Concheror.png

Secondary
Concheror

-See additional changes in "Soldier - Banner Changes" tab

-Increased health regen to +8 from +4

Pictogram plus.png Up to +8 health regenerated per second on wearer
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal
Pictogram info.png Requires 650 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Mantreads.png

Secondary
Mantreads

-Added "Immunity from movement-impairing effects on wearer"
NOTE: This includes custom weapons..... Ice Breaker's move speed reduction
NOTE: This includes official weapons..... Natascha's slow-down, Sandman's slow-down, Default Syringe Gun's slow-down, Cow Mangler's Black-Hole Suction, Mad Milk's slow-down, Liberty Launcher rockets' "momentum canceling", and Sentry Rockets' "momentum canceling"
NOTE: If a player is directly hit with a Sentry Rocket or a rocket from the Liberty Launcher, that user's momentum won't be canceled, but the "+60% larger explosion radius" from "Rocket Specialist" will still trigger

-Increased stomping damage (aka the Goomba) multiplier to x4 from x3

-Stomping damage (aka the Goomba) can now benefit from life-steal effects

-Stomping damage (aka the Goomba) can now be Mini-Crit boosted

-Added "Disables the 'SHOCK & AWE' Class Ability"

Pictogram plus.png Immunity from movement-impairing effects on wearer
Pictogram plus.png -75% reduction in push force taken from damage, airblasts, and knockback effects
Pictogram plus.png 200% increased air strafe control when explosive jumping
Pictogram plus.png Deals 4x falling damage to the player you land on
Pictogram minus.png Disables the "SHOCK & AWE" Class Ability
Pictogram info.png Allowed in Medieval mode

Backpack Righteous Bison.png

Secondary
Righteous Bison

-Removed hidden clip size penalty
NOTE: 6 shots instead of 4

-Added hidden "+25% faster firing speed"
NOTE: This matches the default Shotgun

-Added hidden "25% slower reload time"
NOTE: This matches the default Shotgun

-Removed "Projectile is able to hit the same enemy multiple times"

-Increased projectile speed to 1600 Hu from 1200 Hu

-Added "Reload time decreases as health decreases (up to 66%)"

-Decreased damage penalty vs players to -33% from -73.33%

-Decreased damage penalty vs buildings to -66% from -95.55%

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and penetrates enemy players
Pictogram plus.png +33% projectile speed
Pictogram plus.png Reload time decreases as health decreases
Pictogram minus.png -33% damage penalty vs players
Pictogram minus.png -66% damage penalty vs buildings

Backpack Shovel.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it

Pictogram plus.png Weapon knockback increases as the user becomes injured

Backpack Equalizer.png

Melee
Equalizer

-Removed "Damage increases as the user becomes injured"

-Removed "-90% less healing from Medic sources"

-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"

-Added "When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)"
NOTE: While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active

-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"

Pictogram plus.png If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill
Pictogram plus.png When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)
Pictogram minus.png On wearer: -20% base healing given and/or gained from every healing source or weapon effect

Backpack Disciplinary Action.png

Melee
Disciplinary Action

-Flipped the speed boost duration for the user and ally

-Decreased melee range multiplier to +66% from +70%
NOTE: This makes it x2 range when compared to swords. Additionally, this removes the ability to hit enemy while having your back towards them.

-Removed hidden "+55% melee bounds multiplier"

-Removed "-25% damage penalty"

-Added "On kill with any weapon: +2 stacks"

-Added "On assist-kill with any weapon: +1 stack"

-Added "ALT-FIRE while active: Use 1 stack (up to 35) to gain a 4 second speed boost"
NOTE: User can switch away and keep the speed boost

-Added "-20 max health on wearer"

Pictogram plus.png On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
Pictogram plus.png On kill with any weapon: +2 stacks
Pictogram plus.png On assist-kill with any weapon: +1 stack
Pictogram plus.png +66% melee range
Pictogram minus.png -20 max health on wearer
Pictogram info.png ALT-FIRE: Use 1 stack to gain a 4 second speed boost

Backpack Market Gardener.png

Melee
Market Gardener

-Removed "No random critical hits"

-Increased fire rate penalty to -25% from -20%

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png Deals crits while the wielder is explosive jumping
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Escape Plan.png

Melee
Escape Plan

-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"

-Removed "You are Marked-for-Death while active, and for short period after switching weapons"

-Removed "-90% less healing from Medic sources"

-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"

-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"

-Added "40% damage vulnerability while active"

-Added "-20% damage penalty"

Pictogram plus.png If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill
Pictogram plus.png Move speed, deploy speed, and holster speed increases as the user becomes injured
Pictogram minus.png 40% damage vulnerability while active
Pictogram minus.png -20% damage penalty


Pyro - Class Changes
Changes Full New Stats

-Added "(Ability) Pyrotechnics"
NOTE: 50% faster debuff timers on wearer

-Added "+10% faster firing speed" to all Flare Guns

-Airblasting a Grenade will now reset its timer

-Added "-80% blast damage from reflected explosives" to all Primaries

-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries

(Ability) Pyrotechnics

Pyro - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Flame Thrower.png

Primary
Flame Thrower

-See additional changes in "Pyro - Class Changes" tab

Pictogram plus.png Extinguishing teammates restores 20 health

Backpack Backburner.png

Primary
Backburner

-Removed "100% critical hits from behind"

-Removed "+150% airblast cost"

-Removed "No random critical hits"

-Added "From behind: +100% direct & afterburn damage bonus"

-Added "From the front: -20% direct & -75% afterburn damage penalty"

Pictogram plus.png Extinguishing teammates restores 20 health
Pictogram plus.png From behind: +100% direct & afterburn damage bonus
Pictogram minus.png From the front: -20% direct & -75% afterburn damage penalty

Backpack Degreaser.png

Primary
Degreaser

-Removed "+25% airblast cost"

-Added "+25% faster primary recovery after airblasting"

-Added "Reflected projectiles ignites enemies for 10 seconds"

-Added "Reflected projectiles do normal damage instead of mini-crit"

-Added "-10% direct damage penalty"

Pictogram plus.png Extinguishing teammates restores 20 health
Pictogram plus.png This weapon deploys 60% faster and holsters 30% faster
Pictogram plus.png +25% faster primary recovery after airblasting
Pictogram plus.png Reflected projectiles ignites enemies for 10 seconds
Pictogram minus.png Reflected projectiles do normal damage instead of mini-crit
Pictogram minus.png -75% afterburn damage penalty
Pictogram minus.png -10% direct damage penalty

Backpack Phlogistinator.png

Primary
Phlogistinator

-Removed "No random critical hits"

-Removed "No airblast"

-Removed the crits during MMMMPH

-Changed that "On kill with any weapon (20%), assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the MMMMPH meter instead of any fire damage dealt

-Added "Able to gain MMMMPH while draining, but at -50% rate"

-Increased duration to 15 seconds from 10s

-Added "Activate when full to completely refill health and gain enhanced healing"
NOTE: Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health

-Added "Does not require ammo"

-Added "Overheating Mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"

-Added "Extinguishing teammates doesn't restore health"

-Added "Cannot airblast enemies"

-Added new sound and visual when MMMMPH is activated

-Added new visual when MMMMPH is in use

-Added "-100% maximum overheal on wearer"

-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack. Alt-Fire no longer triggers it.

Pictogram plus.png Does not require ammo
Pictogram plus.png On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter
Pictogram plus.png Activate when full to completely refill health and gain enhanced healing for 15 seconds
Pictogram minus.png Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Pictogram minus.png Extinguishing teammates doesn't restore health
Pictogram minus.png -100% maximum overheal on wearer
Pictogram minus.png Cannot airblast enemies
Pictogram info.png Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health
Pictogram info.png While MMMMPH taunting: Gain invulnerable and full knockback resistance
Pictogram info.png Able to gain MMMMPH while draining, but at -50% rate

Backpack Dragon's Fury.png

Primary
Dragon's Fury

-Increased Primary ammo penalty to -85% from -80%

-Increased airblast cost bonus to -85% from -75%

-Increased extinguishing teammates to 30 health from 20

-Increased max distance for projectile to 525 Hu from 450.94 Hu
NOTE: In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.

-Added "+33% airblast push force"

Pictogram plus.png Extinguishing teammates restores 30 health
Pictogram plus.png Deals 300% damage to burning players
Pictogram plus.png +50% repressurization rate on hit
Pictogram plus.png +33% airblast push force
Pictogram plus.png -85% airblast cost
Pictogram minus.png -50% repressurization rate on Alt-Fire
Pictogram minus.png -85% max Primary ammo on wearer
Pictogram info.png Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Pictogram info.png Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additionally extinguishes teammates that are on fire

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGES

NO CHANGES

Backpack Flare Gun.png

Secondary
Flare Gun

-See additional changes in "Pyro - Class Changes" tab

Pictogram plus.png 100% critical hit vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram info.png This weapon will reload automatically when not active

Backpack Detonator.png

Secondary
Detonator

-Increased detonated radius to 146 Hu from 100 Hu

-Removed "-25% damage penalty"

-Removed "+50% damage to self"

-Increased flare jump height by 10%

-Added "-25% max Secondary ammo on wearer"

-Fixed the 3rd person world model of the Flare model

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram plus.png User can flare jump
Pictogram minus.png -25% max Secondary ammo on wearer
Pictogram info.png Alt-Fire: Detonate flare
Pictogram info.png This weapon will reload automatically when not active

Backpack Manmelter.png

Secondary
Manmelter

-Removed "+50% projectile speed"

-Removed "No random critical hits"

-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning
NOTE: There is no max duration

-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"
NOTE: Cleaning teammates grants special Mark-For-Death shots

-Added "Projectile cannot be deflected and can extinguish teammates"

-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"
NOTE: This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and can extinguish teammates
Pictogram plus.png +10% faster firing speed
Pictogram plus.png ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.
Pictogram plus.png Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts

Backpack Scorch Shot.png

Secondary
Scorch Shot

-Removed "100% mini-crits vs burning players"

-Removed "-35% damage penalty"

-Removed ability to flare jump and self damage from flare

-Decreased flare radius to 73 Hu from 110 Hu

-Added "-45% projectile speed"

Pictogram plus.png +10% faster firing speed
Pictogram plus.png Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
Pictogram minus.png -45% projectile speed
Pictogram info.png This weapon will reload automatically when not active

Backpack Thermal Thruster.png

Secondary
Thermal Thruster

-Removed "Push enemies back when you land with the force and radius based on your velocity"

-Removed "Deals 3x the fall damage to an enemy you land on"

-Removed hidden "User takes 75% less falling damage after using a charge"

-Removed hidden "+50% increase in push force taken from damage on wearer"

-Decreased recharge time per charge to 10 seconds from 15s

-Decreased delay before launching to 0.5 seconds from 0.65s

-Decreased delay before re-launching to 1.0 seconds from 1.2s

-Decreased locked hostler speed to 0.75 seconds from 0.8s

-Added "Wearer never takes falling damage"

-Added "Extinguish nearby teammates (146 Hu) when you launch to restore 30 health to the Pyro"

-Added "Ignite nearby enemies (146 Hu) for 10 seconds when you launch"

-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"

-Added "The user can re-launch while airborne"

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Pictogram plus.png Ignite nearby enemies for 10 seconds when you launch
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram minus.png 0.75 second locked holster penalty
Pictogram info.png This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.
Pictogram info.png This weapon has 2 charges and requires 10 seconds each to recharge
Pictogram info.png Allowed in Medieval mode

Backpack Gas Passer.png

Secondary
Gas Passer

-Decreased splash radius to 146 Hu from 200 Hu
NOTE: In the vanilla game, there is a hidden mechanic of the explosion radius. If there's an enemy near the edge of the default radius, then the total explosion radius will double in size.

-Removed the afterburn caused from the Gasoline effect

-This will no longer recharge over time, but only with any damage dealt

-Decreased damage to fill to 300 from 750

-Added "While doing the objective: +100% bonus recharge from damage dealt"

-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"

-Added "Gasoline now causes an explosion (20 damage) when the target is damaged"

-Added "Gas-covered enemies cannot switch weapons by any means"

Pictogram plus.png Meter builds with any damage done
Pictogram plus.png While doing the objective: +100% bonus recharge from damage dealt
Pictogram plus.png Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram plus.png Extinguishing teammates or yourself restores 40 health to the Pyro
Pictogram minus.png Spawning and resupply do not affect the meter
Pictogram minus.png Meter starts empty
Pictogram info.png Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additionally, Gas-covered enemies cannot switch weapons by any means.
Pictogram info.png Allowed in Medieval mode

Backpack Fire Axe.png Backpack Lollichop.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it

Pictogram plus.png +50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*

Backpack Axtinguisher.png

Melee
Axtinguisher

-Removed "Killing blows on burning players grants a speed boost"

-Removed "This weapon holsters 35% slower"

-Removed "No random critical hits"

Pictogram plus.png 100% Mini-Crits vs burning players
Pictogram plus.png Damage increases based on remaining duration of afterburn
Pictogram minus.png On hit burning enemy: Extinguishes them
Pictogram minus.png -33% damage penalty

Backpack Homewrecker.png

Melee
Homewrecker

-Increased bonus damage vs buildings to +150% from +100%

-Removed "-25% damage vs players"

-Added "When weapon is active"

-Added "Immune to Sentry knockback and Sentry Rocket's stun"

-Added "+50% Sentry Bullet damage resistance"

-Added "+33% damage taken from all sources, except for Sentry Rocket damage"

When weapon is active:

Pictogram plus.png Damage removes Sappers
Pictogram plus.png +150% damage vs buildings
Pictogram plus.png Immune to Sentry knockback and Sentry Rocket's stun
Pictogram plus.png +50% Sentry Bullet damage resistance
Pictogram minus.png +33% damage taken from all sources, except for Sentry Rocket damage
Backpack Powerjack.png

Melee
Powerjack

-Removed "+25 health restored on kill"

-Added "-10% slower move speed on wearer"

-Increased move speed bonus while active to +30% from +15%

-Added "Killing blows on burning players grants a speed boost"

Pictogram plus.png Killing blows on burning players grants a speed boost
Pictogram plus.png +30% faster move speed while active
Pictogram minus.png 20% damage vulnerability while active
Pictogram minus.png -10% slower move speed on wearer

Backpack Back Scratcher.png

Melee
Back Scratcher

-Removed "+25% damage bonus"

-Removed "+50% health from packs on wearer"

-Removed "-75% health from healers on wearer"

-Added "On kill with any weapon: +20 health restored"

-Added "On assist-kill with any weapon: +10 health restored"

-Added "+100% health restored from kills/assist-kills with this weapon"
NOTE: No overhealing from all the above effects

-Added "-25 max health on wearer"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png On kill with any weapon: +20 health restored
Pictogram plus.png On assist-kill with any weapon: +10 health restored
Pictogram plus.png Restore double health from kills/assist-kills with this weapon
Pictogram minus.png -25 max health on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Sharpened Volcano Fragment.png

Melee
Sharpened Volcano Fragment

-Removed "On hit: Target is engulfed in flames"

-Increased direct damage penalty to -30% from -20%

-Added "On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect"
NOTE: The following effects doesn't extinguish the eternal flames.....

