Soldier weapons (competitive)
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The Soldier is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including Rocket Jumping to obtain a height advantage and juggling enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.
Primary Weapon
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Soldier’s primary weapon include rocket jumping, spam, and juggling foes with knockback from rockets. THe knockback that it produces can be useful even when the target is ubered as they can be juggled and the uber wasted.
Rocket Launcher
The standard Rocket Launcher is an incredibly useful and versatile weapon. It is effective against Scouts, who can dodge rockets but have a harder time dodging splash damage at close range. The Rocket Launcher’s key strengths are the ability to damage multiple enemies at once, and the ability to deal significant damage to targets, even with a missed shot. Its weakness is the ease with which enemies can avoid rockets at long range. The Rocket Launcher’s damage output is quite high, but it cannot kill any enemy in one shot, except for a Scout wielding the Sandman.
The Original is a reskin of the Rocket Launcher, and therefore has the same stats as the Rocket Launcher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Rocket Launcher ![]() |
Point-Blank: 56-112 512 units: 45-90 Over 1024 units: 23-48 Backlash: 45-89 RJ Backlash: 27-49 |
Critical: 135-270 Point-Blank Mini-Crit: 75-151 Over 512 units Mini-Crit: 61-122 |
Attack: 0.8s Reload Start: 0.8s Reload More: 0.92s |
Effective for juggling and rocketjumping. |
Direct Hit
The Direct Hit's usefulness lies in its increased damage and rocket speed. Thanks to the Direct Hit’s increased damage, Direct Hit rockets cause greater knockback than rockets from the standard Rocket Launcher. While the Direct Hit is powerful and is more effective for performing aerials against rocket-jumping foes than its counterpart, it is lacking in certain situations. The Direct Hit contributes poorly to [[spam (competitive) spam, due to the decreased slash radius of its rockets. In addition, despite being capable of killing Scouts in one hit at close ranges, the Direct Hit is usually less effective against them because missed shots will rarely inflict any damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Direct Hit ![]() |
Point-Blank: 70-140 512 units: 56-112 Over 1024 units: 30-59 Backlash: 45-88 RJ Backlash: 27-49 |
Critical: 169-338 Point-Blank Mini-Crit: 95-189 Over 512 units Mini-Crit: 76-152 |
Attack: 0.8s Reload Start: 0.8s Reload More: 0.92s |
Mini-Crits if target is airborne due to explosive force. Splash radius -70%. Rocket speed +80%. Effective for juggling and rocketjumping. |
Black Box
Note: The Black Box is banned or restricted in some leagues.
The Black Box is very similar to the Rocket Launcher, but its clip size is smaller: the Black Box has a clip size of only three rockets, while the Rocket Launcher stores four. To compensate for this disadvantage, the Black Box grants its user an additional 15 health for every hit, which can be useful if a Soldier is in dire need of health and lacks a Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Black Box ![]() |
Point-Blank: 56-112 512 units: 45-90 Over 1024 units: 23-48 Backlash: 45-89 RJ Backlash: 27-49 |
Critical: 135-270 Point-Blank Mini-Crit: 75-151 Over 512 units Mini-Crit: 61-122 |
Attack: 0.8s Reload Start: 0.8s Reload More: 0.92s |
Banned in most leagues for acquisition time. Heals user 15 health per hit per rocket. Stores only 3 ammo instead of 4. Effective for juggling and rocketjumping. |
Rocket Jumper
Note: The Rocket Jumper is banned or restricted in some leagues.
The Rocket Jumper is essentially a Rocket Launcher that deals no damage to players, including its wielder. It is (as its name suggests) meant for rocket-jumping, and it is quite effective for doing so, but the Rocket Jumper's total lack of offensive capabilities generally make it a less than ideal choice.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Rocket Jumper ![]() |
All: 0 | All: 0 | Attack: 0.8s Reload Start: 0.8s Reload More: 0.92s |
Banned in most leagues for acquisition time. Stores 60 reserve ammo instead of 20. Effective for rocketjumping. 100% damage vulnerability to bullets, explosives, and fire. |
Liberty Launcher
The Liberty Launcher is useful for hitting moving targets in a face-to-face battle, as the projectile speed is much faster than the standard Rocket Launcher. However, at the cost of faster projectile movement, the clip only holds 3 rockets, compared to the standard Rocket Launcher's 4.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Liberty Launcher ![]() |
Point-Blank: 93 512 units: 62 Over 1024 units: 34 Backlash: 61 RJ Backlash: 37 |
Critical: 250 Point-Blank Mini-Crit: 114 Over 512 units Mini-Crit: 89 |
Attack: 0.8s Reload Start: 0.92s Reload More: 0.8s |
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Usage
Soldiers will usually opt for the Rocket Launcher over the Direct Hit. The Direct Hit’s main weaknesses is its inability to spam effectively or defend against enemy Scouts, limiting its usefulness in many situations. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. While the Rocket Launcher is generally considered the most versatile and reliable of the Soldier's primary weapons, the Direct Hit may be used in specific plays where focused damage is required to accomplish a task. The Rocket Jumper is ineffective for performing any task that a Soldier is generally sent to perform, save for perhaps a back-cap attempt while wielding the Pain Train.
