User:EtherealT/Derek5220's Modified Balance Sheet
Contents
Summary
Last Major Update: 20th November 2023 |
Overall Changes |
---|
|
Multi-Class
Multi Class - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Reserve Shooter |
Changed: Deploy speed increased from +20% to +25% Added: -10% damage penalty Changed: Clip size decreased from -34% to -66% Changed: Mini-crits are now gained through hitting an enemy target with the wearer's primary weapon within 1 second instead of targets launched airborne by explosions Info: Mini-crits can only trigger if the damage within the last second is direct damage, meaning that afterburn cannot trigger mini-crits |
Mini-crits targets that are hit with the wearer's primary weapon within the last second This weapon deploys 25% faster -66% clip size -10% damage penalty |
B.A.S.E. Jumper |
Added: +75% fall damage resistance on wearer upon deactivating the parachute Changed: Parachute automatically breaks after floating for 14 seconds Changed: (Hidden) Air control decreased from -50% to -90% Changed: Falling speed while deployed decreased from 112 to 64 HU |
+75% fall damage resistance on wearer upon deactivating the parachute Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent for up to 14 seconds. |
Pain Train |
Added: +40% ammo from packs on wearer Added: +40% health from packs on wearer Changed: Bullet damage vulnerability increased from 10% to 15% |
+1 capture rate on wearer +40% ammo from packs on wearer +40% health from packs on wearer 15% bullet damage vulnerability on wearer |
Scout
Scout - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Shortstop |
Added: Reloading this weapon automatically reloads pistols and vice versa Changed: Reload time decreased from 1.52 to 1.005 seconds Changed: Knockback vulnerability is increased from +20% to +25% Changed: Knockback vulnerability is now passive instead of only while active Removed: Alt-Fire to reach and shove someone! |
Reloading this weapon automatically reloads pistols and vice versa +25% increase in push force taken from damage and airblast Holds a 4-shot clip and reloads its entire clip at once. |
Soda Popper |
Changed: Activating Hype mode now also instantly reloads this weapon's entire clip at once Removed: +25% faster reload time Removed: This weapon reloads its entire clip at once |
+50% faster firing speed On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode to instantly refill its clip and gain multiple air jumps. |
Baby Face's Blaster |
Removed: -34% clip size Removed: Boost reduced on air jumps Added: Jump height decreased with Boost Added: Boost decays over time Changed: Base move speed decreased from -10% to -15% Changed: Boost drain when hit rescaled from 4% Boost per 1 damage taken to a fixed drain rate regardless of damage taken Info: Jump height decreases linearly as Boost increases, up to -50% when Boost is full Info: Upon being hit, Boost decays at a rate of 20% per second until the wearer damages a target, in which Boost decay will revert back to its standard rate Info: Boost has a standard decay rate of 5% per second Info: Due to the decrease in base speed, max speed is decreased from 173% to 170% |
On Hit: Builds Boost Run speed increased with Boost Jump height decreased with Boost Boost rapidly decays when hit Boost decays over time -15% slower move speed on wearer |
Back Scatter |
Changed: Mini-crits from behind no longer have a range threshold Changed: Successful hits from behind now grant the wearer an additional mini-crit boosted shot Changed: Accuracy increased from -20% to +20% Added: -30% slower firing speed |
Mini-crits targets when fired at their back On Hit From Behind: 100% mini-crits on the next shot +20% more accurate -34% clip size -30% slower firing speed |
Bonk! Atomic Punch |
Changed: The wearer can now switch weapons while under the buff |
Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you when the effect ends. |
Crit-a-Cola |
Added: Drink meter builds with damage done and/or time Added: Drink to cleanse the wearer of all debuffs Changed: The wearer now gains a speed boost while under the buff Changed: The wearer now gains 35% damage resistance while under the buff Removed: Each attack sets Mark-For-Death for 5 seconds while under the buff Added: Spawning and resupply do not affect the Drink meter Added: Drink meter starts empty Added: -25 max health on wearer Added: The wearer is inflicted with bleed upon the buff ending based on damage taken during the buff Changed: Cooldown increased from 22 to 60 seconds Info: Requires 500 damage dealt to recharge the Drink meter Info: Every 20 damage taken during the buff is converted into 1 second of bleed upon the buff ending |
Drink meter builds with damage done and/or time Spawning and resupply do not affect the Drink meter Drink meter starts empty -25 max health on wearer Drink to cleanse the wearer of all debuffs. After consuming, the wearer gains a speed boost, damage resistance is increased and attacks mini-crit. Damage taken during the buff will cause the wearer to suffer from bleed. |
Mad Milk |
Changed: Cooldown is now reduced for every ally extinguished Added: Spawning and resupply do not affect the Milk meter Added: Milk meter starts empty Changed: Health regained from damage is decreased from 60% to 40% |
Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Milk meter Milk meter starts empty Players heal 40% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Pretty Boy's Pocket Pistol |
Added: -50% max secondary ammo on wearer |
+15% faster firing speed On Hit: Gain up to +3 health -25% clip size -50% max secondary ammo on wearer |
Flying Guillotine |
Added: 100% critical hits vs targets with <51% health Changed: Recharge time decreased from 5.1 to 5 seconds Changed: Cooldown reduction decreased from -29.4% to -100% Changed: Base damage decreased from 50 to 30 Info: Cooldown reduction now only triggers on kill with any weapon instead of long distance hits |
100% critical hits vs targets with <51% health On Kill With Any Weapon: Instantly resets the cooldown on this weapon |
Bat |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Sandman |
Added: On Projectile Hit: Recharge time is decreased based on distance traveled Changed: Projectile now also grants the wearer a speed boost on hit Removed: -15 max health on wearer Added: -15% damage penalty Added: -15% lesser jump height on wearer Info: Speed boost duration scales identically to the slow duration, and ranges from 1-4 seconds depending on distance Info: Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1351.94 HU |
Alt-Fire: Launches a ball that slows opponents and grants the wearer a speed boost On Projectile Hit: Recharge time is decreased depending on distance traveled -15% damage penalty -15% lesser jump height on wearer |
Candy Cane |
Added: +50% health from packs on wearer Changed: Explosive damage vulnerability decreased from 25% to 20% |
On Kill: A small health pack is dropped +50% health from packs on wearer 20% explosive damage vulnerability on wearer |
Sun-on-a-Stick |
Added: On Hit: Transfers current afterburn to the victim Changed: Fire damage resistance increased from +25% to +50% Changed: Fire damage resistance is now passive instead of only while active Added: +200% afterburn duration vulnerability on wearer Changed: Fire damage resistance now only affects afterburn damage instead of all fire damage Removed: 100% critical hit vs burning players Info: In other words, the wearer takes -50% afterburn damage per tick, but afterburn lasts 3x as long on the wearer, resulting in a net +50% afterburn damage taken if the afterburn is not extinguished |
On Hit: Transfers current afterburn to the victim +50% afterburn damage resistance on wearer +200% afterburn duration vulnerability on wearer -25% damage penalty |
Fan O'War |
Added: +200% longer melee range while airborne Added: On Hit While Airborne: Air jumps are reset Changed: Debuff duration decreased from 15 to 12 seconds Info: Double jumps are reset if the wearer hits a target with this weapon while airborne, allowing the wearer to air jump instantly again |
Crits whenever it would normally mini-crit On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits +200% longer melee range while airborne On Hit While Airborne: Air jumps are reset -75% damage penalty |
Atomizer |
Removed: -15% damage vs players Removed: This weapon deploys 50% slower Added: -50% slower firing speed Added: This weapon holsters 100% slower |
Grants Triple Jump while deployed Melee attacks mini-crit while airborne -50% slower firing speed This weapon holsters 100% slower |
Wrap Assassin |
Added: On Projectile Hit: Recharge time is decreased depending on distance traveled Changed: Damage increased from -65% to -50% Removed: +25% increase in recharge rate Info: Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1238.94 HU |
Alt-Fire: Launches a festive ornament that shatters causing bleed On Projectile Hit: Recharge time is decreased depending on distance traveled -50% damage penalty |
Soldier
Soldier - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Black Box |
Changed: Health gain on hit now scales based on targets hit at once Info: In other words, hitting two enemies at once for 90 damage would heal the wearer for +40 health for example Info: Lifesteal percentage and health gained per target is unchanged |
On Hit: Gain up to +20 health per attack -25% clip size |
Liberty Launcher |
Added: No damage fall off Added: No damage ramp up Removed: +25% clip size |
+40% projectile speed -25% blast damage from rocket jumps No damage fall off -25% damage penalty No damage ramp up |
Cow Mangler 5000 |
Added: On Alt-Fire: Weapon cannot be fired until it is fully reloaded again |
Does not require ammo Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec Deals only 20% damage to buildings Minicrits whenever it would normally crit On Alt-Fire: Weapon cannot be fired until it is fully reloaded again |
Beggar's Bazooka |
Added: -1 degree random projectile deviation per rocket loaded in the clip Changed: Base random projectile deviation increased from +3 to +4 degrees |
