User:Ríomhaire/Status effects
Status effects are temporary weapon-induced conditions that alter the player's properties and stats.
Contents
Beneficial
Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.
ÜberCharge
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
Class | Duration | Notes | |
---|---|---|---|
Medic |
Medigun |
8 s | Applied to Medic and patient when activated. Changing weapon interrupts the effect although the Übercharge meter will continue to drain. |
Crit boost
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.
Class | Duration | Notes | |
---|---|---|---|
Medic |
Kritzkrieg |
8 s | Applied to Medic and patient when activated although it can not be used by the Medic as changing to an offesive weapon interrupts the effect. The Übercharge meter will continue to drain if a different weapon is equipped during the boost. |
Heavy |
Killing Gloves of Boxing |
5 s | When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds. |
Demoman |
Chargin' Targe |
N/A | Given to melee weapons on a successful long range charge. |
Engineer |
Frontier Justice |
∞ | When the Engineer's Sentry Gun is destroyed he gets a crit boost that lasts for a number of shots determined by the number of kills and kill assists that the Sentry had achieved. |
All classes | Intelligence Capture |
10 s | On capturing the briefcase all members of a team will receive a 10 second crit boost. |
First Blood |
5 s | On achieving the first kill of an Arena match the player will be rewarded with a 5 second crit boost. | |
Pumpkit |
3.2 s | Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps. | |
Humiliation |
15 s | During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies. |
Mini-Crit boost
All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on BLU or a gold-orange colour for RED.
Class | Duration | Notes | |
---|---|---|---|
Scout |
Crit-a-Cola |
6 s | On consumption the Scout and receives all damage in mini-crits while the effect lasts. Weapons glows as if under a full crit boost. |
Solder |
Buff Banner |
10 s | When activated the Solider grants himself and all nearby allies a mini-crit boosts. As well as the weapon glow players under this effect have glowing rings appear under their feet (an effect shared by all banner-induced status effects). |
Demoman |
Chargin' Targe |
N/A | Given to melee weapons on a successful medium range charge. |
Heavy |
Buffalo Steak Sandvich |
15 s | On consumption the Heavy deals and receives all damage in mini-crits while the effect lasts and is locked to using melee weapons. Weapons glows as if under a full crit boost. |
Overheal
An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.
Class | Notes | |
---|---|---|
Medic |
Medi Gun |
The Medic can overheal his patient simply by continuously healing them. |
Kritzkrieg |
The Medic can overheal his patient simply by continuously healing them. | |
Pyro |
Powerjack |
When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him. |
Demoman |
Eyelander |
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal. |
Horseless Headless Horsemann's Headtaker |
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal. | |
Heavy |
Dalokohs Bar |
On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal. |
Spy |
Conniver's Kunai |
When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65. |
Evasion
Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses.
Class | Duration | Notes | |
---|---|---|---|
Scout |
Bonk! Atomic Punch |
6 s | On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the Sandman's taunt kill. He also becomes immune to damage from non-environmental sources. |
Battalion's Backup
Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet.
Class | Duration | Notes | |
---|---|---|---|
Soldier |
Battalion's Backup |
10 s | When activated the Solider grants himself and all nearby allies damage softening. Glowing rings appear under the feet of players under this effect (an effect shared by all banner-induced status effects). |