  • Being healed by a Medic, Dispenser, or Payload cart
  • Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)
  • Picking up a health pack
  • Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster
  • Activating the Dead Ringer as a Spy
  • Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues
  • Switching to the Spy-cicle, if it is not already the active weapon, as a Spy. The weapon would still be used up, but the timer continues
  • Backstabbing someone while holding the Conniver's Kunai as a Spy
  • Charging with a Demoman shield
  • Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues

Pictogram plus.png On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect
Pictogram minus.png -30% direct damage penalty
Pictogram info.png Afterburn caused by this weapon will not be overridden by any other flame source

Backpack Third Degree.png

Melee
Third Degree

-Added "15% damage resistance VS overhealed players on wearer"

-Added "15% damage resistance VS burning players on wearer"

-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"

-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"

-Added "15% slower firing speed"

Pictogram plus.png 15% damage resistance VS overhealed players on wearer
Pictogram plus.png 15% damage resistance VS burning players on wearer
Pictogram plus.png Whoever you directly attack will take +40% damage if connected by a healing beam
Pictogram minus.png Whoever you don't directly attack will take -40% damage if connected by a healing beam
Pictogram minus.png 15% slower firing speed

Backpack Neon Annihilator.png

Melee
Neon Annihilator

-Removed "Damage removes Sappers"

-Removed "No random critical hits"

-Removed "-20% damage penalty vs players"

-Added "-33% damage penalty"

-Added that gas-covered & bleeding enemies will count as "wet" targets

-Added "Grants user the ability to breath underwater while active"

Pictogram plus.png Grants user the ability to breath underwater while active
Pictogram plus.png 100% critical hit vs wet players
Pictogram minus.png -33% damage penalty
Pictogram info.png Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water

Backpack Hot Hand.png

Melee
Hot Hand

-Increased direct damage penalty to -43% from -15%

-Added "Combo slap system" with 4 layers of effects

-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
NOTE: Everything is removed if system resets

-Added "+150% afterburn damage bonus"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram info.png Slap system:

  • 1st slap: Gain a speed boost
  • 2nd slap: Target is engulfed in flames
  • 3rd slap: Attack will crit
  • 4th slap: Applies knockback to the target

Pictogram plus.png +150% afterburn damage bonus
Pictogram minus.png Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
Pictogram minus.png -43% direct damage penalty
Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area
Pictogram info.png Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
Pictogram info.png This weapon has bonus melee range, but slower deploy time


Demoman - Class Changes
Changes Full New Stats

-Added "(Ability) Spawns a Dynamite Pack on Death"
NOTE: The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. Additionally, the Dynamite Pack doesn't cause knockback unlike normal explosions.

(Ability) Spawns a Dynamite Pack on Death

Demoman - Grenade Launcher Changes

-Added "Grenades do not randomly spin when fired"

-Increased clip size to 6 from 4

-Increased reserve ammo to 24 from 16

-Decreased roller damage by 65.52%
NOTE: Decreases max roller damage to 20 from 58
NOTE: Doesn't include the Loose Cannon

Demoman - Stickybomb Launcher Changes

-Reworked damage rampup and damage dealt
NOTE: Each stickybomb will now start at 70 damage and ramp up to 125 within 5 seconds after being fired from the weapon
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
NOTE: In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon

-Added "Detonates stickybombs near the crosshair or while the user is within a radius"
NOTE: Increased auto detonation range even if the user isn't looking at the stickybombs to 600 Hu from 100Hu

-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."

-Decreased max number of stickies out to 6 from 8

-Decreased clip size to 6 from 8

-Increased reseve ammo to 32 from 24

-Increased arm time to 1 second from 0.7s

-Decreased max charge time rate to 3 seconds from 4s

Demoman - Shield Changes

-Added "While charging: Grants immunity to all debuffs"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
NOTE: Added "Marked-for-Death" and the "Gas Passer effect"

-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"

-Increased base impact max damage to 60 from 50
NOTE: Removed the Eyelanders' shield bonus with collected heads

-Removed knockback from shield impacts
NOTE: Before, if you impacted an airborne target, knockback would have been applied
NOTE: This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground

-Increased base turning control while charging by 50%
NOTE: This is on the player and not on shields

-Added "Impact damage benefits from life-steal effects"

-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration
NOTE: The distance traveled is the same, but you will get there faster

-Decreased base recharge time to 10 seconds from 12s

Demoman - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Grenade Launcher.png

Primary
Grenade Launcher

-See additional changes in "Demoman - Grenade Launcher Changes" tab

Backpack Loch-n-Load.png

Primary
Loch-n-Load

-Added a new Grenade model

-Removed "+20% damage vs buildings"

-Increased clip size penalty to -66% from -25%

-Increased explosion radius penalty to -50% from -25%

-Removed "Launched bombs shatter on surfaces"

-Increased projectile speed to +150% from +25%

-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"

-Added "-100% self damage force"

-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"

-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"

Pictogram plus.png Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png Grenades do not randomly spin when fired
Pictogram plus.png +150% projectile speed
Pictogram minus.png -66% clip size
Pictogram minus.png -50% explosion radius
Pictogram minus.png -100% self damage force
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Ali Baba's Wee Booties.png
Primary
Ali Baba's Wee Booties
Backpack Bootlegger.png
Primary
Bootlegger

-Decreased move speed bonus (when a shield is equipped) to +7% from +10%

-Increased melee kills refill (when a shield is equipped) to +33% from +25%

-Added "Shield impact kills refill 33% of your charge meter (when a shield is equipped)"

-The vanilla +25 max health now requires a shield

-Added "When a shield is not equipped: +50 max health on wearer"

Pictogram info.png When a shield is equipped:
Pictogram plus.png +7% move speed on wearer
Pictogram plus.png +25 max health on wearer
Pictogram plus.png +200% increase in turning control while charging
Pictogram plus.png Shield impact or melee kills refill 33% of your charge meter

Pictogram info.png When a shield is not equipped:
Pictogram plus.png +50 max health on wearer

Pictogram info.png Allowed in Medieval mode

Backpack Loose Cannon.png

Primary
Loose Cannon

-Removed "+20% projectile speed"
NOTE: Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed

Pictogram info.png Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Pictogram info.png Holding down the fire key for too long will cause a misfire
Pictogram plus.png Cannonballs do not randomly spin when fired
Pictogram plus.png Cannonballs push players back on impact
Pictogram plus.png Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit
Pictogram minus.png Cannonballs do not explode on impact

Backpack Iron Bomber.png

Primary
Iron Bomber

-Removed "-15% explosion radius"

-Added "Grenades detonate other nearby grenades that are yours"

-Added "-66% explosion radius on direct hits"

-Added "-33% clip size"

Pictogram plus.png Grenades have very little bounce/roll and do not randomly spin when fired
Pictogram plus.png Grenades detonate other nearby grenades that are yours
Pictogram plus.png -30% fuse time on grenades
Pictogram minus.png -66% explosion radius on direct hits
Pictogram minus.png -33% clip size

Backpack Stickybomb Launcher.png

Secondary
Stickybomb Launcher

-See additional changes in "Demoman - Stickybomb Launcher Changes" tab

Backpack Scottish Resistance.png

Secondary
Scottish Resistance

-Removed "+25% faster firing speed"

-Increased Secondary ammo bonus to +100% from +50%

-Removed "Able to destroy enemy stickybombs"

-Removed "0.8 sec slower bomb arm time"

-Added "+100% clip size"

-Added "100% longer pipebomb damage ramp up time"

-Added "-50% initial damage penalty"
NOTE: Each stickybomb will start at 35 damage and ramp up to 125 within 10 seconds after being fired from the weapon

Pictogram plus.png +100% clip size
Pictogram plus.png +100% max secondary ammo on wearer
Pictogram plus.png +6 max pipebombs out
Pictogram minus.png 100% longer pipebomb damage ramp up time
Pictogram minus.png -50% initial damage penalty

Backpack Sticky Jumper.png

Secondary
Sticky Jumper

-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"

-Added "+50% clip size bonus"

-Decreased bonus ammo to +100% from +200%

-Decreased max stickybombs out to -3 from -6

-Removed "No random critical hits"

-Added "Allowed in Medieval mode"

Pictogram plus.png On kill with any weapon: All equipped weapons are automatically fully reloaded
Pictogram plus.png +50% clip size bonus
Pictogram plus.png +100% max Secondary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Quickiebomb Launcher.png

Secondary
Quickiebomb Launcher

-Increased charge rate bonus to instant from +70%

-Increased arm time bonus to instant from -0.2 faster

-Removed "Up to +35% damage based on charge"

-Removed "-15% damage penalty"

-Added "-50% explosion radius"

-Added "-50% clip size"

-Added "-3 max stickybombs out"

-Added "Detonates all stickybombs at once and aren't based on crosshair/area"

Pictogram plus.png Able to destroy enemy stickybombs
Pictogram plus.png Instant charge time
Pictogram plus.png Instant arm time
Pictogram minus.png -50% explosion radius
Pictogram minus.png -50% clip size
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png Detonates all stickybombs at once and aren't based on crosshair/area

Backpack Chargin' Targe.png

Secondary
Chargin' Targe

-Added "+20% bullet damage resistance on wearer"

Pictogram plus.png +50% fire damage resistance on wearer
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +20% bullet damage resistance on wearer
Pictogram info.png ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Splendid Screen.png

Secondary
Splendid Screen

-Removed "+70% increase in charge impact damage"

-Increased fire damage resistance to +25% from +20%

-Decreased explosive damage resistance to +15% from +20%

-Added "+10% bullet damage resistance on wearer"

Pictogram plus.png +25% fire damage resistance on wearer
Pictogram plus.png +15% explosive damage resistance on wearer
Pictogram plus.png +10% bullet damage resistance on wearer
Pictogram plus.png +50% increase in charge recharge rate
Pictogram info.png Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Tide Turner.png

Secondary
Tide Turner

-Removed "+15% fire damage resistance on wearer"

-Removed "+15% explosive damage resistance on wearer"

-Removed "Melee kills refill 75% of your charge meter"

-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"

-Added "+7% move speed on wearer (boots required)"

Pictogram plus.png Gain a 1 second speed boost anytime you take damage
Pictogram plus.png +7% move speed on wearer (boots required)
Pictogram plus.png Full turning control while charging
Pictogram minus.png Taking damage while shield charging reduces remaining charging time
Pictogram info.png Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Bottle.png Backpack Scottish Handshake.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "-66% blast damage taken from explosive jumps while active"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it

Pictogram plus.png -66% blast damage taken from explosive jumps while active

Backpack Eyelander.png

Melee
Eyelander

-Removed "Every head taken raises shield impact damage"

-Removed healing 15 health on kill

-Removed "No random critical hits"

-Decreased max number of heads to 3 from 4

-Increased max health increase per head to +20 from +15

-Increased move speed increase per head to +8.333% from +8%

-Added "On kill (after the 3rd): Gain a 4 second speed boost"

Pictogram plus.png On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer
Pictogram plus.png On kill (after the 3rd): Gain a 4 second speed boost
Pictogram minus.png -25 max health on wearer
Pictogram info.png User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Pictogram info.png Heads and their bonuses are lost on death

Backpack Scotsman's Skullcutter.png

Melee
Scotsman's Skullcutter

-Removed "+20% damage bonus"

-Removed "15% slower move speed while active"

-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%."

-Added "+30% damage vs players while charging"

-Added "25% slower firing speed"

Pictogram plus.png On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%.
Pictogram plus.png +30% damage vs players while charging
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

-Removed "When weapon is active"

-Removed "Melee kills refill 25% of your charge meter"

-Removed "No random critical hits"

-Increased bonus charge duration to +100% from +33%

-Increased damage vulnerability while active to 20% from 15%

-Added "Melee hits refill 20% of your charge meter"

-Added "10% damage vulnerability while not active"

Pictogram plus.png Melee hits refill 20% of your charge meter
Pictogram plus.png +100% charge duration
Pictogram minus.png 10% damage vulnerability while not active
Pictogram minus.png 20% damage vulnerability while active
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Ullapool Caber.png

Melee
Ullapool Caber

-Fixed not being able to mini-crit boost with a Demoman shield charge

-Removed "No random critical hits"

-Increased firing speed penatly to -25% from -20%

-Decreased melee damage to 35 from 55

-Increased explosion damage to 95 from 75

-Increased explosion radius to 146 Hu from 102 Hu

-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.

-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage

-Added "Deals Mini-Crits while the wielder is explosive jumping"
NOTE: This doesn't transfer to active sticky traps if detonated

-Added "Mini-Crits whenever it would normally crit"

-Added "Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds"

-Added "This weapon can taunt kill, but deals decreased damage if re-charging"
NOTE: While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.