Hold Fire to load up to three rockets Release Fire to unleash the barrage -1 degree random projectile deviation per rocket loaded in the clip -20% explosion radius +4 degrees random projectile deviation Overloading the chamber will cause a misfire No ammo from dispensers when active |
Air Strike |
Changed: Projectile speed on this weapon is also increased by +25% while blast jumping Removed: -20% explosion radius while blast jumping Changed: Explosion radius decreased from -10% to -15% Changed: On Kill bonuses are now only granted if the wearer is explosive jumping during the kill instead of being universal Changed: Killing targets now instantly refills clip instead of increasing clip size permanently |
-15% blast damage from rocket jumps Increased attack speed and projectile speed while blast jumping Kills while blast jumping instantly refill clip -15% damage penalty -15% explosion radius |
Buff Banner |
Added: +10% faster firing speed on all weapons Changed: Buff now also provides +25% faster reload time while activated |
+10% faster firing speed on all weapons Provides an offensive buff that causes nearby team members to do mini-crits and gain +25% faster reload speed. Rage increases through damage done. |
Battalion's Backup |
Changed: Damaging buildings now also contribute towards charging the Rage meter Changed: Sentry damage resistance increased from +50% to +60% Changed: General damage resistance decreased from +35% to +30% |
+20 max health on wearer Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 60% and 30% from all other sources. Rage increases through damage done to players and buildings. |
Mantreads |
Added: +25% clip size on primary weapon Changed: Push force resistance now applies to all enemy sources besides damage and airblasts |
-75% reduction in push force taken from enemy sources Deals 3x falling damage to the player you land on 200% increased air control when blast jumping +25% clip size on primary weapon |
Righteous Bison |
Changed: Base damage increased from 20 to 25 Changed: Projectile speed increased from 1200 to 2000 HU |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Shovel |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Equalizer |
Added: Damage to self decreases as the user becomes injured Added: Environmental damage resistance increases as the user becomes injured Changed: Max damage bonus based on missing health increased from +224% to +294% Changed: Healing from Medic sources is increased from -90% to -50% Changed: Healing penalty from Medic sources is now passive instead of while active Changed: Base damage penalty is no longer hidden Info: Final damage is increased from 33-107 to 33-130 depending on health threshold Info: Max self reduction damage and environmental damage resistance is -99% at 1 health Info: Environmental damage resistance refers to damage not caused by players, such as drowning damage |
Damage increases as the user becomes injured Damage to self decreases as the user becomes injured Environmental damage resistance increases as the user becomes injured -50% less healing from Medic sources -50% damage penalty |
Disciplinary Action |
Changed: Hitting a teammate now also increases their firing speed by +25% Changed: Buff duration on teammate increased from 2 to 2.5 seconds Added: This weapon deploys 75% slower Added: This weapon holsters 75% slower Changed: No longer grants a speed boost to the wearer upon hitting a teammate Changed: Damage decreased from -25% to -66% Changed: Melee range decreased from +70% to +50% |
On Hit Teammate: Boosts their firing speed by +25% and grants them a speed boost for several seconds -66% damage penalty This weapon has a large melee range and deploys and holsters slower. |
Escape Plan |
Added: -50% damage penalty |
When weapon is active: Move speed increases as the user becomes injured You are marked for death while active, and for short period after switching weapons -90% less healing from Medic sources -50% damage penalty |
Pyro
Pyro - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Backburner |
Changed: Critical hits now linger for 1 second after hitting a target from behind Changed: Airblast cost decreased from +150% to +100% Added: -25% flamethrower range |
100% critical hits for 1 second when firing from behind Extinguishing teammates restores 20 health +100% airblast cost -25% flamethrower range |
Degreaser |
Changed: Afterburn damage increased from -66% to -50% |
This weapon deploys 60% faster This weapon holsters 30% faster Extinguishing teammates restores 20 health -50% afterburn damage penalty +25% airblast cost |
Phlogistinator |
Added: Alt-Fire: Extinguish teammates to gain Mmmph Added: Up to +200% damage bonus based on Mmmph Removed: No airblast Added: Mmmph decays over time Added: Alt-Fire cannot reflect projectiles Added: -100% push force vs players on Alt-Fire Added: +50% airblast cost Added: -50% base afterburn duration Added: -25% damage penalty Changed: Fire damage from other non-primary weapons no longer charge Mmmph unless it is afterburn damage Removed: Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds Removed: Invulnerable while 'Mmmph' taunting Changed: Fires an accurate solid beam of fire instead of flame particles Info: Alt-Fire functions identically to the alt-fire function on the normal Manmelter, and consumes ammo at a rate of 30 per second Info: Every tick of direct fire damage increases Mmmph by +2%, and every afterburn tick increases Mmmph by +5% Info: Extinguishing teammates increases Mmmph by +20%, and Mmmph passively decays at a rate of -12.5% Info: The solid beam of fire travels instantly and has no particle box dimensions, using hitscan hitboxes instead Info: The afterburn duration penalty also directly affects the base afterburn duration on hit, from 3.38 to 1.69 seconds |
Build 'Mmmph' by dealing damage Up to +200% damage bonus based on Mmmph Mmmph decays over time Alt-Fire cannot reflect projectiles -100% push force vs players on Alt-Fire +50% airblast cost -50% base afterburn duration -25% damage penalty Fires an accurate solid beam of fire instead of flame particles Alt-Fire: Extinguish teammates to gain Mmmph. |
Dragon's Fury |
Changed: Damage bonuses now trigger regardless of where the projectile hits the target instead of just the center of the projectile Changed: Fixed bugs where projectiles may have inconsistencies with geometry, and is less likely going to have collisions with corners, railings and Payload carts Removed: -50% repressurization rate on Alt-Fire Changed: Projectile hitbox size decreased from 45 to 8 HU |
Extinguishing teammates restores 20 health Deals +200% damage to burning players +50% repressurization rate on hit Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage. |
Flare Gun |
Changed: Damage bonus rescaled from a critical hit to a fixed +200% damage bonus |
+200% damage bonus vs burning players This weapon will reload when not active |
Detonator |
Added: +10% self damage force Changed: Damage penalty now only affects players instead of being universal Changed: Damage decreased from -25% to -35% |
100% mini-crits vs burning players +10% self damage force -35% damage vs players +50% damage to self Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: +50% faster reload time Added: On Alt-Fire: -100% slower reload time on the next shot Removed: +50% projectile speed Removed: Extinguishing teammates restores 20 health Changed: Alt-Fire now causes the weapon to charge up over 1 second to increase damage and projectile speed instead of extinguishing teammates Info: Damage bonus is capped at +100% and projectile speed is capped at +50% after 1 second of charging Info: In other words, alt-fire functions similarly to the alt-fire function on the Cow Mangler, except it does not slow down the wearer on use |
+50% faster reload time Does not require ammo Alt-Fire: A charged shot that has +100% damage bonus and +50% projectile speed On Alt-Fire: -100% slower reload time on the next shot This weapon will reload automatically when not active. |
Scorch Shot |
Changed: Self damage force increased from -35% to -25% Changed: Damage penalty now only affects players instead of being universal Added: Damage decreased from -35% to -65% Changed: Hitting burning players now increases explosion radius by +100% when the projectile hits the ground instead of inflicting mini-crits |
+100% explosion radius vs burning players Flare knocks back target on hit and explodes when it hits the ground Increased knockback on burning players -65% damage vs players -25% self damage force This weapon will reload automatically when not active. |
Gas Passer |
Added: +50% afterburn damage bonus Changed: Damaging an enemy while they are covered in gas will deal 10 damage Changed: Gas debuff cannot have its duration reduced or cleansed from most sources Changed: Base cooldown decreased from 60 to 40 seconds Changed: Damage required to build Gas decreased from 750 to 400 Changed: Targets coated in gas are considered to be wet Changed: Gas duration decreased from 10 to 6 seconds Info: The only possible ways to cleanse off afterburn inflicted from the Gas Passer are the resupply cabinet and submerging in water |
Gas meter builds with damage done and/or time +50% afterburn damage bonus Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that coats enemies with a flammable material, which then deals additional damage and ignites into afterburn if they take damage (even enemy Pyros!) |
Thermal Thruster |
Changed: Holster speed increased from -60% to +20% while in flight Added: Wearer cannot carry the intelligence briefcase or PASS Time JACK |
Push enemies back when you land (force and radius based on velocity) Wearer cannot carry the intelligence briefcase or PASS Time JACK Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. You holster your weapons 20% faster while flying, and you deal 3x falling damage to anyone you land on! |
Fire Axe |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Axtinguisher |
