Template:Special taunt table
Class | Taunt | Duration | Details |
---|---|---|---|
Battin' a Thousand |
5 seconds | The Scout does a "Kung Fu" flourish, spinning his melee weapon around and saying a voice line while phasing effects similar to those made by ingesting Bonk! Atomic Punch surround him. He then throws it in the air, and flips it on his right hand while yawning. | |
Boston Boarder |
As long as the taunt is held | The Scout takes out a skateboard and rides it while continuously moving forward. He sometimes does the shaka sign and looks around before kicking the ground again to keep moving. The player can steer left or right during the taunt. Pressing primary fire (default key: MOUSE1) makes the Scout do a kickflip, while pressing alt-fire (default key: MOUSE2) makes him perform a backside 360. When the player ends the taunt, the Scout will get off the skateboard and put it away. | |
Boston Breakdance |
4 seconds | The Scout does a spinning breakdance on his head while music from the Boston Boom-Bringer plays. At the end, the Scout hops briskly onto his feet and shrugs. | |
Bunnyhopper |
As long as the taunt is held | The Scout takes out a pogo stick and starts bouncing with it. Pressing primary fire (default key: MOUSE1) causes the Scout to do a back flip, while pressing alt-fire (default key: MOUSE2) causes him to jump in the air and spin the pogo stick. When the player ends the taunt, the Scout dismounts from the pogo stick and throws it forward. The Scout can freely move during the taunt, albeit slower than usual. | |
Carlton |
The Scout does the Carlton Dance, swinging his arms and swaying his hips from left to right while saying a voiceline. | ||
Deep Fried Desire |
4 seconds | The Scout takes out a bucket of fried chicken, selects a piece, says a quote while taking a bite, and then throws both the chicken and bucket away, similar to the Training Scene seen in Expiration Date. | |
Runner's Rhythm |
As long as the taunt is held | The Scout takes out a pair of bongo drums, sits on the floor, and starts to play a beat. When the player cancels the taunt, the Scout stands up as they disappear. | |
Scooty Scoot |
The Scout jumps while doing a spin with a tiny scooter, lands on it, and drives it. Pressing primary fire (default key: MOUSE1) makes the Scout perform a wheelie. When the player ends the taunt, the Scout jumps off the scooter and tosses it back between his legs. The Scout continuously moves forward during the taunt and the player can turn left or right. | ||
Spin-to-Win |
The Scout takes out a sign reading "THIS WAY!" and proceeds to spin it, occasionally spinning it around himself. Pressing primary fire (default key: MOUSE1) makes the Scout point the sign to his right and tell his teammates to go left, while pressing alt-fire (default key: MOUSE2) points the sign to his left while saying to go right. Ending the taunt will cause the Scout to throw the sign to the ground. | ||
Trackman's Touchdown |
5 seconds | The Scout grabs a football, does a forward summersault, and throws it against the ground. He then does a victory dance and finishes by pointing to himself with his thumbs. | |
Fresh Brewed Victory |
5 seconds | The Soldier pulls out a mug and puts a foot on a bag of coffee beans. He then says a quote, gestures, and takes a victorious swig from his mug before sighing, satisfied. | |
Fubar Fanfare |
The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B). The trombone's balancer is depicted with the Team Fortress logo. | ||
Panzer Pants |
As long as the taunt is held | The Soldier stands at attention, then a small tank pops from the ground below him (similar to a M4 Sherman Tank), which he gets in and drives, head and shoulders peeking out. Pressing primary fire (default key: MOUSE1) makes him fire a shot, which is a purely cosmetic effect. When the player ends the taunt, the tank explodes and the Soldier jumps off with a backflip. The Soldier continuously moves forward during the taunt and the player can turn left or right. | |
Rocket Jockey |
The Soldier jumps onto and rides a rocket that launches from behind him while doing a cowboy gesture, which he occasionally repeats. He will continuously move forward while riding the rocket. Ending the taunt has the Soldier jump off the rocket as it flies away. | ||
Soldier's Requiem |
4 seconds | The Soldier places down a gravestone while getting down on his knee, says a quote, and salutes while the gravestone falls down and disappears. | |
Balloonibouncer |
As long as the taunt is held | The Pyro brings out and rides a spring-mounted Balloonicorn with some voice lines of amusement. When the player ends the taunt, the Pyro hops off and the Balloonicorn disappears. | |
