Weapons (Classic)
Contents
Slot 1 Weapons
Picture | Weapon | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Crowbar | 18 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper | ||
Medkit | Initial: 9 Infection:8 per hit |
Medic | Used to heal teammates and infect enemies. | |
Knife | Standard:36 Back-stab:instakill |
Spy | Can backstab for an instant kill. | |
Wrench | 18 | Engineer | Used to upgrade buildings and repair armor. | |
Umbrella | 18 | Civilian | Remodel of the Crowbar. |
Slot 2 Weapons
Picture | Weapon | Ammo | Damage | Used By |
Notes / Special Abilities | ||
---|---|---|---|---|---|---|---|
Type | Loaded | Carried | |||||
Single-Barrel Shotgun | Shells | 8 | 50 | 4-22 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic | Fires six pellets. | |
Sniper Rifle | Shells | 75 | N/A | Sniper | Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. | ||
Tranquilizer Gun | Shells | 40 | N/A | 18 | Spy | ||
Railgun | Nails | 50 | N/A | 23 | Engineer |
Slot 3 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Double-Barrel Shotgun | Shells | 4-51 | Soldier, Heavy Weapons Guy, Medic, Engineer, Spy | Fires fourteen pellets. | |
Nailgun | Nails | 9 | Scout | ||
Grenade Launcher | Rockets | 40-80 | Demoman | Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher. | |
Flamethrower | Cells | 20(contact) 2(afterburn) |
Pyro | Cannot inflict afterburn on enemy Pyros. | |
Automatic Rifle | Shells | 8 | Sniper |
Slot 4 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Rocket Launcher | Rockets | Soldier | Can inflict self damage; can be used to Rocketjump. | ||
Assault Cannon | Shells | 32 | Heavy Weapons Guy | ||
Super Nailgun | Nails | 12 | Medic | ||
Pipebomb Launcher | Rockets | 40-80 | Demoman | Detonates with secondary fire. Shares magazine with Grenade Launcher. | |
Incendiary Cannon | Rockets | 30-60 | Pyro | ||
Nailgun | Nails | 9 | Sniper, Spy |
Primary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Hand grenade | Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper | Deals massive damage on a four second fuse. | ||
Caltrop | 9 | Scout | Causes leg injury which slows down enemies. |
Secondary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Nail Grenade | Soldier | Deals damage and pins down enemies. | ||
MIRV Grenade | Heavy Weapons Guy, Demoman | Splits into multiple grenades upon detonation, these detonate shortly after. | ||
Concussion Grenade | Scout, Medic | Causes disorientation. | ||
Napalm Grenade | Pyro | Ignites enemies within blast radius. | ||
Hallucination Grenade | Spy | Deals slight damage and causes hallucinations. | ||
EMP Grenade | Varies | Engineer | Detonates all of the ammo an enemy is holding. |
See Also
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