Removed: This weapon holsters 35% slower Changed: Afterburn duration is now directly converted into a flat damage bonus based on remaining afterburn duration Info: Afterburn duration is capped at +200% at 10 seconds of afterburn Info: In other words, damage is decreased between 0.5-6 seconds of afterburn, breaks even at 6.5 seconds, and inflicts more damage when the target has 7-10 seconds of afterburn Info: Final damage is rescaled from 86-167 to 66-179 |
Mini-crits burning targets and extinguishes them Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost -33% damage penalty |
Homewrecker |
Added: On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds Added: -75% reduction in push force taken from all sources while active Changed: Building damage bonus increased from +100% to +200% Added: -25% slower firing speed Removed: Damage removes Sappers |
+200% damage vs buildings On Hit Sapper: Sapper damage is decreased by -100% -75% reduction in push force taken from all sources while active -25% damage vs players -25% slower firing speed |
Back Scratcher |
Added: -40% slower overheal decay Added: Health gained from all sources can overheal the wearer while active Removed: +50% health from packs on wearer |
+25% damage bonus -40% slower overheal decay Health gained from all sources can overheal the wearer while active -75% health from healers on wearer |
Sharpened Volcano Fragment |
Added: 100% of all afterburn damage dealt with this weapon is returned to the wearer as health Added: Killing blows on burning players heal the wearer based on the remaining afterburn duration upon the target's death Changed: Damage decreased from -20% to -67% Info: Healing on kill scales at a rate of 8 health per 1 second of afterburn remaining on the target when they were killed Info: In other words, healing caps at 80 health on kill if the target has 10 seconds of afterburn remaining |
On Hit: target is engulfed in flames 100% of all afterburn damage dealt with this weapon is returned to the wearer as health Killing blows on burning players heal the wearer based on the remaining afterburn duration upon the target's death -67% damage penalty |
Third Degree |
Changed: Players connected by any area of effect buff and dispenser heal beams are also hit Added: +25% faster move speed while the wearer is overhealed Added: -75% maximum overheal on wearer |
All players connected via healing sources or area of effect buffs are hit +25% faster move speed while the wearer is overhealed -75% maximum overheal on wearer |
Neon Annihilator |
Added: +15% faster move speed while the wearer is wet Changed: The wearer can now land critical hits if they are wet themselves Changed: Damage penalty is now universal instead of only affecting players Changed: Damage decreased from -20% to -25% Removed: Damage removes Sappers |
+15% faster move speed while the wearer is wet 100% critical hit vs wet players or while the wearer is wet -25% damage penalty |
Hot Hand |
Added: Gain a 2 second speed boost while being hit with players who are also wearing this item Changed: Speed boost on hit increased from 1 to 2 seconds Changed: Fixed a bug where the damage penalty is -14% instead of -20% |
Gain a speed boost when you hit an enemy player Gain a speed boost while being hit with players who are also wearing this item -20% damage penalty |
Demoman
Demoman - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Loch-n-Load |
Added: +20% faster firing speed Added: This weapon reloads its entire clip at once Changed: Clip size decreased from -25% to -50% Changed: Explosion radius decreased from -25% to -40% Removed: +20% damage vs buildings |
+25% projectile speed +20% faster firing speed -50% clip size -40% explosion radius Launched bombs shatter on surfaces This weapon reloads its entire clip at once |
Ali Baba's Wee Booties |
Changed: Charge meter now also refills on primary and secondary kills Changed: Passive speed boost no longer requires a shield equipped to take effect |
+25 max health on wearer +200% increase in turning control while charging +10% faster move speed on wearer On Kill: Gain +25% charge meter |
Iron Bomber |
Changed: Grenades no longer bounce nor roll Changed: Grenade fuse time decreased from -30% to -40% Changed: Explosion radius penalty now only triggers on direct hits instead of being universal Changed: Explosion radius decreased from -15% to -25% |
Grenades do not bounce nor roll -40% fuse time on grenades -25% explosion radius on direct hits |
Chargin' Targe |
Added: -25% blast damage from blast jumps Added: 0.25 sec decrease in charge duration |
+50% fire damage resistance on wearer +30% explosive damage resistance on wearer -25% blast damage from blast jumps 0.25 sec decrease in charge duration Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. |
Scottish Resistance |
Added: +25% faster reload time Added: No damage fall off Changed: Arm time decreased from +0.8 to +0.2 seconds Added: Bombs only start arming upon sticking to a surface or being airborne for over 5 seconds Removed: +25% faster firing speed Changed: Stickybombs are only detonated under the wearer's feet if the wearer is airborne Changed: Stickybomb detonation search pattern is changed from a cone to a cylinder Info: Cylinder search patterns allow for more precise detonations |
+25% faster reload time +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet while airborne Able to destroy enemy stickybombs No damage fall off Bombs only start arming upon sticking to a surface or being airborne for over 5 seconds 0.2 sec slower bomb arm time |
Tide Turner |
Removed: Taking damage while shield charging reduces remaining charging time Removed: +15% fire damage resistance on wearer Removed: +15% explosive damage resistance on wearer |
Full turning control while charging Melee kills refill 75% of your charge meter Alt-Fire: Charge toward your enemies and remove debuffs. Gain a mini-crit melee strike after impacting an enemy at distance. |
Quickiebomb Launcher |
Changed: Clip size increased from -50% to -40% Added: -4 max pipebombs out Changed: Damage bonus based on charge decreased from +35% to +25% |
Able to destroy enemy stickybombs -0.2 sec faster bomb arm time Max charge time decreased by 70% Up to +25% damage based on charge -15% damage penalty -40% clip size -4 max pipebombs out |
Bottle |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Scotsman's Skullcutter |
Changed: Damage increased from +20% to +25% Changed: Move speed penalty no longer takes effect while the wearer is charging Changed: Move speed decreased from -15% to -20% |
When weapon is active: +25% damage bonus -20% slower move speed while not charging This weapon has a large melee range and deploys and holsters slower |
Ullapool Caber |
Added: Can now replenish the warhead from large ammo kits Changed: Deploy speed increased from -100% to -50% Changed: Explosion damage increased from 75 to 100 Removed: -20% slower firing speed Added: +33% blast damage from blast jumps Changed: Base melee damage is no longer applied on explosions Changed: Damage decreased from -15% to -20% Changed: Explosion now occurs at the point of impact instead of being inside the wearer Changed: Damage penalty is no longer hidden Info: Final damage on hit while warhead is intact is decreased from 55 + 75 to 0 + 100 damage Info: The explosion on hit is identical to a direct hit with the stock Grenade Launcher Info: Large ammo kits completely restore the warhead, but medium or small ammo kits have no effect |
This weapon deploys 50% slower +33% blast damage from blast jumps -20% damage penalty The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Changed: Charge duration increase is now passive instead of only when active Changed: Damage vulnerability increased from 15% to 25% Changed: Damage vulnerability now only applies if the wearer is charging instead of while active |
0.5 sec increase in charge duration Melee kills refill 25% of your charge meter 25% damage vulnerability while charging This weapon has a large melee range and deploys and holsters slower |
Persian Persuader |
Added: -50% respawn time on ammo and health packs picked up by the wearer Changed: Max primary ammo increased from -80% to -65% Changed: Max secondary ammo increased from -80% to -65% |
Melee hits refill 20% of your charge meter Ammo boxes collected give Charge -50% respawn time on ammo and health packs picked up by the wearer -65% max primary ammo on wearer -65% max secondary ammo on wearer This weapon has a large melee range and deploys and holsters slower |
Heavy
Heavy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Natascha |
Added: +250% bullets per shot Added: +90% faster spin down time Added: +65% faster move speed while deployed Removed: -25% damage penalty Removed: -30% slower spin up time Added: -80% slower firing speed Added: -75% max primary ammo on wearer Added: -15% less accurate Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up |
+250% bullets per shot +90% faster spin down time +65% faster move speed while deployed -80% slower firing speed -75% max primary ammo on wearer -15% less accurate |
Brass Beast |
Added: -100% reduction in push force taken from enemy sources when spun up Changed: Damage resistance no longer has a health requirement to be activated Changed: Damage decreased from +20% to +15% Changed: Damage resistance decreased from -20% to -15% while spun up |
+15% damage bonus -15% damage resistance when spun up -100% reduction in push force taken from enemy sources when spun up -50% slower spin up time -60% slower move speed while deployed |
Tomislav |
Changed: Accuracy increased from +20% to +25% |
+20% faster spin up time +25% more accurate Silent Killer: No barrel spin sound -20% slower firing speed |
Huo-Long Heater |
Added: +25% faster move speed while deployed Added: On Hit: Gain a speed boost for up to 1 second Changed: Damage decreased from -10% to -15% Removed: +25% damage bonus vs burning players Info: Speed boost duration starts to decrease past 512 HU, and is based on damage fall off, capping at a speed boost duration of 0.528 seconds at 1024 HU and beyond |
Creates a ring of flames while spun up +25% faster move speed while deployed On Hit: Gain a speed boost -15% damage penalty Consumes an additional 4 ammo per second while spun up |
Dalokohs Bar |
