The Sniper specializes in eliminating enemies at long range. He will typically position himself at a calm vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots, so ignoring him is never an option. Fortunately, the Sniper is horrible at close quarters combat. A cornered Sniper can only fight with weaker armaments, such as his Submachine Gun or melee weapon. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another or forcing his attention somewhere else.
General
Role
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- The Sniper's goal is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target.
- A Sniper is most effective when he fights from a distance.
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Health
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- The Sniper has a rather low amount of health; he will generally lose in a direct fight against sturdier classes.
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Speed
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- The Sniper runs at an average pace, but slows down heavily while aiming. He will find it difficult to flee from fights.
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Power
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- The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot from the default Sniper Rifle already does 150 damage.
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Weapon-specific
Primary weapons
 Sniper Rifle + reskins
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- The Sniper Rifle fires a single, perfectly accurate bullet. This makes it ineffective in crowded or close quarters.
- The Sniper Rifle has the ability to zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, he moves very slowly and has a limited field of vision. He will be scoped often, making him susceptible to ambushes.
- Even with the limited visibility, some players can still headshot targets who are only a few feet from their faces. Charging at him from the front is ill-advised.
- Check if there is a Sniper or his weapon's laser dot before entering an area to avoid walking into a charged shot. He can only cover one route at a time, so take a different route or move once he drops his guard.
- If you must approach a Sniper while in the open, fire at him to make him flinch or take cover.
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 Huntsman + reskins
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- The Huntsman fires arrows, which move slower than bullets. This makes it possible to dodge incoming arrows.
- Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult.
- The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily.
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 Sydney Sleeper
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- The Sydney Sleeper cannot perform headshots but charges faster than the default Sniper Rifle. This means that not even a skilled Sniper can instantly kill you without some delay.
- A scoped shot from this weapon coats the victim and nearby enemies in Jarate, allowing the Sniper's allies to finish you off easily. Avoid clustering up with teammates.
- Overall, the Sydney Sleeper gives greater lowest possible damage in return for no headshots; treating it as the default Sniper Rifle is a safe bet.
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 Bazaar Bargain
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- The Bazaar Bargain reduces his rifle's charge time as he lands headshots. If you see teammates taking heavy damage, consider that the enemy Sniper is skilled enough to land consistent headshots.
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 Machina + reskins
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- The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates.
- The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier should he miss.
- The Machina can only fire while scoped, leaving the Sniper even more vulnerable up close.
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 Hitman's Heatmaker
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- After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's focus ability. A Sniper who stays alive long enough to obtain that much kill credit may be skilled.
- When focus is activated, the Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate.
- The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for just partially dodging the Sniper's shots.
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 Classic
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- The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers.
- The Classic can headshot only when it is fully charged. Engaging the Sniper between charged shots will lessen the damage you take.
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Secondary weapons
 SMG + reskins
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- The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attacks you with it, move away from him and retaliate with a more powerful weapon.
- The Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long with it.
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 Razorback
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- The Razorback deprives a Sniper of his secondary weapon, making him much weaker in a direct fight.
- A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your Revolver.
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 Jarate + reskins
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- If you're covered in Jarate, the Sniper's team will deal guaranteed mini-crits to you. Take cover if there are other enemies nearby when you're splashed.
- Jarate can be removed by extended Healing, entering water, or touching a Resupply cabinet.
- A lone Sniper will typically follow up his Jarate toss with the Bushwacka for a guaranteed critical hit. Don't carelessly rush into melee range after being splashed.
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 Darwin's Danger Shield
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- Darwin's Danger Shield increases the Sniper's maximum health, but deprives him of a secondary weapon.
- The bullet resistance and health bonus the Danger Shield offers allows the Sniper to barely survive a fully charged bodyshot or uncharged headshot from an enemy Sniper. This makes headshots paramount to winning a Sniper duel.
- The Danger shield increases the Sniper's vulnerability to explosives, so he is still particularly weak to the Soldier and Demoman up close.
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 Cozy Camper
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- A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early.
- Be on the lookout and react accordingly if a Sniper comes out of cover.
- The Cozy Camper deprives the Sniper of a secondary weapon, making him even weaker in close-range combat.
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 Cleaner's Carbine
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- The Cleaner's Carbine is like the Submachine Gun, but grants 8 seconds of mini-crits on kill. If an enemy Sniper acquires the bonus, check which weapon he chooses to use and react accordingly.
- The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. It's a terrible back-up weapon without the crit boost.
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Melee Weapons
 Kukri + reskins
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- A Sniper will generally only use this weapon as a last resort. Simply back up and finish him off.
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 Tribalman's Shiv
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- The Tribalman's Shiv does less damage upfront, giving you an immediate advantage in melee combat. However, it causes you to bleed and take extra damage over time, so end the fight quickly and know where you can find a health pack.
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 Bushwacka
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- A Sniper will typically pull out the Bushwacka after dousing you in Jarate. Fight from just outside melee range, where he is weakest, and take advantage of the extra damage he receives while the Bushwacka is active.
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 Shahanshah
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- The Shahanshah deals increased damage if the Sniper is below half health. If fighting him in melee combat, know that his strikes may become stronger after landing a hit or two.
- A Sniper who takes out the Shahanshah is likely injured and trying to take advantage of its damage bonus. Similar to when he is using the Bushwacka, keep your distance.
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See also
Sniper |
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| Weapons |
Primary | | | Secondary | | | Melee |
Kukri ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Tribalman's Shiv · Bushwacka · Shahanshah | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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