Headcase |
5 seconds | The Pyro pulls out a serving platter with a lid, which they take off and drop in a vigorous manner to reveal a decapitated head of a Heavy. The Pyro then proceeds to smell test and follow up with a Classic "chef kiss" movement; meanwhile, the head slides off the platter, and falls to the floor. | |
Party Trick |
7 seconds | The Pyro takes out a long balloon, ties it into a Balloonicorn in a way similar to a clown, sets it ablaze with a lighter, and then claps and laughs as the Balloonicorn does some aerial flips while burning. With Pyrovision equipped, the Balloonicorn flies around trailing rainbows instead. | |
Pool Party |
As long as the taunt is held | The Pyro inflates a small team-colored kiddie pool containing a yellow rubber ducky. The Pyro then pours a container of gasoline into the pool, sits down in the pool's center, and pushes the rubber ducky back and forth. The taunt continues until canceled by the player, in which case the Pyro exits the pool and destroys it in a puff of smoke by dropping a cigarette lighter into the center, or upon being hit by an enemy. | |
Scorcher's Solo |
A small toy piano appears in front of the Pyro, who sits on the ground and plays it. When the taunt ends, the Pyro stops and stands back up while the toy piano disappears into the ground. | ||
Skating Scorcher |
Ice skates materialize on the Pyro's feet. The Pyro then performs a twirl and begins to continuously skate forward. The player can move left and right during the taunt, as well as perform pirouettes by pressing primary and alt fire (default keys: MOUSE1 and MOUSE2 respectively). When the player ends the taunt, the Pyro hops with a spin, lands on a pose, and the ice skates vanish. When starting and ending the taunt, the Pyro emits the same sound and particle effects as the Noise Maker - Winter Holiday. | ||
Bad Pipes |
12 seconds | The Demoman takes out a pair of Bagpipes and proceeds to dance and play them extremely poorly. He then puts the bagpipes away while applauding his own skill with a quote. | |
Oblooterated |
4 seconds | The Demoman takes out a crate of lime-flavored beer bottles, holds one of them up, and cheers wildly (progressively getting softer with each cheer), exactly as seen in Expiration Date. | |
Pooped Deck |
As long as the taunt is held | The Demoman falls backwards into a folding chair that appears behind him, takes out and uncorks a flask with his teeth, and drinks from it while intermittently spouting drunken gibberish. Pressing primary fire (default key: MOUSE1) makes the Demoman burp, while pressing alt-fire (default key: MOUSE2) makes him lean back on the chair before jolting back up. When the player ends the taunt, the Demoman throws the flask to the ground and gets up as the chair disappears. | |
Scotsmann's Stagger |
The Demoman walks with an unsteady gait with a bottle of beer in a paper bag in his hand. He will occasionally drink from the bottle, trip, and compose himself while uttering drunk gibberish. The player will keep moving forward even if no buttons are pressed, and can turn to the left or right. Taunting again or jumping will end the taunt. | ||
Spent Well Spirits |
10 seconds | The Demoman bites the top off of a grenade, pours a bottle of cider and some of the grenade's gunpowder into his mouth, and breathes out the mixture over a lighter, which creates a small mushroom cloud inches in front of the Demoman's face; he will celebrate the results by closing his hand into a fist and saying a line. | |
Boiling Point |
As long as the taunt is held | A table full with an assortment of food appears in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again ends the taunt, causing the Heavy to flip the table, which flings a steak from the Joule sous-vide cooker on the table straight into his mouth. | |
Proletariat Posedown |
7 seconds | The Heavy performs 4 different flexing poses and shouts each time he flexes his muscles. | |
Russian Arms Race |
As long as the taunt is held | The Heavy does one armed push-ups. | |
Soviet Strongarm |
The Heavy pulls out two large dumbbells and begins doing a 'cross body hammer curl' exercise. After a certain time has passed the Heavy re-adjusts his shoulders and begins again. When the player ends the taunt, the Heavy stretches out his arms and drops the dumbbells on the ground. | ||
Table Tantrum |
A table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from a pot on the table straight into his mouth. | ||
Bucking Bronco |
As long as the taunt is held | The Engineer summons a mechanical bull, which he mounts and rides wildly while hanging on for dear life. | |