Added: The wearer can move slowly while consuming the lunchbox Changed: Cooldown increased from 10 to 15 seconds Changed: Now causes all overheal gained by the wearer to not decay instead of increasing max health Info: The wearer moves at a speed of 45% while consuming the lunchbox, crouching would cause the wearer to be unable to move, as if they have their minigun spun up |
The wearer can move slowly while consuming the lunchbox Eat to gain up to 100 health and causes all received overheal to not decay for 30 seconds. Alt-fire: Share chocolate with a friend (Small Health Kit) |
Buffalo Steak Sandvich |
Added: Eat to gain up to 150 health Changed: The wearer may now switch to other weapons while buff is active Removed: (Hidden) 20% damage vulnerability while effect is active Added: Consumes an additional 12 primary ammo per second while buff is active Added: +200% ammo consumed while firing the wearer's primary weapon while buff is active Added: -75% ammo from all sources while buff is active Changed: Buff duration rescaled from 16 seconds to being indefinite until the wearer runs out of ammo Info: Ammo consumption does not affect the ammo drain rate of the Huo-Long Heater |
Eat to gain up to 150 health. After consuming, move speed is increased, attacks mini-crit, but the wearer's primary ammo gradually drains, ammo consumption from firing primary weapons is increased, and the wearer receives less ammo from all sources. Lasts indefinitely until the wearer runs out of primary ammo. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Second Banana |
Added: +5 health regenerated per second while this lunchbox is on cooldown Changed: Healing effect decreased from -33% to -50% Changed: Fixed a bug where this weapon's charge recharge rate is incorrectly listed as +50% instead of +66% |
+66% increase in charge recharge rate +5 health regenerated per second while this lunchbox is on cooldown -50% healing effect Eat to gain health Alt-fire: Share banana with a friend (Small Health Kit) |
Fists |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Warrior's Spirit |
Added: Melee hits refill 20% of your max primary ammo Added: 100% critical damage resistance while active Added: 100% headshot damage resistance while active Changed: Damage vulnerability now only affects ranged sources instead of being universal Added: -25% slower firing speed Changed: Damage decreased from +30% to +20% Removed: +50 health restored on kill Info: Critical damage resistance also provides immunity towards mini-crits |
When weapon is active: +20% damage bonus Melee hits refill 20% of your max primary ammo 100% critical damage resistance on wearer 100% headshot damage resistance on wearer +30% damage from ranged sources on wearer -25% slower firing speed |
Fists of Steel |
Removed: -40% health from healers on wearer Added: -40% ÜberCharge rate for the medic healing you Changed: Damage from melee sources increased from +100% to +120% Changed: The overheal penalty is now passive instead of while active |
-40% damage from ranged sources while active +120% damage from melee sources while active This weapon holsters 100% slower -40% maximum overheal on wearer -40% ÜberCharge rate for the medic healing you |
Eviction Notice |
Changed: Firing speed increased from +40% to +60% Changed: Move speed increased from +15% to +16% Changed: Damage increased from -60% to -50% Changed: Move speed bonus is now passive instead of only when active Removed: Maximum health is drained while item is active Added: -50% max primary ammo on wearer Added: -50 max health on wearer |
+60% faster firing speed On Hit: Gain a speed boost +16% faster move speed on wearer -50% damage penalty -50% max primary ammo on wearer -50 max health on wearer |
Holiday Punch |
Added: Third successful punch in a row always crits Added: -25% damage penalty |
Critical hit forces victim to laugh Always critical hit from behind On Hit: Force enemies to laugh who are also wearing this item Third successful punch in a row always crits Critical hits do no damage -25% damage penalty |
Engineer
Engineer - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Pomson 6000 |
Added: Alt-Fire: A charged shot that boosts buildings and disables sappers for 4 seconds Changed: Base damage increased from 60 to 65 Changed: Projectile speed increased from 1200 to 2000 HU Changed: (Hidden) Max damage ramp up increased from -60% to -50% Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Info: Alt-Fire has a charge time of 0.5 seconds and consumes the entire clip, but does not slow down the wearer Info: When used on a friendly Sentry, sentry rocket firing speed is increased by +50% Info: When used on a friendly Dispenser, metal output interval is decreased from 5 to 2.5 seconds Info: When used on a friendly Teleporter, teleportation recharges +50% faster |
Does not require ammo Projectile cannot be deflected Alt-Fire: A charged shot that boosts buildings and disables sappers for 4 seconds Deals only 20% damage to buildings |
Rescue Ranger |
Changed: Alt-Fire metal cost decreased from 100 to 65 metal Removed: -50% max primary ammo on wearer Changed: Health to metal ratio when repairing buildings with this weapon is increased from 4:1 to 3:1 |
Alt-Fire: Use 65 metal to pick up your targeted building from long range Fires a special bolt that can repair friendly buildings -34% clip size Self mark for death when hauling buildings 3-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Changed: Wrangler shield damage reduction increased from 66% to 75% Changed: Sentry disabling duration upon unwrangling is decreased from 3 to 2 seconds Added: +25% ammo consumed on Sentry Guns while holstered Added: This weapon holsters 100% slower Added: The sentry is now disabled and shielded by the Wrangler if the wearer dies while the Sentry Gun is Wrangled Changed: Wrangler shield repair reduction increased from 66% to 75% Changed: Wrangler shields now only reduce bullet and explosive damage instead of all damage types Info: The sentry is no longer disabled and shielded upon the wearer respawning |
+25% ammo consumed on Sentry Guns while holstered This weapon holsters 100% slower Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces bullet and explosive damage by 75%, but repairs are also reduced by 75%. Sentries are disabled for 2 seconds after becoming unwrangled, but are disabled throughout your death if you die while the sentry is wrangled until you respawn. |
Short Circuit |
Added: Hold Fire to charge up a projectile consuming energy ball Added: Projectile size increases up to +100% based on charge time Added: Ammo consumption increases up to +100% based on charge time Added: No ammo from all sources when active Changed: Base projectile size is decreased by -50% Changed: Base ammo per shot increased from -5 to -30 Removed: Fires an electric burst of energy at the target Info: Has a maximum charge time of 1 second Info: In other words, the old primary fire function is gone, and is replaced by the energy ball |
Hold Fire to charge up a projectile consuming energy ball Projectile size increases up to +100% based on charge time No reload necessary Ammo consumption increases up to +100% based on charge time Per Shot: -30 ammo Uses metal for ammo No ammo from all sources when active |
Southern Hospitality |
Added: On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds Added: +30% faster repair rate Added: -25% slower firing speed Changed: Damage vulnerability now only applies towards explosive damage instead of fire damage |
On Hit: Bleed for 5 seconds On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds +30% faster repair rate -25% slower firing speed 20% explosive damage vulnerability on wearer |
Eureka Effect |
Added: +100% upgrade rate towards Dispensers and Teleporters Added: -50% metal cost when constructing Dispensers and Teleporters Removed: -50% metal cost when constructing or upgrading teleporters |
Press your reload key to choose to teleport to spawn or your exit teleporter +100% upgrade rate towards Dispensers and Teleporters -50% metal cost when constructing Dispensers and Teleporters Construction hit speed boost decreased by 50% -20% less metal from pickups and dispensers |
Teleporter |
Added: The wearer and all teammates that touched a teleporter can now activate and use it from up to 52.49 HU away |
Touching this building allows the wearer and their teammates to activate teleporters and use it from a small distance away |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Blutsauger |
Changed: Health on hit increased from +3 to +4 Removed: -2 health regenerated per second on wearer Added: Passive health regeneration is disabled temporarily when hit Info: Health regeneration takes effect again after 10 seconds of not taking damage from enemies, or if the wearer picks up a health pack |
On Hit: Gain up to +4 health Passive health regeneration is disabled temporarily when hit |
Overdose |
Added: On Hit Teammate: Instantly resets crit heal cooldown Added: +40% faster firing speed Added: -75% max primary ammo on wearer Changed: Damage decreased from -15% to -55% |
On Hit Teammate: Instantly resets crit heal cooldown +40% faster firing speed -75% max primary ammo on wearer -55% damage penalty While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Quick-Fix |
Added: ÜberCharge now also provides immunity to all debuffs for the duration Added: ÜberCharge can be activated at any time when ÜberCharge is >50% Changed: Double jumps and rocket packs from patients are now also mirrored Added: -25% ÜberCharge duration Removed: +10% ÜberCharge rate Info: Debuff immunity also affects self debuffs, so Bonk! Atomic Punch users will not be slowed after their buff ends while being ÜberCharged for instance |
+40% heal rate ÜberCharge can be activated at any time when ÜberCharge is >50% -50% max overheal -25% ÜberCharge duration ÜberCharge increases healing to 300% and grants immunity to knockback effects from enemies and all debuffs Mirror the double jumps, blast jumps and shield charges of patients. |
Vaccinator |
Changed: ÜberCharge rate on Overhealed patients decreased from -33% to -40% Removed: The wearer no longer receives a 10% damage resistance to the selected damage type while healing a patient |