-Added "+33% melee range"

Pictogram plus.png Causes a special explosion when you hit an enemy or surface
Pictogram plus.png Deals Mini-Crits while the wielder is explosive jumping
Pictogram minus.png When the explosion happens, the user takes self inflicted blast damage and is launched into the air
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Pictogram info.png This weapon can taunt kill, but deals decreased damage while re-charging
Pictogram info.png Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds

Backpack Persian Persuader.png

Melee
Persian Persuader

-Removed "Ammo boxes collected also refill your charge meter"

-Removed "Melee hits refill 20% of your charge meter"

-Removed "-80% max Primary ammo on wearer"

-Removed "-80% max Secondary ammo on wearer"

-Removed "No random critical hits"

-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"
NOTE: This weapon doesn't need to be active to benefit from this

-Added "-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)"

-Added "-50% ammo from Dispensers and Payload carts on wearer"

-Added "-50% health gained from dropped ammo packs"

-Added "25% slower firing speed"

Pictogram plus.png Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
Pictogram minus.png -50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)
Pictogram minus.png -50% ammo from Dispensers and Payload carts on wearer
Pictogram minus.png -50% health gained from dropped ammo packs
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time


Heavy - Class Changes
Changes Full New Stats

-Added "(Ability) Heavyweight"
NOTE: Grants 33% reduction in push force taken from damage and airblasts on wearer

-Added "(Ability) Doctor's Pet"
NOTE: Grants the accelerated UberCharge rate for an attached Medic constantly

-Increased base move speed to 240 Hu from 230 Hu

-Increased max health to 320 from 300, but -50% max overheal on wearer

-Added "This weapon has bonus melee range, but slower deploy time" to all Heavy Melee weapons

-Increased damage to 75 from 65 for all Heavy Melee weapons

(Ability) Heavyweight
(Ability) Doctor's Pet

Heavy - Minigun Changes

Pictogram plus.png Increased accuracy by 33%

Pictogram plus.png Increased damage falloff distance to 1200 Hu from 900 Hu

Pictogram plus.png Decreased damage falloff multiplier to 50% from 66%

Pictogram plus.png Decreased base spin down time to 0.75 second from 0.87s

Pictogram plus.png Added "When fully spun up: Gain 15% damage resistance"

Pictogram plus.png Added "When fully spun up: Nearby teammates gain damage resistance"
NOTE: This can't stack with multiple nearby Heavies

Pictogram plus.png Increased move speed while deployed to -50% from -47%

Pictogram plus.png Removed "Miniguns having one-second damage and accuracy ramp up after being spun up" penalty

Pictogram plus.png | Pictogram minus.png Added "Bullets penetrate all enemies, but each bullet loses 33% damage with each enemy penetrated"

Pictogram plus.png | Pictogram minus.png Increased the number of bullets per shot (to 6 from 4), but reduced the damage dealt
NOTE: In the vanilla game, a point blank single shot would deal 54 damage, but it's being decreased to 36 (-33%)
NOTE: In the vanilla game, each bullet would deal 13.5 damage at point blank, but it's being decreased to 6 (-55.55%)
NOTE: In the vanilla game, each bullet would deal 4.5 damage at max distance, but it's being decreased to 3 (-33%)

Pictogram minus.png Increased base spin up time to 1 second from 0.87s

Heavy - Edible Changes

-All edibles now count as a medium health packs once thrown
NOTE: Unless specified

-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"

-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"

-Added "While eating: +25% bonus healing given and/or gained from every healing source or weapon effect"

-Changed number of bits and amount of health recovered per bite
NOTE: The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.
NOTE: Decreased health per bite to 64 from 75

-Changed the recharge system when picking up HP packs
NOTE: Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%
NOTE: In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty

Heavy - Shotgun Changes

Any Shotgun that Heavy has access to will gain these bonuses below
NOTE: For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun

-Added "33% of damage dealt is returned as health"
NOTE: This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects

-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took"
NOTE: If the user dies within the time, your teammates will still gain the percentage of health

-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 16.5% of the damage you took"
NOTE: If the user dies within the time, your teammates will still gain the percentage of health

Heavy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Minigun.png

Primary
Minigun

-See additional changes in "Heavy Minigun Changes" tab

Backpack Natascha.png

Primary
Natascha

-Removed "20% damage resistance when below 50% health and spun up"

-Increased damage penalty to -33% from -25%

-Removed "30% slower spin up time"

-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"

-Added "Applies no knockback against enemies"

-Completely remade the slow-down system similar to the "Sandman". The remade slow-down system now scales between -50% at close range and -5% at max range.
NOTE: As long as 1 bullet hits an enemy, it will apply the slow-down

-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu
NOTE: In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.

Pictogram plus.png When fully spun up: Slow down enemies around you by 20%
Pictogram plus.png On hit: Slows down enemy players based on distance and their current speed
Pictogram minus.png -33% damage penalty
Pictogram info.png Applies no knockback against enemies

Backpack Brass Beast.png

Primary
Brass Beast

-Removed "+20% damage bonus"

-Removed "20% damage resistance when below 50% health and spun up"

-Added "+1 bullets fired per shot"

-Added "33% slower spin down time"

-Decreased spin up time penalty to 33% from 50%

-Decreased move speed while deployed to -33% from -60%

Pictogram plus.png +1 bullets fired per shot
Pictogram minus.png 33% slower spin up and spin down time
Pictogram minus.png -33% slower move speed while deployed

Backpack Tomislav.png

Primary
Tomislav

-Increased accurate bonus to +25% from +20%

-Increased spin up bonus to +33% from +20%

-Added "+33% faster spin down time"

Pictogram plus.png Silent killer: No barrel spin sound
Pictogram plus.png +33% faster spin up and down time
Pictogram plus.png 25% more accurate
Pictogram minus.png 20% slower firing speed

Backpack Huo-Long Heater.png

Primary
Huo-Long Heater

-Removed "25% damage bonus vs burning players"

-Removed "10% direct damage penalty"

-Increased the ring of flames damage to 20 from 12

-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s

-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 7 damage dealt. For each 20%, afterburn damage is increased by 1.

-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."

-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"
NOTE: There is no limit of how much overheat can be achieved

-Added "Must fully cooldown before using HEAT again"

-Added "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."
NOTE: Takes 10 seconds to get to 100%. If spun up, it would require 30 seconds to recover. If not spun up, it would require 20 seconds to recover. If weapon isn't active, it would require 10 seconds to recover. Any overheat requires 50% longer time to recover based on each situation.

Pictogram plus.png Creates a ring of flames while spun up
Pictogram plus.png RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage.
Pictogram plus.png | Pictogram minus.png While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled.
Pictogram plus.png | Pictogram minus.png Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost
Pictogram minus.png Must fully cooldown before using HEAT again
Pictogram minus.png Consumes an additionally 4 ammo per second while spun up
Pictogram info.png Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer.

Backpack Shotgun.png

Secondary
Shotgun

-See additional changes in "Heavy - Shotgun Changes" tab

Backpack Sandvich.png

Secondary
Sandvich

-See additional changes in "Heavy - Edible Changes" tab

-Increased consumption healing effect to 320 HP from 300

Pictogram plus.png On consumption: Heal up to 320 health
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Dalokohs Bar.png

Secondary
Dalokohs Bar

-Removed "Adds +50 max health for 30 seconds"

-Increased recharge time to 30 seconds from 10s

-Added "-100% consumption healing effect"

-Added "On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration."

-Added a new visual while under the effects

Pictogram plus.png On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration.
Pictogram minus.png -100% consumption healing effect
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Buffalo Steak Sandvich.png

Secondary
Buffalo Steak Sandvich

-Removed "+25% damage taken & mini-crits dealt" while under the effects

-Added "-100% consumption healing effect"

-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts

-Added "While under the effects, user gains full reduction in push force taken from damage"

-Added "While under the effects, edible can't be recharged in anyway"
NOTE: Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged

-Added "There is no effect duration and you can switch off of Melee at any time while under the effects"

-Added a new visual while under the effects

Pictogram plus.png On consumption: User gains a +25% move speed and full reduction in push force taken from damage
Pictogram minus.png While under the effects, user is switched to Melee and edible can't be recharged in anyway
Pictogram minus.png -100% consumption healing effect
Pictogram info.png There is no effect duration and you can switch off of Melee at any time while under the effects
Pictogram info.png 30 second recharge once no longer under the effects
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Family Business.png

Secondary
Family Business

-Increased damage penalty to -20% from -15%

-Decreased firing speed to +10% from +15%

-Added "20% more accurate"

-Added "5% faster reload time"

Pictogram plus.png +33% clip size
Pictogram plus.png 20% more accurate
Pictogram plus.png +10% faster firing speed
Pictogram plus.png 5% faster reload time
Pictogram minus.png -20% damage penalty

Backpack Second Banana.png

Secondary
Second Banana

-Increased self healing penalty to -75% from -33%

-Increased recharge time to 30 seconds from 10s

-Added "On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"

-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"

-Added a new visual while under the effects

Pictogram plus.png On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds
Pictogram minus.png On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds
Pictogram minus.png -75% consumption healing effect
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Fists.png Backpack Apoco-Fists.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "+25% max Primary ammo on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it

Pictogram plus.png +25% max Primary ammo on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Killing Gloves of Boxing.png

Melee
Killing Gloves of Boxing

-Increased the 100% critical chance duration to 6 seconds from 5s

-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"

-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"

-Added "Applies no knockback against enemies"

-Increased firing speed penalty to 25% from 20%

Pictogram plus.png On kill: Gain 6 seconds of crits for all of your weapons
Pictogram plus.png On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons
Pictogram minus.png On kill or assist-kill: User is Marked-for-Death for 3 seconds
Pictogram minus.png 25% slower firing speed
Pictogram info.png Applies no knockback against enemies
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Gloves of Running Urgently.png

Melee
Gloves of Running Urgently

-Removed "This weapon holsters 50% slower"

-Increased max health drain while active to -20 HP/sec from -10 HP/sec

-Increased move speed bonus to +33% from +30%

-Increased the minimum health to 1 health from 100

-Decreased the "accelerated drain" when switching back and forth between weapons to 10 from 20

-Added a new particle system that will visually show any player how much missing health you have

Pictogram plus.png +33% faster move speed while active
Pictogram minus.png Maximum health is drained while weapon is active (-20 HP/sec)
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

-Removed "+30% damage bonus"

-Removed "+30% damage vulnerability while active"

-Increased health restored on kill to +64 from +50

-Added "+32 health restored on assist-kill"

-Added "+20% faster firing speed"

-Added "On miss: Punch yourself for 50 health! You coward!"

-Added "-100% healing gained from every healing source or weapon effect while active (Except from kills/assist-kills)"

Pictogram plus.png +20% faster firing speed
Pictogram plus.png +64 health restored on kill
Pictogram plus.png +32 health restored on assist-kill
Pictogram minus.png On miss: Punch yourself for 50 health! You coward!
Pictogram minus.png -100% healing gained from every healing source or weapon effect while active (Except from kills/assit-kills)
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Fists of Steel.png

Melee
Fists of Steel

-Removed "-40% damage from ranged sources while active"

-Removed "This weapon holsters 100% slower"

-Removed "-40% maximum overheal on wearer"

-Removed "-40% health from healers on wearer"

-Added "-33% damage taken from all sources, except from melee while active"

-Increased melee vulnerability to +150% from +100%

-Added "50% slower weapon switch on wearer"
NOTE: This does stack with "This weapon has slower deploy time"

Pictogram plus.png -33% damage taken from all sources, except from melee while active
Pictogram minus.png +150% damage vulnerability from melee sources while active
Pictogram minus.png 50% slower weapon switch on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Eviction Notice.png

Melee
Eviction Notice

-Decreased firing speed to -25% from +40%

-Decreased move speed bonus to +10% from +15%

-Removed "-60% damage penalty"

-Removed "Maximum health is drained while item is active"

-Increased speed boost on hit to 4 seconds from 3s

-Added "On teammate hit: Boosts teammate's speed for 2 seconds"

-Added "While active: Drains Primary and Secondary ammo"

-Added "While active: No ammo from any ammo source"

When weapon is active:

Pictogram plus.png On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
Pictogram plus.png +10% faster move speed
Pictogram minus.png Drains Primary and Secondary ammo
Pictogram minus.png No ammo from any ammo source
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Backpack Holiday Punch.png

Melee
Holiday Punch

-Added "When weapon is active: User is able to pick up their own edible for 64 health"

-Added "On kill with your Primary: Gain crits for 1 second for this weapon"

-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"

-Added "100% slower firing speed"

-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"

Pictogram plus.png When weapon is active: User is able to pick up their own edible for 64 health
Pictogram plus.png On kill with your Primary: Gain crits for 1 second for this weapon
Pictogram plus.png On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon
Pictogram plus.png On hit: Force enemy to laugh who also has this same weapon active
Pictogram plus.png Always critical hit from behind
Pictogram plus.png Critical hit forces victim to laugh
Pictogram minus.png Critical hits do no damage
Pictogram minus.png 100% slower firing speed
Pictogram info.png The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
Pictogram info.png This weapon has bonus melee range, but slower deploy time


Engineer - Class Changes
Changes Full New Stats

-Added "(Ability) Supply Vision"
NOTE: User can see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers

(Ability) Supply Vision

Engineer - PDA and Sentry Guns Changes/Additions
Weapon Changes
Backpack PDA.png

Construction/Destruction PDA

-Increased rotating speed when placing a building by 100%

-Added "Able to build Dispensers in Medieval mode"

-Increased Dispenser range by +50%

-Decreased metal cost when constructing and/or upgrading Teleporters by 20%

-Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."
NOTE: The Mini-Teleporter counts as a Level 3 building

-Increased bullets refilled per Wrench hit to 45 from 40

-Increased rockets refilled per Wrench hit to 9 from 8

Sentry Rocket.png

Sentry Rockets

-Added "On direct hits: Increases explosion radius by 60%"

-Added "On direct hits: Briefly cancels the target's momentum"

-Increased projectile speed to 2000 Hu from 1100 Hu

-Decreased damage by 33%
NOTE: Reduces max damage to 100 from 150

-Increased metal refill cost multiplier to 5 from 2
NOTE: In the vanilla game, it would take 40 metal to fully refill rockets, but this increases it to 100 metal

RED Level 1 Sentry Gun.pngRed Mini Sentry.png

Sentry Gun and Mini-Sentry DPS

-The firing speed was increased for both the Sentry Gun/Mini-Sentry due to how often the damage is updated on the server to 66 times per second instead of 20 times per second
NOTE: The Mini-Sentry actually has a +33.333% firing speed bonus (not +50%) when compared to the Sentry Gun (which is more noticeable due to the change mentioned above)
NOTE: This was mostly meant to fix the Wrangler's firing speed multiplier