Secondary Weapon
Soldiers have seven choices for their secondary weapon, and all seven have noticeable impacts on the Soldier’s playstyle.
Shotgun
The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shotgun ![]() |
Point-Blank: 90 512 units: 6/hit, avg 6 hits Over 1024 units: 3/hit |
Critical: 18/hit (max 180) Point-Blank Mini-Crit: 121 Over 512 units Mini-Crit 8/hit |
Attack: 0.625s Reload Start: 1.0s Reload More: 0.5s |
Affected by fixed weapon spread (1 extra pellet at center). |
The Buff Banner
Note: The Buff Banner is banned or restricted in some leagues.
The Buff Banner is seldom used in competitive play and thus has yet to show its usefulness or lack thereof. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Buff Banner ![]() |
N/A | N/A | Trumpeting: ~3s Buff: 10s |
Banned or restricted in some leagues. Grants self and allies within 450u Mini-Crits on use. Gains rage equal to damage dealt (600 needed to fill). Gains rage even when not equipped. |
The Gunboats
The Gunboats reduce damage from rocket-jumps greatly, allowing a Soldier using them to quickly traverse a map. However, Soldiers using the Gunboats experience a disadvantage in damage output due to their lack of a Shotgun. To compensate for this disadvantage, Soldiers using the Gunboats are most effective when they take advantage of their ability to move quickly and secure a height advantage without losing much health. At the start of 5-CP maps, a Roaming Soldier with the Gunboats can quickly reach the middle point and obtain a height advantage. Such a tactic can provide the Soldier with relative safety from enemy Scouts, and put pressure on the enemy Demoman early on. A skilled Roaming Soldier can arrive before even the Scouts in many 5-CP maps, allowing him to keep the enemy at bay with spam and help his team's Demoman deny the enemy team easy access to the middle point.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Gunboats ![]() |
N/A | N/A | N/A | Reduces rocketjump damage by 60%. Reduces all backlash damage that doesn't hit other players. |
The Battalion's Backup
Note: The Battalion's Backup is banned or restricted in some leagues.
The Battalion's Backup is generally banned in competitive play for acquisition time and thus has yet to show its usefulness or lack thereof. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer usually plays farther from the rest of the team than the Pocket, is less likely to find opportunities to use the Battalion's Backup to great effect, and is more likely to be in need of a Shotgun than a Pocket Soldier.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Battalion's Backup ![]() |
N/A | N/A | Trumpeting: ~3s Buff: 10s |
Banned or restricted in most leagues for acquisition time. Grants self and allies within 450u Crit immunity and 35% damage reduction. Gains rage equal to damage taken (350 needed to fill). |
The Concheror
Note: The Concheror is banned or restricted in some leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Concheror ![]() |
N/A | N/A | Trumpeting: ~3s Buff: 10s |
Banned or restricted in some leagues. While the buff is active, allies within 450 units are healed for 35% of the damage they deal. |
The Mantreads
As with the Gunboats, the lack of a shotgun leaves the player defenseless in close combat. However, the Mantreads reduce knockback by 75%, which leaves the player (with the exception of rocket jumping, obviously) rooted to the spot. The Mantreads also triple 'stomp' damage, rendering maps with high platforms, such as Badlands, perfect ambush points.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Mantreads ![]() |
N/A | N/A | N/A |
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Righteous Bison
The Righteous Bison is useful in large maps, where ammo is far apart, as it does not require ammo. However, the reload time is slower than the Shotgun, and damage dealt to buildings is severely reduced. Also, it is useful against Pyros, as its projectiles cannot be reflected, and can also be used to light the Huntsman arrows of friendly Snipers.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Righteous Bison ![]() |
Point-Blank: 40 512 units: 16 Over 1024 units: 12 |
Critical: 44 Point-Blank Mini-Crit: 31 Over 512 units Mini-Crit 15 |
Attack: 0.8s Reload Start: 0.92s Reload More: 0.4s |
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Usage
The Shotgun is the most common choice for Soldiers, as it is a reliable weapon useful for finishing off foes to conserve rockets. The Gunboats may be useful in 5-CP maps for quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The Buff Banner has yet to prove its worth in competitive play, as it is rarely if ever used.