+67% Übercharge rate Press your reload key to cycle through resist types. While healing, provides your target with a constant 10% resistance to the selected damage type. -40% ÜberCharge rate on Overhealed patients -66% Overheal build rate Übercharge provides a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. |
Bonesaw |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Ubersaw |
Changed: Firing speed decreased from -20% to -40% |
On Hit: 25% ÜberCharge added -40% slower firing speed |
Vita-Saw |
Added: Alt-Fire: Consume one organ to activate ÜberCharge on the wearer for 2 seconds Added: ÜberCharge continues to take effect on wearer even after holstering the Medigun Added: +10% faster move speed on wearer Changed: Max health is decreased from -10 to -25 Removed: A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. Info: The ÜberCharge on activation is based on, and identical to the Medigun that the wearer is currently equipping Info: ÜberCharge activated through alt-fire only affects the wearer, and cannot be shared to patients Info: ÜberCharge activated through alt-fire does not cost any ÜberCharge |
Collect the organs of people you hit Alt-Fire: Consume one organ to activate ÜberCharge on the wearer for 2 seconds ÜberCharge continues to take effect on wearer even after holstering the Medigun +10% faster move speed on wearer -25 max health on wearer |
Amputator |
Changed: Health regeneration rescaled from +3 to +100% of the wearer's current health regeneration Changed: Health regeneration is now passive instead of only while active Added: -100% maximum overheal on wearer Changed: Damage decreased from -20% to -50% Info: Under normal circumstances, the wearer's health regeneration would be increased from 6-9 to 6-12 health per second |
+100% health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -100% maximum overheal on wearer -50% damage penalty |
Solemn Vow |
Added: Allows you to see the location of all teammates when active Changed: The wearer can now see enemy ammo in addition to enemy health Removed: -10% slower firing speed Added: The wearer loudly screams when ÜberCharge is ready Added: -75% damage penalty Info: All teammates are highlighted and receive an outline, allowing the wearer to see them through walls Info: The scream only takes effect at 100% ÜberCharge regardless of secondary equipped, with the scream being identical to when players fall down pits in Halloween maps Info: Highlight on teammates has an infinite range |
Allows you to see the location of all teammates when active Allows you to see enemy health and ammo The wearer loudly screams when ÜberCharge is ready -75% damage penalty |
Sniper
Sniper - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Sniper Rifle |
Added: On Full Charge: +122% base damage per shot for 2 seconds |
On Full Charge: +122% base damage per shot for 2 seconds |
Huntsman |
Added: On Full Charge: +10% damage per shot for 2 seconds Changed: Projectiles now damage targets if their hitbox was hit Info: In other words, projectiles require more precise aim and is more likely to miss |
On Full Charge: +10% damage per shot for 2 seconds |
Sydney Sleeper |
Added: On Full Charge: 100% mini-crits on the next shot and causes an explosion of Jarate on scoped headshots for 2 seconds Added: +122% base damage bonus Added: +40% faster reload time Changed: Charge rate increased from +25% to +50% Removed: No headshots Added: Minicrits whenever it would normally crit Added: -40% damage on body shot Removed: On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level. Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. Info: Jarate explosion has a radius of 200 HU and a fixed duration of 4 seconds |
On Full Charge: 100% mini-crits on the next shot and causes an explosion of Jarate on scoped headshots for 2 seconds +122% base damage bonus +50% charge rate +40% faster reload time Minicrits whenever it would normally crit -40% damage on body shot |
Bazaar Bargain |
Added: On Full Charge: +122% base damage per shot for 2 seconds Added: On Scoped Headshot: Instantly refunds 1 ammo Added: -66% max primary ammo on wearer |
On Full Charge: +122% base damage per shot for 2 seconds On Scoped Headshot: Instantly refunds 1 ammo -66% max primary ammo on wearer Base charge rate decreased by 50% Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%. |
Machina |
Added: +120% damage bonus based on victim max health Added: +67% charge duration Changed: Charge required for shots to penetrate is decreased from 100% to 50% Removed: Fires tracer rounds Added: Charging past 100% charge will cause jamming Added: -98% base damage penalty Changed: Penetration cap decreased from infinite to 1 target Removed: On Full Charge: +15% damage per shot Info: Damage dealt towards penetrated targets is based on the primary target, resulting in greatly increased damage dealt towards the secondary target if they have less max health than the primary target Info: When this weapon is jammed, the wearer is forced to unscope and the weapon is unable to scope for 1 second Info: Charge duration refers to the maximum time this weapon can stay charged, and in this context, 5 seconds Info: In other words, this weapon's damage is rescaled from 45 + 0-20% target's max health to 1 + 0-88% target's max health |
On 50% Charge: Projectiles penetrate one additional player +120% damage bonus based on victim max health +67% charge duration Charging past 100% charge will cause jamming Cannot fire unless zoomed -98% base damage penalty |
Hitman's Heatmaker |
Added: On Scoped Headshot: Gain +20% Focus Changed: Focus on kill is increased from 33% to 50% Changed: Focus on assist kills is increased from 11% to 20% Changed: During Focus, this weapon inflicts additional damage equal to 100% of the target's current health on fully charged scoped headshots Removed: -20% damage on body shot Added: -25% slower reload time Info: Focus gained on headshots does not stack with Focus gained on kill, and will override the Focus gained on headshots |
Gain Focus on kills and assists On Scoped Headshot: Gain +20% Focus Press 'Reload' to activate focus In Focus: +25% faster charge, scoped headshots while fully charged inflict additional damage equal to 100% of the target's max health and no unscoping -25% slower reload time |
Classic |
Added: +11% base damage bonus Added: Damage scales linearly with charge, irrespective of victim max health Info: In other words, this weapon charges similarly to vanilla Sniper Rifles, where damage scales from 50-150 |
Charge and fire shots independent of zoom Damage scales linearly with charge, irrespective of victim max health +11% base damage bonus No headshots when not fully charged -10% damage on body shot |
Jarate |
Changed: Cooldown is now reduced for every ally extinguished Added: Spawning and resupply do not affect the Jarate meter Added: Jarate meter starts empty Changed: Cooldown increased from 20 to 30 seconds |
Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Jarate meter Jarate meter starts empty Coated enemies take mini-crits. Can be used to extinguish fires. |
Razorback |
Added: Gain -80% damage resistance for 2 seconds when shield breaks Added: Gain a speed boost for 2 seconds when shield breaks Added: Resupply does not affect the shield meter Removed: Blocks a single backstab attempt Changed: Shield now breaks when the wearer falls below 50% health instead of upon receiving a backstab |
Gain -80% damage resistance when shield breaks Gain a speed boost when shield breaks Shield breaks when health <50% of max -100% maximum overheal on wearer Resupply does not affect the shield meter |
Darwin's Danger Shield |
Added: Charge rate on primary weapon increases as the user becomes injured Added: -20% damage resistance on wearer Added: +10% greater jump height on wearer Added: Primary weapons minicrits whenever it would normally crit Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn Info: The wearer gains +1% charge for every 1.25 health lost Info: Charge rate bonus caps at +80% when the wearer has 25 health or less |
Charge rate on primary weapon increases as the user becomes injured -20% damage resistance on wearer +10% greater jump height on wearer Primary weapons minicrits whenever it would normally crit |
Cozy Camper |
Added: -50% debuff resistance on wearer Changed: Flinch reduction now scales linearly based on charge Changed: Knockback resistance rescaled from 20% to 0-100% based on charge level Info: In other words, debuff resistance shortens debuff durations Info: Flinch reduction scales at a rate of 0-100% based on charge level |
+4 health regenerated per second on wearer -50% debuff resistance on wearer Aim flinching reduced by up to 100% based on charge when aiming Knockback reduced by up to 100% based on charge when aiming |
Cleaner's Carbine |
Added: +100% more accurate Changed: Clip size decreased from -20% to -40% |
Dealing damage fills charge meter. Secondary fire when charged grants mini-crits for 8 seconds. +100% more accurate -40% clip size -25% slower firing speed |
Kukri |
Added: Can randomly score critical hits |
Can randomly score critical hits |
Tribalman's Shiv |
Added: +15% faster move speed while active if no enemies are around the wearer Added: -15% slower move speed while active if there are enemies around the wearer Changed: Bleed duration decreased from 6 to 5 seconds Changed: Damage decreased from -50% to -75% Info: The speed bonus takes effect if there are no enemies within 734.91 HU Info: The speed penalty takes effect if there are enemies within 419.94 HU Info: The speed bonus or penalty will take effect even if the enemy is not within the wearer's line of sight as long as they are within range, including cloaked and disguised enemies |
On Hit: Bleed for 5 seconds +15% faster move speed while active if no enemies are around the wearer -15% slower move speed while active if there are enemies around the wearer -75% damage penalty |
Bushwacka |
Removed: 20% damage vulnerability while active Added: Self mark for death for 5 seconds when hit while active Info: The self mark for death debuff takes effect after a damage instance is dealt |