Dueling Banjo |
A haystack appears behind the Engineer while he pulls out a banjo; he then sits down and begins playing. Pressing alt-fire (default key: MOUSE2) increases the tempo at which the Engineer plays, and smoke rises from his hands. Pressing primary fire (default key: MOUSE1 returns the taunt to its original tempo. When the player ends the taunt, the Engineer places the banjo next to the haystack and gets up, after which the props disappear behind him. | ||
Jumping Jack |
The Engineer pulls a jackhammer out of his tool pocket and rides around on it as if it was a pogo stick. When ending the taunt, the Engineer jumps off it and puts it back in his tool pocket. While riding, the jackhammer makes a loud noise and creates a smoke trail. The Engineer can freely move during the taunt, albeit slower than usual. | ||
Rancho Relaxo |
The Engineer drops his toolbox (similarly to constructing a building), which unfolds into a reclining lawn chair, complete with a parasol and bottles of beer. He lies back in the chair and drinks from one of the bottles, occasionally burping as well as saying some quotes. Taunting again or jumping folds up the chair (to the Engineer's surprise) and ends the taunt. | ||
Texas Truckin' |
A miniature farm truck appears from the ground, which the Engineer steps onto and begins to drive, giving an occasional salute while looking around. When the player ends the taunt, the Engineer hops off as the truck goes back into the ground. | ||
Meet the Medic |
5 seconds | The Medic strikes a pose and glows as doves fly around him while a heavenly choir sings and "opera" music plays in the background (similarly to several instances in Meet The Medic). | |
Results Are In |
The Medic takes out an X-ray chart showing the Heavy's skeleton with a bomb stuck in his ribs. He examines it, laughes, and gives his prognosis, then crumples it up and tosses it away. | ||
Surgeon's Squeezebox |
As long as the taunt is held | The Medic brings out an accordion and plays while dancing in place laughing and cheering. | |
Time Out Therapy |
The Medic takes out a mug and a clipboard as a medical reclining chair appears from the ground. He sits on the chair, pulls a lever to adjust it, and proceeds to read the paper on the clipboard, occasionally chuckling and taking sips from the mug. When the player ends the taunt, the Medic gets up, letting the clipboard and mug fall on the ground, while the chair goes back into the ground. | ||
Didgeridrongo |
As long as the taunt is held | The Sniper pulls out a didgeridoo with a spin, then sits down and plays it. When the player ends the taunt, he stands up and puts the didgeridoo away. | |
I See You |
3 seconds | The Sniper brings two fingers to his eyes, then points ahead in an intimidating manner while saying a quote. | |
Killer Solo |
The Sniper pulls out a saxophone and plays several tunes from Seduce Me! while pumping his hips. | ||
Most Wanted |
4 seconds | The Sniper pulls out a notepad and marker, crosses a name off, and laughs before putting the notepad away. | |
Box Trot |
As long as the taunt is held | The Spy hides inside a cardboard box. The player can freely crawl around while hidden. When the player ends the taunt, the Spy stands up and throws the box away. | |
Buy A Life |
5 seconds | The Spy takes a stack of dollar bills with Saxton Hale's face on them, counts a few, tosses out an insult, and makes it "rain money" in front of him. | |
Disco Fever |
8 seconds | The Spy performs a series of disco moves while groovy music plays, saying some voice lines along the way. | |
Luxury Lounge |
As long as the taunt is held | A chair appears behind the Spy. He sits on it before pulling out a white glass and a book in each separate hand. When the player ends the taunt, the Spy casually throws the glass and book away before getting up from the chair, which falls back and disappears. | |
Burstchester |
Variable | A bread monster pops out of the mercenary's chest, then shortly retracts back inside. Each class has a different reaction to the creature's appearance. | |
Conga |
As long as the taunt is held | The mercenary starts dancing conga while slowly walking forward. Other players are able to join in by taunting near a dancing player. The player cannot stop walking forward, but can turn with the keys used to strafe left and right. Taunting again or jumping ends the taunt. | |
Director's Vision |
5 seconds | The mercenary puts their hands and arms out in front of them to form a square with their fingers, as if trying to visualize the scene in front of them in a picture or a screen, similarly to the Meet the Director comic. The Pyro has two variations for this taunt.