-Decreased Sentry Gun damage by 15.79%
NOTE: The overall dps is unchanged due to the change mentioned above

-Decreased Mini-Sentry damage by 20%
NOTE: The overall dps is unchanged due to the change mentioned above

Red Mini Sentry.png

Mini-Sentry

-Decreased build speed to +100% from +150%

-Decreased build cost to 75 metal from 100
NOTE: We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build

Mini-Dispenser
(When using the Gunslinger)

Pictogram plus.png Healing and ammo dispensed are not blocked by walls
Pictogram plus.png +100% Dispenser radius
Pictogram plus.png Costs 75 metal to build
Pictogram plus.png +100% build speed
Pictogram info.png Dispenses as the same rate as a normal LV1
Pictogram info.png Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed

Mini-Teleporter
(When using the Gunslinger)

Pictogram plus.png Teleporter can be used in both directions
Pictogram plus.png Costs 25 metal to build
Pictogram plus.png +100% build speed
Pictogram info.png Recharges as the same rate as a normal LV3
Pictogram info.png Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed

Engineer - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Shotgun.png

Primary
Shotgun

NO CHANGES

NO CHANGES

Backpack Frontier Justice.png

Primary
Frontier Justice

-Added "20% more accurate"

-Added "-50% max Primary ammo on wearer"

-Removed "No random critical hits"

Pictogram plus.png Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
Pictogram plus.png 20% more accurate
Pictogram minus.png -50% clip size
Pictogram minus.png -50% max Primary ammo on wearer
Pictogram info.png Revenge crits are lost on death

Backpack Widowmaker.png

Primary
Widowmaker

-Increased bonus damage to your Sentry Gun's target to 20% from 10%

-Decreased metal cost per shot to -25 from -30

Pictogram plus.png On hit: Damage dealt is returned as ammo
Pictogram plus.png 20% increased damage to your Sentry Gun's target
Pictogram plus.png No reload necessary
Pictogram minus.png Per Shot: -25 ammo
Pictogram minus.png Uses metal as ammo

Backpack Pomson 6000.png

Primary
Pomson 6000

-Removed "On Hit: Victim loses up to 10% Medi Gun charge"

-Removed "On Hit: Victim loses up to 20% cloak"

-Removed "Deals only 20% damage to buildings"

-Removed hidden clip size penalty
NOTE: 6 shots instead of 4

-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun

-Added hidden "4% slower reload time"
NOTE: This matches the default Shotgun

-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected
Pictogram plus.png On hit: Decreases healing given and/or gained from every healing source or weapon effect
Pictogram minus.png -20% damage penalty
Pictogram info.png Healing effect is decreased over distance and duration is increased over distance

Backpack Rescue Ranger.png

Primary
Rescue Ranger

-Removed "-50% max Primary ammo on wearer"

-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"

Pictogram plus.png Alt-Fire: Use 100 metal to pick up buildings from long range
Pictogram plus.png Fires a special bolt that can repair friendly buildings
Pictogram minus.png -34% clip size
Pictogram minus.png -34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Pictogram minus.png Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
Pictogram minus.png 4-to-1 health-to-metal ratio when repairing buildings

Backpack Pistol.png

Secondary
Engineer's Pistol(s)

-Decreased reload time to 1.25 seconds from 1.36s
NOTE: This matches Scout's Pistol

-Decreased Secondary ammo to 96 from 200
NOTE: Scout's Pistol is being increased to 96 from 36


Backpack Wrangler.png

Secondary
Wrangler

-Decreased shield resistance to 33% from 66% with Sentry Guns

-Removed the shield resistance with Mini-Sentry Guns

-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.

-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2

-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
NOTE: Roughly 3-4 more bullets and 1 more rocket will be refilled per hit

Pictogram plus.png The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Pictogram plus.png Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%
Pictogram plus.png Wrangled Mini-Sentry Guns gains x3 firing rate
Pictogram minus.png Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Pictogram minus.png Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Pictogram info.png Take manual control of your Sentry Gun or Mini-Sentry

Backpack Short Circuit.png

Secondary
Short Circuit

-Removed "No random critical hits"

-Removed vanilla Primary-Fire effect

-Technically removed "Per Shot: -5 ammo"

-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"

Pictogram plus.png Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Pictogram plus.png Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
Pictogram plus.png No reload necessary
Pictogram minus.png Cannot pick up buildings when active
Pictogram minus.png Uses metal for ammo

Backpack Wrench.png

Melee
Wrench

NO CHANGES

NO CHANGES

Backpack Gunslinger.png

Melee
Gunslinger

-Removed "Third successful punch in a row always crits"

-Removed "No random critical hits"

-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"

-Added "+6.666% faster move speed on wearer"

Pictogram plus.png +25 max health on wearer
Pictogram plus.png +6.666% faster move speed on wearer
Pictogram info.png Replaces all buildings with mini versions

Backpack Southern Hospitality.png

Melee
Southern Hospitality

-Removed "No random critical hits"

-Removed "20% fire damage vulnerability on wearer"

-Added "15% bullet damage vulnerability on wearer"

-Added "One hit destroys any Sapper"

-Increased bleed duration to 8 seconds from 5s

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png One hit destroys any Sapper
Pictogram plus.png On hit: Bleed for 8 seconds
Pictogram minus.png 15% bullet damage vulnerability on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Jag.png

Melee
Jag

-Increased construction hit bonus to +100% from +30%

-Increased repair rate penalty to -50% from -20%
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.

-Removed "+15% faster firing speed"

-Removed "-25% damage penalty"

-Changed damage penalty *vs buildings* to *vs Sappers*
NOTE: This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits

-Added "60% faster upgrade rate"
NOTE: Increased upgrade rate to 40 from 25 per hit

Pictogram plus.png Construction hit speed boost increased by 100%
Pictogram plus.png 60% faster upgrade rate
Pictogram minus.png -50% damage penalty vs Sappers
Pictogram minus.png 50% slower repair rate

Backpack Eureka Effect.png

Melee
Eureka Effect

-Removed "-50% metal cost when constructing or upgrading Teleporters"

-Removed "Construction hit speed boost decreased by 50%"

-Increased metal reduction from pickups and Dispensers to -25% from -20%

-Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."

-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"

-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"

-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"

-Added "On death: User's exit teleporter is auto-matically destroyed"

Pictogram plus.png Press RELOAD to choose to teleport to spawn or your exit teleporter
Pictogram plus.png When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.
Pictogram minus.png -25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Pictogram minus.png On death: User's exit teleporter is auto-matically destroyed
Pictogram info.png Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.


Medic - Class Changes
Changes Full New Stats

-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"

NOTE: All health regeneration numbers are doubled while healing a hurt Patient
Pictogram info.png 3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
Pictogram info.png 6 health per second (Max regen)

(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Health regeneration

Medic - Primary Changes
Weapon Changes

Backpack Syringe Gun.png Backpack Blutsauger.png Backpack Overdose.png Backpack Crusader's Crossbow.png
Syringe Gun, Blutsauger, Overdose, and Crusader's Crossbow

-Added "This weapon will reload automatically when not active"
NOTE: Crusader's Crossbow was already doing this

-Added "User can see their UberCharge percentage while their Primary is active"

Medic - Secondary Changes
Changes Full New Stats

-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
NOTE: In the vanilla game, the default Medi Gun was already doing this

Pictogram plus.png Match the speed of any faster heal target
Pictogram minus.png While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence

Medic - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Syringe Gun.png

Primary
Syringe Gun

-See additional changes in "Medic - Primary Changes" tab

-Added "On hit: 1% UberCharge added"

Pictogram plus.png On hit: 1% UberCharge added
Pictogram info.png This weapon will reload automatically when not active

Backpack Blutsauger.png

Primary
Blutsauger

-Removed "On Hit: Gain up to +3 health"

-Removed "-2 health drained per second on wearer"

-Added "On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user."
NOTE: The healing percentage is 33% due to the Mad Milk change
NOTE: UberCharge gained is around 1% per 16-18 health given

Pictogram plus.png On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user.
Pictogram info.png This weapon will reload automatically when not active

Backpack Crusader's Crossbow.png

Primary
Crusader's Crossbow

-Added "25% slower reload time"

-Increased Primary ammo penalty to -80% from -75%

-Increased projectile speed to 3000 Hu from 2400 Hu

-Decreased point blank heal shot to 25 health from 75

-Increased max distance heal shot to 175 health from 150

Pictogram plus.png Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png 38 damage dealt (point blank) to 75 damage dealt (long range)
Pictogram info.png 25 health restored (point blank) to 175 health restored (long range)
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

Backpack Overdose.png

Primary
Overdose

-Removed "-15% damage penalty"

-Increased move speed bonus while active to +25% from +20%

-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"

-Added "ALT-FIRE: Exchange 10% UberCharge for 5 seconds of invisibility"
NOTE: The user can switch away and keep the invisibility for the reminder of the duration
NOTE: The user can heal an invisible Spy teammate with their Medi Gun

Pictogram plus.png When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%
Pictogram plus.png While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
Pictogram info.png ALT-FIRE: Exchange 10% UberCharge for 5 seconds of invisibility
Pictogram info.png This weapon will reload automatically when not active

Backpack Medi Gun.png

Secondary
Medi Gun

-See additional changes in "Medic - Secondary Changes" tab

Pictogram info.png UberCharge: Grants Patient and the user invulnerability
Pictogram info.png While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

-Increased healing during the taunt to 15 HP from 11 HP

-Added "On taunt: Recover 15 health" at the start of the taunt

-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge

-Removed "UberCharge: Grants Crits to your Patient's weapons"

-Added additional new visual when UberCharged is activated

-Added "While healing: Your Patient receives any positive buff that is currently affecting you"

-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"

-Added a new backpack model

Pictogram plus.png While healing: Your Patient receives any positive buff that is currently affecting you
Pictogram plus.png On taunt: Recover 15 health, then 15 additional health during the taunt
Pictogram plus.png +25% UberCharge rate
Pictogram info.png UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons
Pictogram info.png While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Quick-Fix.png

Secondary
Quick-Fix

-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"
NOTE: In the vanilla game, the "full turning control" was already being applied

-Increased UberCharge rate bonus to +25% from +10%

-Increased heal rate bonus to +50% from +40%

-Increased heal rate multipler during UberCharge to 400% from 300%

-Added a speed boost during UberCharge

-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"
NOTE: This doesn't include the x4 healing during the UberCharge

-Removed "50% max overheal"

-Added "66% faster overheal decay"

-The full knock-back resistance and speed boost will now linger for 1 second when switching targets

-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged

Pictogram plus.png While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.
Pictogram plus.png +25% UberCharge rate
Pictogram plus.png +50% heal rate
Pictogram minus.png Normal UberCharge rate and heal rate while healing overhealed Patients
Pictogram minus.png 66% faster overheal decay
Pictogram info.png UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users
Pictogram info.png While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for up to 8 seconds

Backpack Vaccinator.png

Secondary
Vaccinator

-Decreased UberCharge rate to +10% from +67%

-Increased resistance while healing to +20% from +10%

-Removed "-33% UberCharge rate on overhealed Patients"

-Removed "-66% Overheal build rate"

-Added "-50% max overheal"

-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"

-Added 20% crit resistance of the selected type while healing for yourself and your Patient

-Added "User can now see their UberCharge percentage while this weapon is active"

Pictogram plus.png Press RELOAD to cycle through resist types
Pictogram plus.png While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type
Pictogram plus.png +10% UberCharge rate
Pictogram minus.png -50% max overheal
Pictogram info.png UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.

Backpack Bonesaw.png Backpack Festive Bonesaw.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "20% faster global weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it

-Added "On hit: Bleed for 4 seconds"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it

Pictogram plus.png 20% faster global weapon switch on wearer
Pictogram plus.png On hit: Bleed for 4 seconds

Backpack Ubersaw.png

Melee
Ubersaw

-Decreased UberCharge added on hit to 20% from 25%

-Removed "20% slower firing speed"

-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"

-Added "-20% UberCharge rate for Secondary"

-Added "Lose 10% UberCharge if your current attached Patient dies"

Pictogram plus.png On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge
Pictogram plus.png On hit: 20% UberCharge added
Pictogram minus.png -20% UberCharge rate for Secondary
Pictogram minus.png Lose 10% UberCharge if your current attached Patient dies

Backpack Vita-Saw.png

Melee
Vita-Saw

-Removed "Collect the organs of people you hit"

-Added "On kill with any weapon: Regen up to 20% of your max HP over 7 seconds"

-Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"
NOTE: The HP regen doesn't scale down if the user took damage recently
NOTE: The healing effects can stack multiple times from different targets. Additionally, each kill/assist-kill's healing percentages can stack with different percentages.

-Added "On hit with this weapon: +30 health restored that can overheal the user"

-Added "25% slower firing speed"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png On kill with any weapon: Regen up to 20% of your max HP over 7 seconds
Pictogram plus.png On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds
Pictogram plus.png On hit with this weapon: +30 health restored that can overheal the user
Pictogram minus.png -10 max health on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Amputator.png

Melee
Amputator

-Removed "+3 health regenerated per second while active"

-Added "Guaranteed 4 health regenerated per 1/2 second while active"
NOTE: This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects

-Added "Disables self health regeneration while active"

-Added "Taunt is loopable and can be canceled at any time by moving"

-Added "This weapon has bonus melee range, but slower deploy time"

When weapon is active:

Pictogram plus.png Guaranteed 4 health regenerated per 1/2 second
Pictogram plus.png Alt-Fire: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.
Pictogram minus.png Disables self health regeneration
Pictogram minus.png -20% damage penalty
Pictogram info.png Taunt is loopable and can be canceled at any time by moving
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Backpack Solemn Vow.png

Melee
Solemn Vow

-Moved "Allows you to see enemy health" to the Medic class

-Removed "10% slower firing speed"

-Added "Allows your attached Patient to see enemy health"

-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"

-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"

-Added "-40% damage penalty"

Pictogram plus.png Allows your attached Patient to see enemy health
Pictogram plus.png While active: User can see friendly players and buildings through walls, including disguised Spies
Pictogram minus.png An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage
Pictogram minus.png -40% damage penalty


Sniper - Class Changes
Changes Full New Stats

-Added "(Ability) Precision Elimination"
NOTE: When your Rifle is fully charged, you don't flinch when damaged
NOTE: When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts

-Added "(Ability) Melee wall climb"
NOTE: User is hurt for 10 health per wall climb
NOTE: Melee attack is 75% faster after a wall climb

-Increased accuracy by 66% and ammo by 33% for all Secondary SMGs

(Ability) Precision Elimination
(Ability) Melee wall climb

Sniper - Rifle Changes
Changes New Damage Numbers

-Removed the hidden cap that limits charging time
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.

