The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.
General
Role
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- The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
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Health
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- The Scout is very frail and can be killed in just a few good shots.
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Speed
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- The Scout is extremely fast and can double jump. No class can outrun him without certain equipment, so always be prepared to fight.
- Carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots.
- His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
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Power
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- The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.
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Weapon-specific
Primary weapons
Scattergun + reskins
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- The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows.
- It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
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Force-A-Nature + reskins
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- The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying nearby, pick him off during his frequent reloading periods.
- The Force-A-Nature's knock back effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
- The Force-A-Nature will also knock the Scout back if he is in mid-air. If he decides to attack while in midair, you can easily line up a counterattack.
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Shortstop
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- The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
- Steal health packs to prevent the Scout from making use of the Shortstop's increased healing bonus.
- When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.
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Soda Popper
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- Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster.
- The Soda Popper fires 50% faster; its shots will land almost immediately after each other. Avoid being hit by both shots by making a slight movement after the first one, then retaliate while the Scout reloads.
- You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
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Baby Face's Blaster
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- The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.
- The Blaster's Boost allows a Scout to retreat and reload with ease. Predict the Scout's movements to force him to double jump, reducing his Boost and effectiveness.
- As the Scout does damage with the Baby Face's Blaster, his movement speed will increase. It would be wise to lead him with your shots, even with hitscan weapons.
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Back Scatter
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- The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power in duels.
- Since the Back Scatter deals mini-crits from behind, try to keep facing the Scout to make sure he can't get behind you.
- The Back Scatter is 20% less accurate than the Scattergun, so keep a distance.
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Secondary weapons
Pistol + reskins
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- While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance from him to take advantage of his weak long range capabilities.
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Bonk! Atomic Punch + reskins
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- Bonk! Atomic Punch helps a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking him or using knock back.
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Crit-a-Cola
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- While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first.
- Crit-a-Cola will cause the Scout to move 25% faster. You won't be able to escape him at all, so retaliate and force him to retreat.
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Mad Milk + reskins
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- The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, prevent him from healing by retreating or killing him quickly.
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Winger
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- The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
- It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
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Pretty Boy's Pocket Pistol
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- The Pretty Boy's Pocket Pistol is a weaker Pistol but grants extra health to the Scout.
- Look out for attacks from above, as this weapon makes a Scout immune to fall damage.
- A Scout equipped with the Pretty Boy's Pocket Pistol gains a 50% increased fire vulnerability, making the extra survivability useless against the Pyro's fiery weaponry.
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Flying Guillotine
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- The Flying Guillotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses.
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Melee weapons
Bat + reskins
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- A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
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Sandman
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- If you are stunned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
- Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds.
- The Sandman reduces the Scout's health by 15, making retaliation against him slightly easier.
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Holy Mackerel + reskins
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- The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
- Spies should be wary of the Holy Mackerel, as the hit announcements can give away their cover.
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Candy Cane
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- A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly.
- Try to steal the small health kits dropped by teammates that the Scout aided in killing if he has the Candy Cane equipped.
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Boston Basher + reskins
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- Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
- A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a large amount of health.
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Sun-on-a-Stick
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- The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on fire, you should always be trying to extinguish yourself, retreating from and repelling any Scout that may try to pick you off.
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Fan O'War
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- If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to your teammates for help.
- A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off if there are too many enemies.
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Atomizer
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- While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP which can expedite killing him.
- Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
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Wrap Assassin
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- While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.
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See also
Scout |
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| Weapons |
Primary | | | Secondary | | | Melee |
Bat ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Batsaber, Prinny Machete) · Sandman · Holy Mackerel ( Unarmed Combat) · Boston Basher ( Three-Rune Blade) · Candy Cane · Sun-on-a-Stick · Fan O'War · Atomizer · Wrap Assassin | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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