When weapon is active: Crits whenever it would normally mini-crit Self mark for death for a period when hit |
Shahanshah |
Changed: Damage increased when health <50% of max from +25% to full critical hits Changed: Damage penalty is now universal instead of only when health is >50% of max Changed: Damage decreased from -25% to -40% |
100% critical hits when health <50% of max -40% damage penalty |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Ambassador |
Added: +100% more accurate Added: Almost no damage fall off Changed: Headshots no longer have a 1 second cooldown after firing Removed: -15% damage penalty Removed: Critical damage is affected by range Added: -50% critical damage penalty Added: No damage ramp up Changed: Firing speed decreased from -20% to -40% Info: In other words, this weapon does not suffer from bullet spread after firing Info: Despite the description, damage fall off only starts taking effect after 2000 HU, in which minimum damage fall off immediately takes effect Info: Critical hits now do 2x damage instead of 3x |
+100% more accurate Crits on headshot Almost no damage fall off -50% critical damage penalty -40% slower firing speed No damage ramp up |
L'Etranger |
Changed: Cloak on hit increased from +15% to +20% Added: -25% cloak regen rate Changed: Damage decreased from -20% to -25% |
+40% cloak duration +20% cloak on hit -25% damage penalty -25% cloak regen rate |
Enforcer |
Added: 100% mini-crits vs the player in which the wearer is disguised as Changed: Damage increased from +20% to +30% Changed: Damage bonus is now permanently active instead of only while disguised Changed: This weapon can now properly pierce through and ignore Sapper armor Added: -34% clip size Changed: Firing speed decreased from -20% to -100% |
+30% damage bonus 100% mini-crits vs the player in which the wearer is disguised as Attacks pierce damage resistance effects and bonuses -100% slower firing speed -34% clip size |
Diamondback |
Added: Gives one guaranteed mini-crit for each kill assist Changed: Critical hits gained with this weapon now also cause the next shot to not consume any ammo Changed: Any kills can now cause this weapon to gain a critical hit instead of only on backstab kills Changed: Damage increased from -15% to -10% Added: -50% clip size Added: +33% cloak drain rate Info: Requires the wearer to at least have 1 shot in the clip to fire this weapon, even if there are critical hits stored |
Gives one guaranteed critical hit and causes the next shot to not consume any ammo for each building destroyed with your sapper attached or player kill Gives one guaranteed mini-crit for each kill assist -50% clip size +33% cloak drain rate -10% damage penalty |
Your Eternal Reward |
Added: Disguise is not lost upon attacking Removed: +33% cloak drain rate Added: +50% cloak fade time Added: +50% decloak fade time Info: Disguises break normally if the wearer attacks with a non-melee weapon |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs Disguise is not lost upon attacking +50% cloak fade time +50% decloak fade time Normal disguises require (and consume) a full cloak meter |
Big Earner |
Changed: Cloak on kill increased from +30% to +50% Changed: Max health increased from -25 to -20 |
+50% cloak on kill Gain a speed boost on kill -20 max health on wearer |
Dead Ringer |
Added: +10% faster move speed on wearer Added: 1 sec decrease in decloak fade time Added: Killing blows on players that triggered Feign Death instantly refunds all cloak Changed: Cloak regen rate increased from +50% to +66% Changed: Triggering cloak now always ensures the wearer remains at least 1 health Removed: -50% cloak meter when Feign Death is activated Added: -100% cloak meter upon uncloaking Changed: Cloak duration decreased from +40% to -40% Info: Only one target can instantly refund all cloak at a time, and activating Feign Death without killing the player that previously triggered Feign Death will cause said player to no longer refund all cloak |
+66% cloak regen rate +10% faster move speed on wearer 1 sec decrease in decloak fade time Killing blows on players that triggered Feign Death instantly refunds all cloak -100% cloak meter upon uncloaking -40% cloak duration Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance |
Red-Tape Recorder |
Added: +100% building disable duration after being destroyed Added: All nearby buildings in a small area are sapped Added: Buildings cannot be sapped by this weapon again for 2 seconds after having its Sapper removed Changed: Buildings now automatically rebuild itself to their original level before being sapped upon the sapper being destroyed Info: Buildings cannot be boosted with a Wrench to accelerate its process while rebuilding Info: Can reach and affect buildings up to 160 HU away |
Reverses enemy building construction +100% building disable duration after being destroyed All nearby buildings in a small area are sapped -100% sapper damage penalty Buildings cannot be sapped by this weapon again briefly after having its Sapper removed |
Custom Weapons
Scout Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Extra Innings |
TF2 Workshop Link |
On Hit: bullets hit is returned as ammo No reload necessary +200% ammo from all sources on wearer -90% max primary ammo on wearer -10% bullets per shot Hitting 1-4 bullets restores 1 ammo, hitting 5-9 bullets restores 2 ammo |
Akeembo |
TF2 Workshop Link |
+100% clip size on secondary weapon +100% max secondary ammo on wearer +100% max secondary misc ammo on wearer Secondary misc ammo refers to all consumables and throwables on the secondary slot Visually, the wearer would be dual equipping whatever secondary they have equipped The clip size, max secondary ammo and max secondary misc ammo is technically not increased, as the user is just holding both weapons at the same time, resulting in an increased clip size and ammo capacity only if they fire both weapons Primary fire would cause the secondary on the wearer's right hand to fire, and alt-fire would cause the secondary on the wearer's left hand to fire |
Mule Mutilator 600 |
TF2 Workshop Link |
Does not require ammo -34% clip size Deals only 20% damage to buildings Launched projectiles shatter on surfaces Fires a single energy slug that explodes after a short distance instead of bullets Projectile automatically explodes after 400 HU Has a base damage of 60 and a maximum ramp up of 175%, and a minimum damage fall off of 52.8% Has a projectile speed of 2250 HU |
Backup Battery |
TF2 Workshop Link |
This weapon deploys 50% faster Fires a close range blast of 15 bullets Has a base damage of 6, a pellet count of 15 and a bullet spread of 24:1 Has no damage ramp up or fall off Has a 12 second cooldown on use |
Secret Santa |
TF2 Workshop Link |
-60% respawn time on ammo and health packs picked up by the wearer Ammo and health packs picked up by the wearer are boosted when they respawn +10 max health on wearer The wearer cannot pick up boosted packs Boosted packs are upgraded into their next level when they respawn For instance, a small ammo pack will respawn as a boosted medium ammo pack Large packs cannot be boosted |
Luncheon Loiterer |
TF2 Workshop Link |
+150% effect duration Eat to become Sticky for 20 seconds. While Sticky, the wearer gains +15% greater jump height and can stick to other objects or players while crouched. Surfaces include any surface that the wearer has collision with, such as walls, ceilings or pipes Can stick to both teammates and enemy players, allowing the wearer to be carried along if the teammate or enemy player blast jumps |
Jupiter Jr. |
TF2 Workshop Link |
On Hit: Victim receives +200% gravity for 3 seconds +200% greater knockback on hit +25% gravity on wearer while holstered Gravity causes the wearer to have decreased jump height, increase fall speed and take increased fall damage |
Soldier Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Temper Fly |
TF2 Workshop Link |
Projectiles become Primed shortly after being fired Alt-Fire: Redirects all Primed projectiles to travel to the wearer's crosshair is pointing and gain +150% projectile speed +25% faster firing speed -75% base damage penalty -60% base projectile speed -25% slower reload time Primed projectiles gain +300% damage bonus Projectiles can only be Primed 0.4 seconds after being fired Primed projectiles can only be redirected once |
Martial Launcher |
TF2 Workshop Link |
Alt-Fire: Launches the wearer towards the direction where they are looking at. Costs 1 ammo and 90 health. +25% explosion radius on the first shot in the clip +25% projectile speed on the last shot in the clip -50% clip size -50% slower reload time This weapon reloads its entire clip at once Alt-Fire functions identically to a standard rocket jump in terms of horizontal and vertical velocity Alt-Fire has no cooldown, but costs 90 health per use |
Tattered Treasure |
TF2 Workshop Link |
+16% faster move speed on wearer Provides a buff that causes ammo to not be consumed while attacking, +50% health from all sources and +25% faster meter build rate. Rage increases over time. Passively recharges in 30 seconds and starts empty like all banners Despite ammo not being consumed while attacking, the wearer and their teammates cannot attack if they have no ammo in the clip or reserves Meter build rate affects all meters in the game, including Medi Guns and meters that charge via damage |
Private Pineapple |
TF2 Workshop Link |
On Projectile Hit: Recharge time is decreased depending on distance traveled Throw at enemies to give them a hard hit on the head and show them what for! Despite appearances, the projectiles do not actually explode and function similarly to the Flying Guillotine Has a max ammo capacity of 4 and a recharge time of 12 seconds, in which the wearer gains all ammo back Has a base damage of 60 and an attack interval of 0.625 seconds Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1351.94 HU Has a projectile speed of 3000 HU and has an arc that is identical to the Flying Guillotine The recharge time starts counting the moment the wearer's reserve ammo is not full, but it resets if the wearer attacks with this weapon before this weapon is recharged |