-Decreased base time for a full charge to 3 seconds from 3.3s

-Added 5% faster base reload time

-Increased ammo count to 32 from 25

-Increased move speed while aiming to 100 Hu from 80 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower

-Changed base damage against players and buildings
NOTE: It will be a x4 damage multiplier instead of x3

VS Players
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)

120 headshot uncharged (from 150)
480 headshot fully charged (from 450)

VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)

Sniper - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Sniper Rifle.png

Primary
Sniper Rifle

-See additional changes in "Sniper - Rifle Changes" tab

Backpack Huntsman.png

Primary
Huntsman

-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu

-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu

-Decreased move speed penalty while aiming to -33% from -46.67%

-Increased total ammo count to 16 from 13

-Added damage falloff to projectile
NOTE: Point blank up to 500 Hu away bodyshots deal 120 damage
NOTE: Between 500 and 900 Hu away bodyshots deal up to 60 damage
NOTE: Headshots deal 360 damage at any range
NOTE: Deals up to 120 damage towards buildings at any range

Pictogram plus.png The longer you aim, the more damage and faster the arrow travels
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds
Pictogram minus.png While aiming: -33% move speed
Pictogram info.png Shoots arrows instead of bullets
Pictogram info.png Allowed in Medieval mode

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

-Removed "No random critical hits"

-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"

-Increased charge rate bonus to +33% from +25%

-Added "On headshot: Doubles the Jarate duration"

-Added "On scoped hit: Slows target by 20% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s

Pictogram plus.png +33% charge rate
Pictogram plus.png On scoped hit: Slows target by 20% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot
Pictogram minus.png Mini-crits on headshots
Pictogram minus.png While aiming: -66% move speed

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"

Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Pictogram minus.png Base charge rate decreased by 50%
Pictogram minus.png While aiming: -66% move speed
Pictogram info.png User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users

Backpack Machina.png

Primary
Machina

-Removed "On full charge: +15% damage per shot"

-Removed requirement for full charge to penetrate enemies

-Added "On kill: 25% of all of the overkill damage will be added to your next shot"
NOTE: There is no limit on the amount of damage that can be earned

-Added "A shot that has overkill damage being applied will not count towards the next shot"

Pictogram plus.png On kill: 25% of all of the overkill damage will be added to your next shot
Pictogram plus.png Shot penetrate all enemies
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png Cannot fire unless zoomed
Pictogram minus.png Fires tracers rounds
Pictogram info.png A shot that has overkill damage being applied will not count towards the next shot

Backpack Hitman's Heatmaker.png

Primary
Hitman's Heatmaker

-Increased body shot penalty to -33% from -20%

-Removed "+25% faster charge while in Focus" stat
NOTE: This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).

-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"

-Added "25% faster reload time while in Focus"

-Increased Focus gained from kills to 50% from 35%

-Increased Focus gained from assist-kills to 25% from 15%

-Added "-50% Focus gained while Focus is active"

-Focus is only gained with kills/assist-kills with this weapon instead of any weapon

Pictogram plus.png On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Pictogram plus.png Gain Focus with kills/assists even while using Focus
Pictogram plus.png Press RELOAD at anytime to activate Focus
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png -33% damage on body shots
Pictogram info.png While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds

Backpack Classic.png

Primary
Classic

-Removed "No headshots when not fully charged"

-Removed "-10% damage on body shots"

-Added "While unscoped aiming: -33% move speed"

-Added "-25% damage penalty"

-Added a small reload bonus to match the Sniper Rifle's attack rate

Pictogram plus.png Charge and fire shots independent of zoom
Pictogram plus.png While unscoped aiming: -33% move speed
Pictogram minus.png While scoped aiming: -66% move speed
Pictogram minus.png -25% damage penalty

Backpack SMG.png

Secondary
Submachine Gun

-Added "66% more accurate"

-Added "33% max Secondary ammo on wearer"

Backpack Jarate.png

Secondary
Jarate

-Added "Allowed in Medieval mode"

-Added "While doing the objective: +50% faster recharge rate"

-Increased extinguishing teammate cooldown to 33% from 20%

-Increased recharge time to 30 seconds from 20s

-Increased splash radius to 219 Hu from 200 Hu

Pictogram plus.png Coated enemies take mini-crits from all sources
Pictogram plus.png While doing the objective: +50% faster recharge rate
Pictogram plus.png Extinguishing teammates reduces cooldown by -33%
Pictogram plus.png Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Razorback.png

Secondary
Razorback

-Added "+6.666% faster move speed on wearer"

-Added "+12% faster move speed while aiming"

Pictogram plus.png +6.666% faster move speed on wearer
Pictogram plus.png +12% faster move speed while aiming
Pictogram plus.png Blocks a single backstab attempt
Pictogram minus.png -100% maximum overheal on wearer
Pictogram info.png Regenerates after 30 seconds
Pictogram info.png Allowed in Medieval mode

Backpack Darwin's Danger Shield.png

Secondary
Darwin's Danger Shield

-Added "50% reduction in push force taken from damage and airblasts"

-Added "+30% explosive damage resistance on wearer"

Pictogram plus.png 50% reduction in push force taken from damage and airblasts
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +50% fire damage resistance on wearer
Pictogram plus.png Immune to the effects of afterburn
Pictogram info.png Allowed in Medieval mode

Backpack Cozy Camper.png

Secondary
Cozy Camper

-Moved "No flinching when aiming and fully charged" to the Sniper class

-Moved "Knockback decreased by 20% when aiming" to the Sniper class

-Removed "+4 health regenerated per second on wearer"

-Added "10% of any Primary damage done is returned as health"

-Added "Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon"

Pictogram plus.png 10% of any Primary damage done is returned as health
Pictogram plus.png Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon
Pictogram info.png Allowed in Medieval mode

Backpack Cleaner's Carbine.png

Secondary
Cleaner's Carbine

-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."

-Removed "No random critical hits"

-Decreased firing speed penalty to 15% from 25%

-Added "On kill with any weapon: Gain 34% CRIKEY meter"

-Added "On assist-kill with any weapon: Gain 17% CRIKEY meter"

-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"
NOTE: Able to gain meter while draining, but at -66% rate

Pictogram plus.png On kill with any weapon: Gain 34% CRIKEY meter
Pictogram plus.png On assist-kill with any weapon: Gain 17% CRIKEY meter
Pictogram minus.png 15% slower firing speed
Pictogram minus.png -20% clip size
Pictogram info.png Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds

HIDDEN EXTRA STATS

Pictogram plus.png 66% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

Backpack Kukri.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "Better wall climbing when compared to the other unlock Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the health lost per wall climb to 5 from 10
NOTE: Increases the total height per wall climb by 33%

Pictogram plus.png Better wall climbing when compared to the other unlock Melee weapons

Backpack Tribalman's Shiv.png

Melee
Tribalman's Shiv

-Removed "-50% damage penalty"

-Added "-50% damage vs players"

-Added "-50% bleed damage"

-Increased bleed duration to 10 seconds from 6s

-Added "+15% faster firing speed"

Pictogram plus.png On hit: Bleed for 10 seconds
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -50% damage vs players
Pictogram minus.png -50% bleed damage

Backpack Bushwacka.png

Melee
Bushwacka

-Removed "Crits whenever it would normally mini-crit"

-Removed "No random critical hits"

-Added "Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
Pictogram minus.png 20% damage vulnerability while active
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Shahanshah.png

Melee
Shahanshah

-Swapped the less or greater than stats

-Increased damage bonus to +30% from +25%

-Decreased damage penalty to -20% from -25%

-Added "This weapon deploys +30% faster when health >50% of max"

-Added "This weapon deploys +20% slower when health <50% of max"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png This weapon deploys +30% faster when health >50% of max
Pictogram plus.png +30% increase in damage when health >50% of max
Pictogram minus.png This weapon deploys +20% slower when health <50% of max
Pictogram minus.png -20% decrease in damage when health <50% of max
Pictogram info.png This weapon has bonus melee range, but slower deploy time


Spy - Class Changes
Changes Full New Stats

-Added "(Ability) Uncloak & Dagger"
NOTE: Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed

-Added "(Ability) Spy Camera"
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When the camera is activated, the user's current disguise is removed and can't disguise while using the camera
NOTE: When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: 30 second cooldown starts once you leave the camera

(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Uncloak & Dagger
(Ability) Spy Camera

Spy - Knives Changes/Additions

-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"

Spy - Sapper Changes/Additions
Sapping a Building Throwable Sapper

Pictogram plus.png On sap: Highlights the building for the user and teammates for the next 10 seconds
NOTE: If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration

Pictogram plus.png Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls
NOTE: 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies

Pictogram plus.png Enemies within 450 Hu will lose twice as much
NOTE: 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply

Pictogram info.png Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, it increases by 50% (instead of adding together)

Pictogram info.png Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemey, whenever the user dies, or after throwing a new one

Pictogram info.png Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius

Pictogram info.png 30 second cooldown starts once destroyed

Pictogram minus.png While a Sapper is on the ground, the user is unable to Sap a building

Pictogram minus.png While cloaked: User can't throw out nor destroy the Sapper

Pictogram minus.png -75% Sapper health when thrown

Spy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Revolver.png

Secondary
Revolver

NO CHANGES

NO CHANGES

Backpack Ambassador.png

Secondary
Ambassador

-Increased fire rate penalty to -100% from -20%

-Removed "No random critical hits"

-Removed "-15% damage penalty"

-Removed the "short cooldown during which it never crits"

-Decreased max range for headshot falloff to 900 Hu from 1200

-Headshots will now crit instead of doing normal damage after "max distance"

Pictogram plus.png Crits on headshot
Pictogram minus.png Critical damage is affected by range
Pictogram minus.png 100% slower firing speed

Backpack L'Etranger.png

Secondary
L'Etranger

-Increased damage penalty to -25% from -20%

Pictogram plus.png +40% cloak duration
Pictogram plus.png +15% cloak on hit
Pictogram minus.png -25% damage penalty

Backpack Enforcer.png

Secondary
Enforcer

-Removed "+20% damage bonus while disguised"

-Removed "Attacks pierce damage resistance effects and bonuses"

-Removed "No random critical hits"

-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"
NOTE: Stealth shots allows the user to fire this weapon without losing their disguise

-Added "Bind *custom* to manually remove your current disguise"

Pictogram plus.png Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill
Pictogram minus.png 20% slower firing speed
Pictogram info.png Stealth shots allows the user to fire this weapon without losing their disguise
Pictogram info.png Bind "custom" to manually remove your current disguise

Backpack Diamondback.png

Secondary
Diamondback

-Changed to guaranteed Mini-Crits instead of Crits

-Removed "-15% damage penalty"

-Remove "No random critical hits"

-Added "-25% damage penalty while disguised"

-Added "20% slower firing speed"

Pictogram plus.png Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
Pictogram minus.png -25% damage penalty while disguised
Pictogram minus.png 20% slower firing speed

Backpack Knife.png

Melee
Knife

-See additional changes in "Spy - Knives Changes/Additions" tab

Backpack Your Eternal Reward.png

Melee
Your Eternal Reward

-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class

-Removed "+33% cloak drain rate" penalty

-Added "+20% longer de-cloak time"

-Added "While disguised: Gain a certain bonus based on your current class type disguise"

Offense class - +33% normal damage vs players for Secondary and +100% for Melee
Defense class - +20% damage resistance
Support class - +4 health regenerated per second
NOTE: The health regen isn't decreased if the user was recently hurt

Pictogram plus.png Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
Pictogram plus.png While disguised: Gain a certain bonus based on your current class type disguise
Pictogram plus.png On kill: No attack noise
Pictogram minus.png Normal disguises require (and consumes) a full cloak meter
Pictogram minus.png +20% longer de-cloak time

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

-Added "On backstab kill: Removes all negative debuffs on user"

-Added "While cloaked: Any overheal on wearer doesn't decay"
NOTE: Includes Medic overheal or overheal granted from backstabs

Pictogram plus.png On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
Pictogram plus.png While cloaked: Any overheal on wearer doesn't decay
Pictogram minus.png -55 max health on wearer

Backpack Big Earner.png

Melee
Big Earner

-Removed "+30% cloak on kill"

-Removed "Gain a 3 second speed boost on kill"

-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"

-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"

Pictogram plus.png On kill with any weapon: Gain a 2 speed boost & +25% cloak
Pictogram plus.png On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak
Pictogram minus.png -25 max health on wearer

Backpack Spy-cicle.png

Melee
Spy-cicle

-Decreased recharge to 10 seconds from 15s

-Decreased afterburn immunity to 5 seconds from 10s

-Added "-50% direct damage penalty"

-Added "While disguised: Removes the sound of 'Spy-cicle' melting"

-Added "On hit by fire while active: Reduces initial fire damage by 90%"

-Added "This weapon has bonus melee range, but slower deploy time"

Pictogram plus.png On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
Pictogram minus.png -50% direct damage penalty
Pictogram minus.png Backstab turns victim into ice
Pictogram minus.png Melts in fire, regenerates in 10 seconds and by picking up ammo
Pictogram info.png Weapon makes a melting sound unless user is currently disguised
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Backpack Disguise Kit.png

Primary PDA
Disguise Kit

-Added "Gain 20% damage resistance against the class type you are currently disguised as"

Pictogram plus.png Gain 20% damage resistance against the class type you are currently disguised as