Melee Weapon
While melee combat rarely comes into play, a Soldier's choice of melee weapon may result in benefits outside of melee combat.
The Shovel
The Shovel is the Soldier’s standard melee weapon. Like other standard melee weapons, it deals moderate damage, but because most weapons are far more effective than the Shovel, the Shovel is only good as a novelty or a weapon of last resort.
The Frying Pan is a reskin of the Shovel, and therefore has the same stats as the Shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shovel ![]() |
Melee: 65 | Critical: 195 Mini-Crit: 88 |
Attack: 0.8s | Completely standard melee weapon. |
The Equalizer
Due to the “last resort” nature of melee weapons, the Equalizer can actually be put to good use in combat. At low health, a single strike with the Equalizer can deal upwards of 100 damage. More importantly, the Equalizer’s speed boost can be used to escape situations that would normally result in a Soldier’s death. Although Soldiers wielding the Equalizer cannot be healed by their Medics, this is only a concern when a Soldier is being pursued near his team's Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Equalizer ![]() |
Melee (at 200+ HP): 33 Melee (at 126 HP): 63 Melee (at 86 HP): 75 Melee (at 64 HP): 88 Melee (at 35 HP): 100 Melee (at 1 HP): 113 |
Mini-Crit (200 hp+): 44 Mini-Crit (150 hp): 71 Mini-Crit (100 hp): 99 Mini-Crit (52 hp): 125 Mini-Crit (7 hp): 150 Mini-Crit (1 hp): 153 |
Attack: 0.8s | Cannot be healed by Medics while wielding. Changes speed based on health range. Changes damage based on exact health, as follows. Base Damage = 32.5 + (0.4063*[lost hp]). Mini-Crit Damage = 43.88 + (0.5484*[lost hp]). Has no method of getting Crits in competitive play. |
The Pain Train
Note: The Pain Train is banned in some leagues for acquisition time.
The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable to hitscan weapons, mostly enemy Scouts.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Pain Train ![]() |
Melee: 65 | Critical: 195 Mini-Crit: 88 |
Attack: 0.8s | Banned in some leagues for acquisition time. Gives user double capture speed (like Scout). Increases taken damage from hitscan by 10%. |
Half-Zatoichi
Note: Half-Zatoichi is banned in some leagues for acquisition time.
The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapons such as the Shotgun until they have killed an enemy. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Half-Zatoichi ![]() |
Melee: 65 | Critical: 195/Instant Mini-Crit: 88 |
Attack: 0.8s | Banned in some leagues for acquisition time. On kill: restores you to 100% health This weapon is Honorbound and once drawn cannot be sheathed until it kills. |
Disciplinary Action
The Disciplinary Action grants a speed boost to any teammate struck by the wielder. It is therefore very useful in the initial break-out to capture a point in 5 CP maps, however, it has very little use in competitive play aside from this specific situation. The damage penalty makes it less useful as a melee weapon than most other soldier weapons.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Disciplinary Action ![]() |
Melee: 47 | Critical: 147 Mini-Crit: 66 |
Attack: 0.8s |
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Market Gardener
The Market Gardner grants critical hits while rocket jumping. This means that a soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Market Gardener ![]() |
Melee: 65 | Critical: 195 Mini-Crit: 88 |
Attack: 0.8s |
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Usage
The Equalizer is the most commonly used melee weapon for most Soldier. The Equalizer is generally superior in melee combat to its counterparts, and, more importantly, it provides the advantage of allowing Soldiers low on health to quickly escape what could possibly be certain death. This advantage greatly outweighs any benefits conferred by the Shovel. However, in certain situations where double capture speed may be significant, the Pain Train may be used to accomplish a task.
See Also
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