Secondhand Scavenge |
TF2 Workshop Link |
Reloading this weapon automatically reloads primary weapons and vice versa On Hit: Instantly reloads 1 ammo into the clip On Kill: 100% of this weapon's clip is returned to the wearer as ammo -33% slower reload time This weapon shares and matches the clip size of the wearer's primary weapon, as well as using primary ammo Killing someone with this weapon restores up to 3-5 ammo depending on the primary weapon equipped and whether the wearer equipped the Mantreads In other words, this weapon shares the same clip and reserve ammo with the wearer's primary weapon Equipping the Beggar's Bazooka causes the wearer to start with with an empty clip, but reloading this weapon and switching to the Beggar's Bazooka will cause the Beggar's Bazooka to be instantly loaded and fired upon switching Equipping the Cow Mangler 5000 causes the wearer to have a base reserve ammo of 0 on this weapon, but a clip size of 4 |
Radio Silencer |
TF2 Workshop Link |
On Hit: +25% faster firing speed on all weapons for 3 seconds +200% more rage gained from damage with this weapon -25% max primary ammo on wearer -20% damage penalty This weapon has a large melee range and deploys and holsters slower Firing speed bonus only affects the wearer Rage amplification does not affect the Tattered Treasure, which recharges passively over time |
Buffalo Prodder |
TF2 Workshop Link |
On Hit Vs Buildings: Disables buildings for 2 seconds On Hit: Gain a speed boost for 3 seconds -25% damage vs players |
Free Flyer |
TF2 Workshop Link |
When weapon is active: +100% increased air control on wearer -10% slower fall speed on wearer -40% slower firing speed |
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Atomic Range |
TF2 Workshop Link |
Projectile cannot penetrate targets -100% afterburn duration No airblast Fires an accurate solid beam of fire instead of flame particles The solid beam of fire travels instantly and has no particle box dimensions, using hitscan hitboxes instead |
Pilot Flight |
TF2 Workshop Link |
+75% repressurization rate on Alt-Fire -75% airblast cost +25% projectile speed 0.625 sec delay before primary fire or alt-fire can be used Airblasted projectiles cannot be crit boosted -40% max primary ammo on wearer Airblast cooldown effectively decreased from 0.75 to 0.1875 seconds Airblasted projectiles can also not be mini-crit boosted as well The delay functions similarly to the Heavy's Minigun, where the delay is only reset if the wearer stops firing for 0.625 seconds |
Immolator |
TF2 Workshop Link |
On Hit: Gain +1.5% Immolation Up to +25% faster move speed based on Immolation +25% ammo regenerated per second on wearer Killing blows or consistent direct damage over time on enemies causes them to violently explode On Full Immolation: Wearer is engulfed in flames -75% max primary ammo on wearer -20% flamethrower range Alt-Fire: Consume 40% Immolation to extinguish all nearby teammates that are on fire Ammo does not constantly regenerate, and only starts regenerating after the wearer stops attacking for 0.75 seconds Upon killing a target or if a target is being attacked for over 2 seconds, the target explodes, inflicting 100 damage to the victim and all enemies in a radius of 78.7 HU The wearer has no self damage resistance against the explosion caused by enemy players exploding The explosion has a splash damage fall off of 50% +25% move speed is obtained upon Immolation being full, but the wearer is ignited until Immolation falls below 100% Alt-Fire has identical range to an airblast, except it affects all teammates around the wearer, and has a cooldown of 0.75 seconds |
Thelahunginjeet |
TF2 Workshop Link |
+50% Alt-Fire cost Fires blobs of fire that arc instead of flame particles Alt-Fire: Fires a continuous wall of fire that destroys bullets and projectiles Taunting allows the wearer to extinguish all nearby teammates, with the taunt duration and radius being identical to the Armageddon taunt from the Rainblower Has a base damage of 20 and an attack interval of 0.105 seconds Has a projectile speed of 1200 HU and projectiles can penetrate enemy players Projectile arc is identical to Demoman's Grenade Launchers Alt-Fire can be maintained by consuming ammo every second Alt-Fire has a width and height of 104.98 HU, and is generated in front of the wearer Coming into contact with the wall of flames will cause the wearer to take damage and be inflicted with afterburn Flame wall has a base damage of 13 and a damage interval of 0.075 seconds, and inflicts 3.38 seconds of afterburn on hit that ramps up to 10 seconds if they continue to be damaged, identical to flamethrowers |
Victorian Blast |
TF2 Workshop Link |
On Hit: Embeds the target for 3 seconds Igniting Embedded targets activates the Embedded projectile to inflict additional damage and extends afterburn duration by 4 seconds Fires large bolts instead of flame particles Has a firing speed of 0.625 seconds and a reload time of 0.87 seconds, similar to the stock Shotgun Has a base damage of 60 and a projectile speed of 3000 HU Triggering the Embedded projectile inflicts an additional 15 damage on the target Has a clip size of 4 and a reserve ammo count of 32 Cannot be equipped with the Huttabaloo |
Huttabaloo |
TF2 Workshop Link |
+50% projectile speed On Hit: Embeds the target for 6 seconds Igniting Embedded targets activates the Embedded projectile to inflict additional damage Does not ignite the target on hit Has a firing speed of 0.625 seconds and a reload time of 0.87 seconds, similar to the stock Shotgun Has a base damage of 30 and a projectile speed of 3000 HU Triggering the Embedded projectile inflicts an additional 30 damage on the target Has a clip size of 3 and a reserve ammo count of 32 Successive hits on this weapon refresh the debuff duration Cannot be equipped with the Victorian Blast |
Calefactor |
TF2 Workshop Link |
On Hit Burning Player: Gain +8 health regeneration per second for up to 10 seconds On Hit: Extinguishes currently burning players -50% damage vs non-burning players -50% clip size Health regeneration duration scales based on the target's remaining afterburn duration, up to 10 seconds of health regeneration if the target has 10 seconds of afterburn left Health regeneration buff does not stack with each other, but any greater instances of the buff will override shorter instances For instance, a 3 second health regeneration buff will be replaced by a 8 second health regeneration buff |
Chimney Sweeper |
TF2 Workshop Link |
On Hit: Causes the target to be covered in Gas for 10 seconds +50% bullets per shot +25% faster firing speed -50% damage penalty -33% clip size Targets are only covered in Gas if 5-15 bullets hit the target Gas debuff is identical to the debuff from the Gas Passer |
Burn Warden |
TF2 Workshop Link |
When weapon is active: Converts all afterburn into mini-crits towards ignited players by the wearer Wearer is engulfed in flames if there are ignited players by the wearer Cannot switch weapons while engulfed in flames The wearer can be technically extinguished through normal means, but afterburn will be reapplied so long as there are ignited players by the wearer on the field |
Baleful Beacon |
TF2 Workshop Link |
Gain faster move speed and recover a portion of the wearer's ammo upon taking damage while active Move speed bonus lingers for 4 seconds upon holstering -25% max primary ammo on wearer -10% base slower move speed on wearer This weapon has a large melee range and deploys and holsters slower 2% primary and secondary ammo are gained for every 1 health lost, up to 100% primary and secondary ammo gained when the wearer takes 50 damage Move speed is increased by +2% for every 1 health lost, up to +50% faster move speed when the wearer takes 25 damage Move speed is capped at +50% |
Demoman Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Knob Lobber |
TF2 Workshop Link |
Grenades stick onto players and surfaces +67% damage on non-direct hits Grenades do not explode on impact -15% projectile speed The damage bonus on non-direct hits cancels out the base -40% damage penalty on non-direct hits, resulting in rollers having no damage penalty |
Ion Brute |
TF2 Workshop Link |
Does not require ammo Projectiles are unaffected by gravity -80% fuse time on grenades -50% explosion radius on direct hits -50% damage vs buildings -10% damage on non-direct hits In conjunction with the base -40% damage penalty on non-direct hits, rollers from this weapon have a damage penalty of -49% |
Hyper Propeller |
TF2 Workshop Link |
Increased projectile speed and explosion radius based on the wearer's current move speed Launched bombs explode on surfaces -25% base explosion radius -20% base projectile speed Projectile speed is increased by +1 HU for every 1 HU of move speed the wearer has, and explosion radius is increased by 0.26 HU for every 1 HU of move speed the wearer has Without any speed bonuses or penalties, base projectile speed is increased by +280 HU and explosion radius is increased by +72.8 HU Actions such as blast jumping or shield charging can greatly increase the wearer's speed and therefore increase projectile speed and explosion radius |
Dealanaichter |
TF2 Workshop Link |
Stickybombs automatically detonate upon contacting an enemy +300% projectiles per shot +30% projectile speed Max charge time decreased by 50% +4 degrees fixed projectile deviation Stickybombs fizzle 5 seconds after landing -75% clip size -50% slower reload time -40% damage penalty Hold Fire to decrease projectile deviation. As charging decreases projectile deviation, this means that this weapon's projectile speed does not increase from charging In other words, this weapon fires 4 projectiles at once per shot At max charge, this weapon has no random projectile deviation Projectiles immediately explode if an enemy player's hitbox collides with it |
Soft Blow |
TF2 Workshop Link |