Backpack Invisibility Watch.png

Secondary PDA
Invis Watch

-Fixed the "While cloaked: 50% faster debuff timers"

NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers

Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram info.png Alt-Fire: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Cloak and Dagger.png

Secondary PDA
Cloak and Dagger

-Fixed the "While cloaked: 50% faster debuff timers"

NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers

-Added "Decreased decloak sound volume"

-Added "0.5 sec longer cloak blink time"

-Increased cloak meter from ammo sources penalty to -100% from -35%

Pictogram info.png Cloak Type: Motion Sensitive
Pictogram plus.png Cloak drain rate based on movement speed
Pictogram plus.png Decreased decloak sound volume
Pictogram plus.png +100% cloak regen rate
Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram minus.png No cloak meter from ammo sources
Pictogram minus.png 0.5 sec longer cloak blink time
Pictogram minus.png +33% cloak drain rate
Pictogram info.png Alt-Fire: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Dead Ringer.png

Secondary PDA
Dead Ringer

-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"

-Removed "Afterburn immunity for 3 seconds when used"

-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance

-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost

-Decreased cloak regen rate to +30% from +50%

-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"

-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity

-Increased faster debuff timers while cloaked to 75% from 50%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"

-Added "While cloaked: User gains 6 health/s passive healing"
NOTE: This is a set 6 health and doesn't scale down when damaged, but can be increased/decreased from certain effects

-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered

-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered

-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"

-Added "No health from health packs when invisible and for 5 seconds after decloaking"

-Added "No natural cloak resistance when invisible after the first 1 second"

-Added "-50% cloak meter from ammo sources"

Pictogram info.png Cloak Type: Feign Death
Pictogram plus.png Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
Pictogram plus.png While cloaked: User absorbs 75% of any damage taken, gains 6 health/s passive healing, gains a speed boost, and 75% faster debuff timers
Pictogram plus.png +30% cloak regen rate
Pictogram plus.png +40% cloak duration
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram minus.png No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
Pictogram minus.png No health from health packs when invisible and for 5 seconds after decloaking
Pictogram minus.png -50% cloak meter used when Feign Death is activated
Pictogram minus.png Absorbed damage shortens cloak duration
Pictogram minus.png -50% cloak meter from ammo sources
Pictogram info.png Allowed in Medieval mode

Backpack Electro Sapper.png

Building
Sapper

-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode

Pictogram plus.png Disables and slowly destroys enemy buildings
Pictogram info.png Allowed in Medieval mode

Backpack Red-Tape Recorder.png

Building
Red-Tape Recorder

-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode

-Removed "Reverses enemy building construction"

-Decreased Sapper damage penalty to -90% from -100%

-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed

-Added "+100% Sapper health bonus"

-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"

Pictogram plus.png Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
Pictogram plus.png +100% Sapper health bonus
Pictogram minus.png User is Marked-for-Death for 3 seconds after the Sapper has been removed
Pictogram info.png -90% Sapper damage penalty
Pictogram info.png Allowed in Medieval mode


Mult-Class - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Reserve Shooter.png

Secondary
Reserve Shooter

-Increased deploy bonus to +30% from +20%

-Added "This weapon holsters 15% faster"

-Added "20% more accurate"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png 20% more accurate
Pictogram minus.png -34% clip size

Backpack Pain Train.png

Melee
Pain Train

-Removed "10% bullet damage vulnerability on wearer"

-Added "When weapon is active"

-Added "Move speed increases by 15% while doing the objective"

-Added "15% damage vulnerability on wearer while doing the objective"

-Added "This weapon has bonus melee range, but slower deploy time"

When weapon is active & while doing the objective:

Pictogram plus.png +1 capture rate
Pictogram plus.png Move speed increases by 15%
Pictogram minus.png 15% damage vulnerability on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

-Now it will show the amount of health restored, just like other heal restoring effects/weapons

-Removed "No random critical hits"

(Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"

(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining"

(Soldier Only) -Added "On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining"
NOTE: After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user

Pictogram plus.png On kill: Restore 50% of base health
Pictogram plus.png On assist-kill: Restore 25% of base health
Pictogram minus.png Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
Pictogram info.png Soldiers and Demos can duel with Katanas for a one-hit kill
Pictogram info.png This weapon has bonus melee range, but slower deploy time

Pictogram plus.png (Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining
Pictogram plus.png (Soldier only) On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining

Backpack B.A.S.E. Jumper.png

Primary
Secondary

B.A.S.E. Jumper

(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"

(Demoman only) -Added "+20% faster reload time for your Secondary while deployed"

(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging

Pictogram plus.png Press 'JUMP' key to deploy a Parachute to slow your descent while in the air
Pictogram plus.png Gain a 2 second speed boost after taking fall damage
Pictogram minus.png Can't re-deploy the Parachute after deploying until the user touches the ground
Pictogram minus.png Reduces amount of air strafe control by 50% while deployed
Pictogram info.png Allowed in Medieval mode

Pictogram info.png (Demoman only) When a shield is not equipped:
Pictogram plus.png +20% faster reload time for your Secondary while deployed

Pictogram info.png (Demoman only) When a shield is equipped:
Pictogram plus.png User isn't affected by gravity while deployed and charging

Backpack Panic Attack.png

Primary
Secondary

Panic Attack

NO CHANGES

Pictogram plus.png +50% bullets per shot
Pictogram plus.png This weapon deploys 50% faster
Pictogram plus.png Fires a special fixed shot pattern
Pictogram minus.png -20% damage penalty
Pictogram minus.png Successive shots become less accurate




Custom Weapons

The following "new" weapons are available on the official "CTF2W" servers.

Scout - Custom Weapons
Weapon Workshop Link Stats
Short Term Solution.png

Primary
Short-term Solution

TF2 Workshop Link

Pictogram plus.png On kill: Gain a shield that blocks 25% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack
Pictogram plus.png The shield creates a small explosion when destroyed
Pictogram minus.png -15% damage penalty

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Primary
Solid Slugger

TF2 Workshop Link

Pictogram plus.png Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink)
Pictogram plus.png +34% clip size
Pictogram minus.png 20% slower recharge rate for all rechargeable weapons
Pictogram minus.png -10% damage penalty

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Primary
Shotgun Bride

CURRENTLY NO PUBLIC LINK

Pictogram plus.png Mini-crits on headshot
Pictogram plus.png On hit: Build boost that increases reload time for your next shot
Pictogram minus.png Arrows are affected by damage falloff
Pictogram minus.png 120% slower base reload time
Pictogram minus.png -83% clip size
Pictogram info.png Shoots arrows instead of bullets

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Primary
Pseudonailgun

TF2 Workshop Link

Pictogram info.png Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges.
Pictogram plus.png Damage (up to 12.5%), fire rate (up to 50%), and reload time (up to 25%) increases as meter increases
Pictogram minus.png The meter drains when you attack, stop moving, or while weapon is not active
Pictogram minus.png -12.5% move speed on wearer

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Secondary
Conventional

TF2 Workshop Link

Pictogram plus.png +100% damage vs players that have more than 90% health
Pictogram plus.png No damage falloff and minimal bullet spread
Pictogram minus.png 100% slower firing speed
Pictogram minus.png -50% clip size

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Secondary
Six Point Shuriken

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: Refills 2 Shurikens
Pictogram plus.png On assist-kill with any weapon: Refills 1 Shuriken
Pictogram plus.png +33% faster firing speed
Pictogram minus.png -20% damage penalty
Pictogram minus.png No recharge rate
Pictogram info.png User can hold up to 10 Shurikens

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Secondary
Tiki Tonic

TF2 Workshop Link

Pictogram plus.png On use: User is decreased in size or is returned to normal size
Pictogram plus.png While tiny: User is decreased in size by 30% and +30% healing given and/or gained from every healing source or weapon effect on wearer
Pictogram minus.png While tiny: User takes Mini-Crits and deals 30% less damage
Pictogram info.png Near instant recharge and with no effect duration

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Melee
Silent Slicer

TF2 Workshop Link

Pictogram plus.png 100% critical hits from behind
Pictogram minus.png -50% damage vs players that have more than 50% health
Pictogram info.png This weapon acts like a normal melee weapon (Damage and firing speed)

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Melee
Slugger's Face-Off

CURRENTLY NO PUBLIC LINK

When weapon is active:

Pictogram plus.png +45% faster firing speed
Pictogram plus.png On hit: +10% evasiveness
Pictogram minus.png Evasiveness meter drains 2.5% per second
Pictogram minus.png Every 1.5 non-melee damage is taken, 1% evasiveness is removed
Pictogram minus.png Every 3 melee damage is taken, 1% evasiveness is removed
Pictogram minus.png Minimal damage
Pictogram info.png Evasiveness is the chance to auto-dodge any damage taken
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Melee
Lead Pipe

TF2 Workshop Link

Pictogram plus.png While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 10 seconds (5 stacks)
Pictogram minus.png Maximum health is drained while weapon is active (-10 HP/sec)
Pictogram info.png Does not require to be active to gain damage


Soldier - Custom Weapons
Weapon Workshop Link Stats
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Primary
Battering Cannon

TF2 Workshop Link

Pictogram plus.png Increased push force against enemy players with direct hits
Pictogram plus.png Increased push force on the user
Pictogram minus.png Minimal push force against enemy players with non-direct hits
Pictogram minus.png -20% projectile speed

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Primary
Follower

TF2 Workshop Link

Pictogram plus.png Toggle between HOMING or MANUAL with ALT-FIRE
Pictogram plus.png Explosion radius increases the longer the projectile travels (up to +100%)
Pictogram minus.png Projectile speed and damage decreases the longer the projectile travels (up to -70% for projectile speed)

Pictogram info.png "Homing" mode: Press SPECIAL-ATTACK to place a special marker. Any of your rockets that travel near (300 Hu) the marker will automatically change direction towards the marker.
Pictogram info.png "Manual" mode: Your rockets will travel based where you are aiming

Pictogram info.png Achieving max distance requires 1200 Hu
Pictogram info.png The rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling
Pictogram info.png The "Homing" mode's marker will be removed if you switch modes, die, and/or if you manually place a new one after 15 seconds

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Primary
Dragon Hunter

TF2 Workshop Link

Pictogram info.png SPECIAL-ATTACK: Detonate rocket
Pictogram plus.png -10% blast damage to self from this weapon
Pictogram minus.png -20% explosion radius if rockets are manually detonated
Pictogram minus.png -10% damage penalty

Trench Buster.png

Primary
Trench Buster

TF2 Workshop Link

Pictogram plus.png On self damage: Instantly reload two shots
Pictogram minus.png 200% slower reload time
Pictogram minus.png -10% penalty from healing given and/or gained from every healing source or weapon effect on wearer

50px 50px
Primary
Armored Core

TF2 Workshop Link

Pictogram plus.png +33% faster move speed on wearer

When a Banner is equipped:

Pictogram plus.png Reduces damage required to fill by 50%
Pictogram plus.png On death if the Banner was ready, you will drop a special marker and very close teammates (225 Hu) will get that banner effect for a short duration (5 seconds)

When a Shotgun or the Bison is equipped:

Pictogram plus.png +25% faster firing speed and 15% faster reload time for your Secondary

When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:

Pictogram plus.png +30% faster firing speed for your Melee
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Secondary
Chains of Command

CURRENTLY NO PUBLIC LINK

Pictogram plus.png +33% clip size
Pictogram plus.png +33% faster firing speed
Pictogram plus.png On kill: Recovers 2 firing speed stacks
Pictogram plus.png On assist-kill: Recovers 1 firing speed stack
Pictogram minus.png On miss: Gain 1 slower firing speed stack
Pictogram info.png Each stack reduces fire rate by 25% (Up to 200%)
Pictogram info.png This weapon is best used at point blank and/or medium range

HIDDEN EXTRA STATS

Pictogram plus.png +33% damage bonus
Pictogram minus.png -10% bullets per shot
Pictogram minus.png 100% less accurate


Pyro - Custom Weapons
Weapon Workshop Link Stats
Firkin Flamer.png

Primary
Firkin Flamer

TF2 Workshop Link

Pictogram plus.png Creates an oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!)
Pictogram minus.png -10% direct damage penalty
Pictogram minus.png +25% Alt-Fire cost
Pictogram info.png Airblast is replaced with the oil spil

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Secondary
Calefactor

TF2 Workshop Link

Pictogram plus.png 100% Mini-Crits vs burning players
Pictogram minus.png On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second
Pictogram minus.png -33% clip size
Pictogram info.png This weapon is best used at medium and/or long range

HIDDEN EXTRA STATS

Pictogram plus.png +115% damage bonus
Pictogram plus.png 40% more accurate
Pictogram minus.png -60% bullets per shot

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Secondary
Brittle Pistol

TF2 Workshop Link

Pictogram plus.png On hit vs players: Near instant reload
Pictogram plus.png +40% damage vs players
Pictogram plus.png +100% max Secondary ammo on wearer
Pictogram plus.png +100% projectile speed
Pictogram minus.png No afterburn

HIDDEN EXTRA STATS

Pictogram minus.png No "+10% faster firing speed" bonus

Spitfire.png

Secondary
Splitfire

TF2 Workshop Link

Pictogram plus.png Shoots 3 extra flares in a horizontal line
Pictogram plus.png All flares are not affected by gravity
Pictogram minus.png All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty

HIDDEN EXTRA STATS

Pictogram plus.png +10% faster firing speed

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Secondary
Sharp Shooter - Secondary

TF2 Workshop Link

Pictogram plus.png +50% switch speed to your Melee from this weapon
Pictogram plus.png On kill: Gain crits for your Melee for 4 seconds when you switch
Pictogram plus.png On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds
Pictogram minus.png -15% damage penalty
Pictogram minus.png -33% clip size

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Melee
Sharp Shooter - Melee

TF2 Workshop Link

Pictogram plus.png +50% switch speed to your Secondary from this weapon
Pictogram plus.png On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch
Pictogram plus.png On hit: +6 seconds afterburn duration
Pictogram minus.png -15% damage penalty
Pictogram minus.png 25% slower firing speed

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Melee
Baleful Beacon

TF2 Workshop Link

Pictogram plus.png On hit burning enemy: Generate +50% souls
Pictogram plus.png Souls increase fire damage dealt with all weapons (up to double)
Pictogram minus.png On hit burning enemy: Extinguishes them
Pictogram minus.png -25% fire damage dealt with all weapons
Pictogram info.png Souls always slowly decay at 2% per second

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Melee
Ice Breaker

TF2 Workshop Link

Pictogram plus.png On hit: Freezes target for 6 seconds
Pictogram minus.png When weapon is active: Any damage taken freezes the user for 3 seconds
Pictogram info.png Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%
Pictogram info.png ALT-FIRE: Throws weapon, but reduces freeze effects by half
Pictogram info.png 6 second recharge
Pictogram info.png While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't

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Melee
Battering Bronco

TF2 Workshop Link

Pictogram plus.png Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters
Pictogram plus.png Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters
Pictogram plus.png Attacks launch targets downwards
Pictogram plus.png This weapon deploys 50% faster
Pictogram plus.png +33% melee range
Pictogram minus.png -20% damage penalty

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Melee
Endless Carnage

TF2 Workshop Link

When weapon is active:

Pictogram plus.png On taunt: Scare nearby enemies for 1-8 seconds depending on how close they are to you
Pictogram plus.png +100% damage vs scared players
Pictogram minus.png 25% slower move speed on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Pictogram info.png 30 scare taunt cooldown


Demoman - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Glasgow Greaves

TF2 Workshop Link

Pictogram plus.png User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage is increased.
Pictogram plus.png -75% reduction in push force taken from damage and airblasts
Pictogram info.png Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.