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Fist Bump |
As long as the taunt is held | The mercenary holds a fist out and waits indefinitely for a player to taunt in front of them. They then proceed to punch each other's fists in an energetic fist bump. Taunting again or jumping before another player accepts ends the taunt. | |
Flippin' Awesome |
The mercenary crouches and waits indefinitely for a player to taunt in front of them. The initiator then helps the receiver perform a backflip. Taunting again or jumping before another player accepts ends the taunt. The Heavy tosses others with a single finger, while all other classes use both hands; he also fails the backflip, landing on the back of his head instead. | ||
High Five! |
The mercenary holds one hand up and waits for another player to taunt in front of them. They high five (as the name suggests) and express each other's enthusiasm to slap hands. Taunting again or jumping before another player accepts ends the taunt. The Pyro has two ending animations for this taunt. | ||
Kazotsky Kick |
The mercenary performs their interpretation of a Russian dance. Other players are able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Taunting again or jumping ends the taunt. | ||
Mannrobics |
The mercenary starts with a variety of arm lunges and flairs, before starting a looping aerobics dance. Other players are able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Pressing primary or alt-fire (default keys: MOUSE1 and MOUSE2 respectively) causes the mercenary to perform some dance actions, each class having different animations (alt-fire) or a shared animation (primary fire). Taunting again or jumping ends the taunt. | ||
Rock, Paper, Scissors |
The mercenary puts forth a challenge to a game of rock, paper, scissors. When another player taunts in front of the initiator, the two will then play against each other, with a random outcome. If the players are on opposing teams, the loser explodes. Taunting again or jumping before another player accepts will end the taunt. | ||
Schadenfreude |
Variable | The mercenary laughs at the demise and utter failure of their opponent(s). | |
Second Rate Sorcery |
The mercenary takes out a cheap 99¢ staff and attempts to cast a magic spell. The staff fails at casting anything but green sparks; the mercenary then breaks, throws, or puts the staff away. | ||
Shred Alert |
4 seconds | The mercenary summons an electric guitar and plays a wicked rock solo on it as fireworks and lights spout from behind them. The final note causes a lightning strike and an accompanying wave of sound. | |
Skullcracker |
As long as the taunt is held | The mercenary taps their head or helmet while waiting for another player to taunt in front of them, at which point the two bash their heads together. Taunting again or jumping before another player accepts ends the taunt. | |
Square Dance |
The mercenary invites people to dance with them. If another player taunts in front of them, the two perform a square dance while folk music is played. Taunting again or jumping before another player accepts ends the taunt. | ||
Victory Lap |
The mercenary player jumps into a bumper car similar to the ones seen at the Carnival of Carnage. The player can move around slowly while driving. Pressing primary fire (default key: MOUSE1) causes the mercenary to honk the horn of the bumper car. Taunting again or jumping ends the taunt. | ||
Yeti Punch |
Variable | A wooden cutout with moving arms of a yeti appears roaring in front of the mercenary, which they destroy (or, in the Scout's case, attempt to), each class with a different technique. The cutout always explodes, regardless of how the mercenary hits it. | |
Yeti Smash |
5 seconds | The mercenary turns into a yeti. They roar while beating their chest and then slam the ground with their fist, turning back the moment their hand makes contact with the floor. Each class reacts to the transformation differently. Along with the transformation there is also a snowflake particle effect very similar to the one played when activating a Noise Maker - Winter Holiday. | |
Zoomin' Broom |
As long as the taunt is held | The player summons a broom and rides it around like a witch. Taunting again makes the mercenary hop off the broom. |
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