Anti-Scout strategy
“ | Never send a boy to fight a man's war.
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— The Soldier
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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.
General
Attributes | Anti-Scout Strategy |
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- In open spaces, it is best to avoid combat with the Scout altogether. Wide open areas are their natural environment, and they can take down many enemies here with little trouble. If you are forced into combat here, your best bet is to bait the Scout into going where you want him to- run round corners calling for Medic, and jumo out, or if you have an explosive weapon, shoot it to one side to herd him into an enclosed space.
- The Scout is extremely frail, even under the influence of the Milkman's set bonus. Two point blank direct hits from the Shotgun alone can put down a Scout. Remember, the Scout's main ability is that it can pick and choose its fights- unless you are certain of victory, do not attempt to jump a Scout, as he can run away a lot faster than you expect. Utilise splash damage from explosives, or the Pyro's airblast to control the Scout's movement- unless of course, you yourself are a Scout, in which prioritise on your own movement. Jump around and be difficult to hit, make sure the Scout has a hard time locking onto you. For fighting other Scouts, it is best to completely disregard the Force-a-Nature, as the weapon's small clip means it is very difficult to kill an enemy.
Primary Weapons
Weapon | Anti-Scout Strategy |
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![]() Scattergun |
The Scattergun deals immense damage 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. |
![]() Force-A-Nature |
The Force-A-Nature deals even more damage than the Scattergun but must be reloaded every two shots. If the Scout insists on staying in combat, pick him off during his frequent reloading periods. Its knock back effects let him easily reposition you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered. |
![]() Shortstop |
Unlike the Scattergun, 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. |
![]() Soda Popper |
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to get away. |
Secondary Weapons
Weapon | Anti-Scout Strategy |
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![]() ![]() Pistol / Lugermorph |
While the Scout might use the Pistol to harass you from a distance, its damage is minor. Keep a distance from him so that you can take advantage of his weak long range capabilities. |
![]() Bonk! Atomic Punch |
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![]() Crit-a-Cola |
While Crit-a-Cola will allow a Scout to deal mini-crits to you, you can deal mini-crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first. |
![]() Mad Milk |
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, you’ll either need to retreat or take him out very quickly. |
![]() Winger |
The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. |
Melee Weapons
Weapon | Anti-Scout Strategy |
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A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage. |
![]() Sandman |
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![]() Candy Cane |
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![]() Sun-on-a-Stick |
The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on fire, you should already be trying to extinguish yourself and would probably be weak enough for a Scout to pick off anyway. |
![]() Fan O'War |
If you are marked 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. |
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While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. |
Item sets
Set | Anti-Scout Strategy |
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This set sacrifices firepower for increased survival. A Scout using this set benefits from staying at range, where he can harass or finish off enemies with the Shortstop. When in trouble, the Mad Milk can help him regenerate health while retreating. Counter this set by avoiding his Mad Milk and then closing the distance to out-damage him. | |
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly. |
See also
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