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Primary
Drunkard’s Wrath

TF2 Workshop Link

Pictogram plus.png Toggle between PRECISION or AOE with SPECIAL-ATTACK
Pictogram info.png Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing
Pictogram info.png AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty

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Primary
Iron Boarder

TF2 Workshop Link

Pictogram info.png When a shield is equipped:
Pictogram plus.png While the shield is recharging, this weapon deals +25% damage vs players
Pictogram plus.png On hit: Shield is recharged by 20%
Pictogram minus.png Grenades shatter on surfaces

Pictogram info.png When a shield is not equipped:
Pictogram plus.png On hit: Recover 1 HP per 5 damage dealt
Pictogram minus.png 15% slower reload time
Pictogram minus.png Grenades shatter on surfaces

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Primary
Steadfast Blast

TF2 Workshop Link

Pictogram plus.png Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building)
Pictogram plus.png For every 200 damage dealt from this weapon, this weapon will regen 1 ammo
Pictogram plus.png +25% explosion radius
Pictogram plus.png No reload necessary
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png 100% slower firing speed
Pictogram info.png Projectile deals 20 damage and explosions deals 11 damage
Pictogram info.png There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage

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Primary
Hand-Held Howitzer

TF2 Workshop Link

Pictogram plus.png Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds
Pictogram plus.png +50% switch speed to your Melee from this weapon
Pictogram plus.png Getting a Melee kill reloads 1 shot for this weapon
Pictogram plus.png -33% blast damage to self on wearer
Pictogram minus.png -83% clip size

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Secondary
Mine Layer

TF2 Workshop Link

Pictogram plus.png Stickies are connected by tripwires and attached stickies can't be moved
Pictogram plus.png Tripwires explode when the user or a visible enemy moves through too fast
Pictogram plus.png No reload necessary
Pictogram minus.png Manually detonated stickybombs don't explode
Pictogram minus.png -15% damage penalty
Pictogram info.png Projectile speed is set to 900Hu
Pictogram info.png Teammates and enemies can see the tripwires

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Secondary
Big Man

TF2 Workshop Link

Pictogram plus.png Up to +100% bonus explosion radius based on charge
Pictogram plus.png 25% faster pipebomb damage ramp up time
Pictogram minus.png Up to -20% damage based on charge
Pictogram info.png Stickybomb increases in size based on charge
Pictogram info.png User isn't affected by the increased explosion radius

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Secondary
Groundbreaker

TF2 Workshop Link

Pictogram plus.png When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb)
Pictogram plus.png If the user is killed by an enemy, any placed stickybomb will auto-explode (This will trigger the 4 grenades)
Pictogram plus.png Up to +20% bonus damage based on charge (Also increases the damage of the grenades)
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png -83% clip size
Pictogram info.png If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted
Pictogram info.png The grenades deal 25 damage with no damage falloff

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Secondary
Scottish Wargear

TF2 Workshop Link

Pictogram plus.png While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration
Pictogram plus.png Ammo boxes collected also refills your charge meter
Pictogram minus.png While charging: Cannot attack, no damage boosting, and no impact damage. Additionally, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
Pictogram minus.png -90% decreased in charge recharge rate
Pictogram info.png While charging: The visual trail is removed, but not the sound

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Secondary
Vanguard

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: +2 stacks
Pictogram plus.png On assist-kill with any weapon: +1 stack
Pictogram plus.png 33% of all damage done is returned as health
Pictogram plus.png On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)
Pictogram minus.png -20% damage dealt on wearer

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Secondary
Assault and Battering Ram

TF2 Workshop Link

Pictogram plus.png Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained
Pictogram plus.png +33% increase in charge impact damage

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Secondary
Landlubbers Landmine

TF2 Workshop Link

Pictogram info.png Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy
Pictogram plus.png Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained
Pictogram plus.png 10% charge refilled for every enemy hit by the explosion
Pictogram minus.png User takes 50% damage from the shield explosion

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Melee
Dullahan

TF2 Workshop Link

Pictogram plus.png On kill: +2 stacks
Pictogram plus.png On assist-kill: +1 stack
Pictogram info.png This weapon has bonus melee range, but slower deploy time
Pictogram info.png Each stack (up to 6) increases firing speed (by 8.333%) and damage vs players (by 3.333%), but increases all damage taken while active (by 6.66%). On kill/assist-kill (after the 6th stack) will scare enemies near the victim's death location (292 Hu) for 2 seconds, including yourself for 1.5 second.


Heavy - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Bio Breaker

TF2 Workshop Link

Pictogram plus.png While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and additional 10% bonus move speed
Pictogram minus.png While fully spun up: 8 ammo consumed per second
Pictogram info.png Applies no knockback against enemies
Pictogram info.png ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy
Pictogram info.png PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them
Pictogram info.png Damage dealt from this weapon counts as melee damage, instead of bullet damage

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Primary
Graphite Perisher

TF2 Workshop Link

Pictogram plus.png On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds.
Pictogram plus.png On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grants 1 second.
Pictogram minus.png -70% max Primary ammo on wearer
Pictogram info.png The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored

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Primary
Ququmannz's Wrath

TF2 Workshop Link

Pictogram plus.png On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.
Pictogram plus.png If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.
Pictogram minus.png If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned
Pictogram minus.png If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy
Pictogram minus.png If you die, all Curses created from you will be immediately lifted
Pictogram minus.png When fully spun up: No self damage resistance nor damage resistance for nearby teammates
Pictogram minus.png 20% damage vulnerability while active

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Secondary
Gingerbread Mann

TF2 Workshop Link

Pictogram plus.png PRIMARY-ATTACK: User can walk around while eating and the meter is not used
Pictogram plus.png Eating is loopable and can be canceled at any time switching weapons or by throwing this
Pictogram minus.png -85% consumption healing effect per bite
Pictogram minus.png Drops a small health pack when thrown
Pictogram info.png 3 second cooldown once eating is stopped
Pictogram info.png 10 second recharge once thrown
Pictogram info.png Alt-Fire: Share with a friend

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Secondary
Cosmic Cuisine

TF2 Workshop Link

Pictogram plus.png On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity time, then instead recover 50 health. Fire sources recover 3 health.
Pictogram plus.png On teammate pick up: All debuffs are removed from them
Pictogram plus.png On enemy pick up: They don't gain health and are affected by all debuffs for 3 seconds
Pictogram minus.png -100% consumption healing effect and no health for teammates if picked up
Pictogram info.png 30 second recharge
Pictogram info.png If picked up by the user, it can fully refill the meter

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Secondary
Full Throttle

TF2 Workshop Link

Pictogram plus.png On kill: +2 Stacks
Pictogram plus.png On assist-kill: +1 Stack
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Each stack (up to 10) increases move speed on wearer (up to +33%) while not spun up, but decreases damage for this weapon (up to -20%)

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Secondary
Sub-Sandvich

TF2 Workshop Link

Pictogram plus.png 66% of damage dealt is returned as health
Pictogram plus.png On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 66% of the damage you took
Pictogram plus.png On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took
Pictogram minus.png -50% clip size
Pictogram info.png If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user
NOTE: Since all shotguns that Heavy has access to receive the same positive bonuses (similar on this weapon), all of those positive stats (on this weapon) are doubled when compared to the other shotguns that Heavy has access to (Except for the duration).

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Melee
Hydraulic Hammers

TF2 Workshop Link

Pictogram plus.png On hit: Applies fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump
Pictogram plus.png If the target hits a wall or surface, deal damage based on their max health (up to 75%) and how far they traveled (up to 800 Hu)
Pictogram minus.png Minimal initial damage
Pictogram minus.png 25% slower firing speed

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Melee
Jaws of Steel

TF2 Workshop Link

Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK

When weapon is active:

Pictogram plus.png Requires 225 Melee damage dealt to charge meter
Pictogram plus.png When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds
Pictogram plus.png While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
Pictogram minus.png While not *wet*: Lose -25% move speed and -25% firing speed
Pictogram minus.png Cannot switch away when meter is active
Pictogram info.png Able to gain meter while draining, but at -50% rate
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Melee
Terminal Killocity

TF2 Workshop Link

Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK

When weapon is active:

Pictogram plus.png Slower falling speed
Pictogram plus.png Never take fall damage
Pictogram plus.png 100% increased air strafe control
Pictogram info.png On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 80 HP
Pictogram minus.png Cannot naturally jump


Engineer - Custom Buildings
Weapon Changes

Sticky Turrets
(When using the Masterkey)

Pictogram plus.png Turrets can be thrown to most surfaces or walls (NOTE: Not including ceilings)
Pictogram plus.png Turrets are 2/3 in size when compared to Mini-Sentry Guns (NOTE: Mini-Sentry Guns are 2/3 in size when compared to Sentry Guns)
Pictogram plus.png User can place up to 4 that cost 60 metal each
Pictogram plus.png Near instant targeting rate (NOTE: Also called "detection rate")
Pictogram plus.png Instant build rate
Pictogram plus.png +33% firing speed (NOTE: Mini-Sentry Guns has +33% firing speed when compared to Sentry Guns)
Pictogram plus.png Makes no bleeping sounds (NOTE: Except when attacking a target)
Pictogram minus.png Turrets cannot be upgraded, repaired, resupplied, Wrangled, or manually destroyed
Pictogram minus.png -66% Turrent damage (NOTE: Deals 2 damage per hit)
Pictogram minus.png Minimal knockback dealt
Pictogram minus.png -60% building health (NOTE: 40 HP per Turret)
Pictogram minus.png -50% targeting radius
Pictogram minus.png -80% ammo supply
Pictogram minus.png Drops no metal gibs when destroyed
Pictogram info.png Once a Turret runs out of ammo, it self-destructs (NOTE: Each Turret can deal up to 60 damage)

Engineer - Custom Weapons
Weapon Workshop Link Stats
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Primary
Lakeside Pride

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: +2 stacks. Assist-kills grants +1 stack.
Pictogram plus.png On Sentry kill: +3 stacks
Pictogram minus.png Lose 2 stacks when creating a new building
Pictogram minus.png -15% damage for all weapons on wearer
Pictogram minus.png -10% Sentry damage on wearer
Pictogram info.png Each stack (up to 10) increases max metal (by +20) and decreases building cost (by 2.5%)

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Secondary
Signal Booster

TF2 Workshop Link

When weapon is active:

Pictogram plus.png Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 200 metal
Pictogram minus.png While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired
Pictogram minus.png No metal from pickups and Dispensers
Pictogram minus.png Cannot carry buildings
Pictogram info.png 20 second cooldown after the boost is used
Pictogram info.png While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
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Secondary
Swifty Swiper

TF2 Workshop Link

When weapon is active:

Pictogram plus.png Hold PRIMARY-FIRE to move ammo/health packs towards you within a large radius (900 Hu) that will stay in place for 30 seconds
Pictogram plus.png While pointing at your Dispenser: Hold ALT-FIRE to transfer metal to yourself within a large radius (900 Hu)
Pictogram minus.png -30% metal gain from transferred metal
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Secondary
Gamma Gazer

TF2 Workshop Link

Pictogram plus.png On third hit without missing: Guaranteed critical bullets
Pictogram minus.png -75% clip size
Pictogram info.png Hold FIRE to load up your clip, release FIRE to unleash the barrage
Pictogram info.png This weapon is best used at point blank and/or medium range

HIDDEN EXTRA STATS

Pictogram plus.png +1000% bullets per shot
Pictogram minus.png 100% less accurate
Pictogram minus.png -91.06% damage penalty

Welder Gun.png

Secondary
Welder's Gun

TF2 Workshop Link

Pictogram plus.png On hit: Gain metal back based on damage by 50%
Pictogram plus.png Mini-Crits against targets that any friendly Sentry Guns are currently damaging
Pictogram plus.png 40% more accurate
Pictogram minus.png -50% clip size
Pictogram minus.png 200% slower firing speed

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Secondary
Jupiter

TF2 Workshop Link

Pictogram plus.png While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip
Pictogram plus.png Firing speed increases as metal supply decreases
Pictogram plus.png Shot penetrate all enemies
Pictogram minus.png -50% damage penalty
Pictogram minus.png 50% slower base firing speed

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Melee
Magnetic Horseshoe

TF2 Workshop Link

Pictogram plus.png All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them
Pictogram plus.png 10% of the damage dealt from your Sentry Gun will add to the meter
Pictogram minus.png Sapped buildings are bypassed when meter is used
Pictogram minus.png 33% slower construction speed for all buildings
Pictogram minus.png -20% repair rate
Pictogram info.png Requires 500 damage dealt to charge

