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 manueverability, you can easily dispose of him.
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 constantly 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, so 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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Primary Weapons
Scattergun
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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 may 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
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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 in close combat, pick him off during his frequent reloading periods. Its knock back effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
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Shortstop
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- 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.
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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. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
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Secondary Weapons
Pistol / Lugermorph
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- While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
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Bonk! Atomic Punch
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- Bonk! Atomic Punch is designed to help 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 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 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.
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Mad Milk
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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, you’ll either need to retreat or take him out very 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.
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Melee Weapons
Item sets
See also