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Melee
Masterkey

TF2 Workshop Link

Pictogram plus.png Third successful hit in a row always crits
Pictogram info.png Replaces the Sentry Gun with 4 small Sticky Turrets that can be thrown (while active with SPECIAL-ATTACK) to most surfaces or walls


Medic - Custom Weapons
Weapon Workshop Link Stats
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Primary
Lancer

TF2 Workshop Link

Pictogram plus.png On hit: Increases Secondary healing rate by +20% (up to +60%)
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Diagnostikiller

TF2 Workshop Link

Pictogram plus.png On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds
Pictogram plus.png On hit teammate: Increases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds
Pictogram plus.png Shot penetrates all players (Teammates and enemies)
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png 38 damage dealt (point blank) to 75 damage dealt (long range)
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Interfector

TF2 Workshop Link

Pictogram plus.png Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have.
Pictogram minus.png For each 25% UberCharge, more ammo is removed from the reserve ammo when fired
Pictogram minus.png -80% max primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Maniac's Maschinenpistole

TF2 Workshop Link

Pictogram plus.png On hit: +3% UberCharge added
Pictogram plus.png No reload necessary
Pictogram minus.png Uses UberCharge as ammo

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Primary
Geneva Protokill

TF2 Workshop Link

Pictogram plus.png Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed
Pictogram minus.png -100% damage penalty
Pictogram minus.png No UberCharge gained when healing teammates
Pictogram info.png Grenades explodes after hitting a surface, teammate, and/or enemy
Pictogram info.png Regens 1 reserve ammo (up to 4) every 5 seconds and is unable to refill from ammo sources
Pictogram info.png Shoots healing grenades instead of syringes

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Secondary
Booster Shot

TF2 Workshop Link

Pictogram plus.png Overheal doesn't decay for your Patients
Pictogram minus.png -50% max overheal
Pictogram info.png UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. Additionally, it will remove all negative debuffs from your Patient.
Pictogram info.png UberCharge is used in 40% chunks and has a 8 second cooldown after using a charge

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Secondary
Blitzstorm

TF2 Workshop Link

Pictogram plus.png While healing: Every 5 seconds a small health pack will spawn at your feet
Pictogram plus.png +50% UberCharge rate
Pictogram minus.png While active: No healing given and/or gained from every healing source or weapon effect while active, except from health packs
Pictogram info.png UberCharge: Instantly use 100% to spawn 20 medium health packs
Pictogram info.png Small health packs will despawn after 5 seconds. Medium health packs will despawn after 10 seconds.

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Secondary
Hydro Pump

TF2 Workshop Link

Pictogram plus.png Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after
Pictogram plus.png +50% UberCharge rate
Pictogram info.png UberCharge: Any damage dealt from your Patient will deal massive knockback, enemies will have reduced gravity until they land, and damaged enemy buildings will slide on the ground
Pictogram info.png Knockback applied scales based on damage dealt

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Melee
Hypodermic Injector

TF2 Workshop Link

Pictogram plus.png Assists with your Secondary grants crits for this weapon (up to 35)
Pictogram minus.png -20% damage penalty
Pictogram minus.png On Melee attack: Removes 10% UberCharge, but doesn't on miss
Pictogram info.png The stored crits require the removed UberCharge to use


Sniper - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Astral Assassin

TF2 Workshop Link

Pictogram plus.png Applies knockback to the target and increases based on charge
Pictogram plus.png Knockback increases on headshot
Pictogram info.png Charging increases projectile speed instead of damage
Pictogram info.png Bodyshots deal 50 damage and headshots deal 150 damage

100px

Primary
Bow of Double Shot

TF2 Workshop Link

Pictogram plus.png Arrows can bounce up to 3 times
Pictogram plus.png Arrows penetrates all enemies
Pictogram minus.png Arrows are affected by damage falloff
Pictogram minus.png Mini-Crits on headshots

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Primary
Caretaker

TF2 Workshop Link

Pictogram plus.png Gain 100% charge rate while looking at an enemy player
Pictogram plus.png On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot
Pictogram plus.png On kill: +40% charge. Assist-kills grants +20%. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.
Pictogram minus.png Charge drains at 10% per second
Pictogram minus.png No base charge rate

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Primary
Didgeridoom

TF2 Workshop Link

Pictogram plus.png Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds
Pictogram plus.png Gain +50% faster charge for every current bleeding target
Pictogram minus.png -66% direct damage penalty
Pictogram info.png There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.
Pictogram info.png Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon

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Secondary
Urine Trouble

TF2 Workshop Link

Pictogram plus.png Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds
Pictogram plus.png Pissed Revenge: Jarate the enemy who killed you for 10 seconds

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Secondary
Brief Negotiator

TF2 Workshop Link

Pictogram plus.png On hit: Gain a 1 second speed boost
Pictogram plus.png +20% damage vs players
Pictogram plus.png +10% faster firing speed
Pictogram minus.png 80% of damage dealt with this weapon is delayed until the enemy is hit with your Melee

HIDDEN EXTRA STATS

Pictogram plus.png 66% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

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Secondary
Lil' Mate

TF2 Workshop Link

Pictogram plus.png +50% clip size and reserve ammo
Pictogram plus.png On hit: Increases damage against enemy players
Pictogram plus.png +2 bullets per shot
Pictogram minus.png -66% damage penalty
Pictogram minus.png On hit: Decreases accuracy
Pictogram info.png Killing an enemy will reset the damage bonus and lost accuracy

HIDDEN EXTRA STATS

Pictogram plus.png 66% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

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Secondary
Melf’s Magic Potion

TF2 Workshop Link

Pictogram plus.png Deals damage on impact and bleed for 5 seconds
Pictogram plus.png While doing the objective: +50% faster recharge rate
Pictogram info.png All damage dealt is based on the max health of target
Pictogram info.png 20 second recharge

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Melee
Heat Wave

TF2 Workshop Link

Pictogram plus.png On kill: Gain +50% charge for your Primary
Pictogram plus.png On assit-kill: Gain +25% charge for your Primary
Pictogram minus.png On Primary attack: Removes up to 25% of stored charge
Pictogram minus.png 50% slower firing speed
Pictogram info.png Gain up to +100% charge for Rifles and up to +90% charge for Bows

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Melee
Hewer's Hatchet

TF2 Workshop Link

Pictogram plus.png Any overheal does not decay while active
Pictogram plus.png On draw: +60 health
Pictogram minus.png On holster: -80 health


Spy - Custom Weapons
Weapon Workshop Link Stats
French Resolution.png

Secondary
French Resolution

TF2 Workshop Link

Pictogram plus.png On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health
Pictogram minus.png 50% slower reload time
Pictogram minus.png -83% clip size
Pictogram info.png User can only have 1 marked target at a time. The mark is removed if you switch targets, if you die, or when your current marked target dies.

100px

Secondary
Victor-Ion

TF2 Workshop Link

Pictogram plus.png On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears
Pictogram plus.png Recovers 2 shots on backstab and 1 shot for each building destroyed
Pictogram plus.png No ammo spent on successful hits with enemy players or buildings
Pictogram minus.png Holds 12 shots
Pictogram minus.png -33% damage penalty
Pictogram info.png Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building
Pictogram info.png Shoots small energy beams instead of bullets

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Melee
Infection

TF2 Workshop Link

Pictogram plus.png On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds
Pictogram plus.png If an enemy dies with the plague: Gain +1.25% move speed and +3.33% cloaking speed (Up to 10 stacks)
Pictogram minus.png Plague can be instantly removed by picking up a health pack or by entering a respawn area
Pictogram minus.png Backstabs don't instantly kill
Pictogram info.png Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds
Pictogram info.png Infected victims take damage equal to 10% of their max health per second

100px

Melee
Inside Jab

TF2 Workshop Link

Pictogram plus.png On backstab: Plant a bomb and keep your current disguise
Pictogram plus.png Bombs auto-detonate after 4 seconds, but can be triggered earlier with Alt-Fire
Pictogram plus.png Bombs deal damage in a radius based on the target's current health at the time when the bomb was placed and how long the bomb was active
Pictogram minus.png Bombs disappear if the user dies, or if the target enters a respawn area
Pictogram minus.png While there's a bomb active: User's cloak is disabled
Pictogram minus.png The user will take 33% of the bomb damage if too close
Pictogram minus.png Backstabs don't instantly kill
Pictogram info.png Bomb damage ramps up to 100% within the 4 seconds
Pictogram info.png The target is notified if there's a bomb on them with a sound and message

100px

Melee
Mann-Slaughter

TF2 Workshop Link

Pictogram plus.png Instantly activates cloak after a backstab
Pictogram minus.png Backstabbed target doesn't drop an ammo pack
Pictogram minus.png Consumes at least 25% of the cloak meter after a backstab

100px

PDA 1
Intermission

TF2 Workshop Link

Pictogram plus.png On sap: Highlights the owner of the building for the user for the next 10 seconds
Pictogram plus.png Restores health to the user when a sapped building is destroyed
Pictogram minus.png -40% Sapper damage penalty
Pictogram info.png User gains more health depending on the building type and what current level it was when destroyed

100px

PDA 1
Timely Demise

TF2 Workshop Link

Pictogram plus.png After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.
Pictogram minus.png Sapper is disabled for 5 seconds after sapping a building
Pictogram minus.png -100% Sapper damage penalty
Pictogram minus.png -99% Sapper health penalty
Pictogram info.png Buildings are still disabled after placement

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PDA 1
Subjugated Saboteur

TF2 Workshop Link

Pictogram plus.png After 6 seconds after placement, the Sapper reprograms the enemy building to join your team
Pictogram plus.png Reprogrammed buildings gain bonuses

Pictogram info.png Sentry - +10% firing speed
Pictogram info.png Dispenser - +100% radius
Pictogram info.png Teleporter - Can be used in both directions

Pictogram minus.png Reprogrammed buildings will self-destruct after 14 seconds
Pictogram minus.png -20% Sapper damage penalty
Pictogram info.png Buildings are still disabled after placement

Item icon Cloak and Dagger.png

PDA 2
Le Fantome

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram plus.png While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped
Pictogram minus.png While cloaked: Lose -6.25% move speed, no natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo sources
Pictogram minus.png Cloak drains 50% faster while inside an enemy player or building
Pictogram minus.png When out of cloak: Drains 15 health/s while inside an enemy player or building

Item icon Cloak and Dagger.png

PDA 2
Leap

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram info.png Cloak Type: Jump
Pictogram plus.png On use: User will leap in the air if moving or will perform an extra jump if not moving
Pictogram minus.png No cloak meter from ammo sources
Pictogram info.png On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control
Pictogram info.png 8 second watch recharge

Item icon Cloak and Dagger.png

PDA 2
Explosive Entry

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram info.png After uncloaking, this watch causes a cloudy explosion (292 Hu) to deal damage to nearby enemies (up to 90 damage) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged.
Pictogram plus.png While cloaked: Gain +25% move speed
Pictogram minus.png -66% cloak meter from ammo sources
Pictogram minus.png -10% cloak regen rate


Multi-Class - Custom Weapons
Weapon Workshop Link Stats
100px

Primary and Secondary
Raiding Aid

TF2 Workshop Link

Pictogram plus.png On kill with this weapon: Increases clip size by +1 (up to 4)
Pictogram plus.png Damage dealt with other weapons reloads a shot for this weapon (even while holstered)
Pictogram plus.png Reloading does not inhibit firing and occurs automatically every 3 seconds (even while holstered)
Pictogram minus.png -33% base clip size
Pictogram info.png No manual reloading
Pictogram info.png This weapon is best used at medium and/or long range

HIDDEN EXTRA STATS

Pictogram plus.png +115% damage bonus
Pictogram plus.png +40% more accurate
Pictogram minus.png -60% bullets per shot
Pictogram info.png Engineer requires 120 damage (Including 15% of your Sentry Gun's damage) to auto-reload
Pictogram info.png Pyro requires 180 damage (Including afterburn damage) to auto-reload
Pictogram info.png Heavy requires 150 damage to auto-reload
Pictogram info.png Soldier requires 120 damage to auto-reload

100px

Primary and Secondary
Short Round
(Similar to the old "Panic Attack")

TF2 Workshop Link

Pictogram plus.png Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed
Pictogram plus.png Fire rate increases as health decreases (up to +33%)
Pictogram plus.png 50% faster reload time
Pictogram minus.png -33% clip size

100px

Primary and Secondary
Pump Shot

TF2 Workshop Link

Pictogram plus.png Deals more damage the more ammo you have in the clip
Pictogram plus.png Fires and reloads faster the less ammo you have in the clip
Pictogram minus.png Deals less damage the less ammo you have in the clip
Pictogram minus.png Fires and reloads slower the more ammo you have in the clip

100px

Melee
Crate Smasher

TF2 Workshop Link

Pictogram info.png Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper) up to 100 damage
Pictogram info.png Damage equals to 33% of target's current health (Scout only) up to 100 damage
Pictogram plus.png 100% of damage done is returned as health
Pictogram minus.png 25% slower firing speed

100px

Melee
Merasmus’ Staff

TF2 Workshop Link

Pictogram plus.png On kill: Gain a bumper car and the *Resistance* Mannpower powerup for 10 seconds
Pictogram minus.png While in a bumper car, user can only deal damage by bumping into enemies
Pictogram minus.png 25% slower firing speed
Pictogram info.png Bumber car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough

100px

Melee
Jackal Beating Stick

TF2 Workshop Link

Pictogram plus.png Nearby teammates that also have this weapon active will increase your movement speed and gain damage resistance
Pictogram minus.png 25% slower firing speed
Pictogram minus.png -20% damage penalty
Pictogram info.png Maxes with 5 nearby teammates and grants 5% movement/resistance



Current Team Members

Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, Discord, Server Owner, Weapon Demonstrator, and wiki editor/contributor
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Pikachu - Developer
Shadow Mario - Developer
Cool Porygon - Developer

Former Team Members

MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Agent Silver - Developer
Deathreus - Developer
CHAWLZ - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer
404UNF - Developer
Naleksuh - Developer

Bugs

  • The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
  • If the user equips a custom weapon that has a meter (like a banner, edible, or throwable), the meter will not show up unless the user has an official weapon of the same type equipped in their loadout screen.

External links