Stickybombs automatically detonate upon contacting an enemy or the wearer themselves -0.5 sec faster bomb arm time +25% increased knockback -2 max pipebombs out Hold alt-fire to unstick all stickybombs from surfaces. As alt-fire causes stickybombs to be unstuck, this means that stickybombs from this weapon can no longer be manually detonated Projectiles only begin to stick to surfaces again if the wearer is no longer holding alt-fire Projectiles immediately explode if a player's hitbox collides with it |
Soured Squash |
TF2 Workshop Link |
Charge meter builds with damage done and/or time +100% increase in charge impact damage -66% decrease in charge recharge rate Alt-Fire: Charge toward your enemies and remove debuffs. Causes an explosion after impacting an enemy. Requires 200 damage dealt with any weapon to fully charge the Charge meter, including shield bashes Has a splash radius of 146 HU and a splash damage fall off of 50% The wearer takes no self damage from the explosion on shield bash |
Falkland Frequency |
TF2 Workshop Link |
Highlights enemies within the explosion radius of your stickybombs every second while active Self mark for death while active -50% max secondary ammo on wearer |
Bitters Batter |
TF2 Workshop Link |
+50% longer melee range This weapon deploys 75% slower This weapon holsters 75% slower |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Boiling Bruiser |
TF2 Workshop Link |
Hold Alt-Fire to build Pressure Up to +66% accuracy and +66% faster firing speed based on Pressure +50% faster move speed while firing This weapon has no spin up Primary Fire is disabled if Pressure is empty Pressure decays over time -100% slower firing speed -50% less accurate -25% slower move speed while holding Alt-Fire Pressure builds at a rate of 40% per second, requiring 2.5 seconds to fully charge Pressure Pressure decays at a rate of 16% per second while firing, and 8% per second if the wearer is not attacking Despite having no spin up, the wearer's move speed is identical to the stock Minigun's move speed while firing, resulting in a total move speed of 48% while firing |
Wan-Hu Liftoff |
TF2 Workshop Link |
Hold Alt-Fire to load up to eight rockets Press Fire to unleash the barrage +25% faster move speed while deployed No damage fall off -80% max primary ammo on wearer No damage ramp up Fires explosive fireworks instead of bullets One rocket is loaded every 0.65 seconds, requiring up to 5.2 seconds to load all eight rockets Has a base damage of 40 and an attack interval of 0.25 seconds Projectiles explode on impact, having an explosion radius of 39.37 HU Projectiles function identically to the Flare Gun, and have a splash damage fall off of 50% If the wearer stops holding alt-fire without firing, primary ammo loaded is refunded and the wearer does not fire, and requires having to load up rockets again before firing |
Double Deuce |
TF2 Workshop Link |
+125% bullets per shot +66% damage bonus Projectile penetrates enemy targets This weapon has no spin up -80% max primary ammo on wearer -20% less accurate Has a clip size of 2 and has a reload time of 2 seconds As this weapon is based off the Shotgun, it can immediately fire without spinning up, and does not suffer from move speed penalties while firing Has a reload time of 1 second per ammo |
Boar's Brunch |
TF2 Workshop Link |
Food meter cannot be recharged with health packs -40 max health on wearer Eat to regain up to 60 health. After consuming, damage resistance is increased by +75% and any kills instantly reduce the cooldown of all rechargeable lunchboxes by 50%, but any damage taken during this time will be applied to the wearer over time after the effect ends. This debuff can be cancelled if the wearer consumes this lunchbox again before the effect ends. Lasts 16 seconds. Alt-fire: Share with a friend (Large Health Kit) Recoil damage after the buff ends is applied in the form of a damage over time, inflicting 15% of the absorbed damage towards the wearer per second for 6.66 seconds The wearer can die from the recoil damage |
Praeletariat |
TF2 Workshop Link |
+30 max health gained on kill -40 max health on wearer Alt-Fire: Gain +60% damage resistance and -60% slower move speed for 2 seconds. After the buff ends, gain up to +50% faster move speed based on damage taken during the buff for 10 seconds. Move speed is increased by +1% for every 1 health lost, up to +50% faster move speed when the wearer takes 50 damage Any weapon can trigger the max health increase on kill, stacking up to 4 times at +120 max health until the wearer dies Alt-Fire has a cooldown of 12 seconds |
Gosha Mighty |
TF2 Workshop Link |
Alt-Fire: Launches the wearer forward based on where the wearer is moving towards. Costs 10 ammo. Projectile cannot be deflected This weapon has no spin up +140% faster move speed while firing No damage fall off -75% max primary ammo on wearer No damage ramp up Fires large cannonballs instead of bullets Has a base damage of 80 and an attack interval of 1 second Has a projectile speed of 1400 HU, and Alt-Fire has a cooldown of 1 second Alt-Fire push force works as if the wearer is airblasted from behind, having a charge distance of 443 HU Projectile arcs and air drag is identical to the Loose Cannon |
Comrade and Conquer |
TF2 Workshop Link |
+10% faster move speed on wearer Provides a buff that reduces ammo and metal consumption of all weapons by -50% and grants a speed boost. Rage increases through damage done and damage taken. Requires 300 damage dealt or taken to fully charge Rage Buff lasts for 4 seconds, and has a radius of 630 HU Despite the wording, metal consumption for Engineers is reduced in general during the buff, including constructing, upgrading, refilling ammo or metal consumption from a weapon |
Soviet Stockpile |
TF2 Workshop Link |
+50% max primary ammo on wearer Alt-fire: Share ammo with a friend (Medium Ammo Kit). Costs 50% primary ammo. |
Soyuz Style |
TF2 Workshop Link |
Press your reload key to cycle through different modes Offense Mode: -25% ammo consumption rate on primary weapon +25% faster firing speed on primary weapon +25% longer melee range -25% healing from all sources Defense Mode: +25% damage resistance on wearer +25% health from all sources on wearer -100% reduction in push force taken from damage -100% reduction in airblast vulnerability +25% ammo consumption rate on primary weapon -25% slower firing speed on all weapons Speed Mode: +25% faster move speed on wearer +25% faster weapon switch +25% faster firing speed on melee weapon 25% damage vulnerability on wearer |
Power Lunch |
TF2 Workshop Link |
The wearer can move slowly while consuming the lunchbox +33% increase in charge recharge rate -50% slower consumption speed -50% healing effect Eat to regain up to 150 health. Alt-fire: Share a turkey with a friend (Medium Health Kit) The wearer moves at a speed of 45% while consuming the lunchbox, crouching would cause the wearer to be unable to move, as if they have their minigun spun up |
Javalenin |
TF2 Workshop Link |
Hold Fire to charge your throw No damage fall off -83% clip size -63% max secondary ammo on wearer No damage ramp up Fires a bowling ball instead of bullets Has a base damage of 50 Charging increases damage by up to +100% Has a base projectile speed of 1812.1 HU, and scales up to 2600 HU at max charge |
Armenian Gothic |
TF2 Workshop Link |
On Hit: Target is pulled towards the wearer +100% longer melee range This weapon holsters 50% faster -100% slower firing speed -75% damage penalty Hitting an enemy player applies heavy negative knockback, thus pulling them towards the wearer |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
In Living Caliber |
TF2 Workshop Link |
60% of all damage dealt by this weapon is returned to damaged buildings as health +34% clip size +20% faster firing speed -75% max primary ammo on wearer -40% damage penalty Healing received is divided towards all currently damaged buildings, so a shot that inflicts 50 damage would only heal 10 health across three damaged buildings |
Pop 'N Lockout |
TF2 Workshop Link |
No damage fall off -92% clip size No damage ramp up Projectiles fizzle out at long range Fires an energy beam instead of bullets. This weapon will reload when not active. Replaces the Dispenser with a Ray Converter Has a base damage of 60 and a reload time of 1.5 seconds Projectile is a perfectly accurate hitscan shot, but fizzles out after travelling for more than 1050 HU |
VistaFission |
TF2 Workshop Link |
On Hit: damage dealt is returned as ammo -45% damage penalty Per Shot: -8 ammo Uses metal for ammo Generates an electrical field that damages enemies instead of bullets All targets within a 75 degree radius in front of the wearer are damaged This weapon has a range of 215 HU and a firing interval of 0.15 seconds |
Overhauls |
TF2 Workshop Link |
The wearer can attack freely when hauling buildings Buildings remain active and functioning while being hauled -66% slower firing speed on Sentry Gun while hauling Visually, the building is deployed and active on the wearer's back Deploying the Construction PDA while hauling buildings allows the wearer to place buildings down The wearer is still slowed by -10% while hauling buildings and the buildings are still destroyed if the wearer dies before redeploying |
Top-Level Tamer |
TF2 Workshop Link |
Alt-Fire: Launches a whip that pulls buildings and enemy players Increased redeploy range while redeploying -50% slower redeploy speed on wearer -50% damage penalty Alt-Fire has a projectile speed of 900 HU and a range of 420 HU The wearer can redeploy buildings up to 420 HU away Pulled buildings are packed up and ready to be hauled once it returns to the wearer Pulled enemy players are dragged towards the wearer The whip travels back at a projectile speed of 900 HU, and buildings cannot be hauled until it has returned to the wearer |
Big Botany |
TF2 Workshop Link |
Buildings can be affected by positive status effects +25% Rail Gun and Dispenser range Buildings can be affected by negative status effects +0.6 sec increase in sentry detection time All buffs and debuffs that would normally affect a player can now also affect buildings, including healing from Medi Guns and headshots Buildings are still immune to knockback, damage ramp up and damage fall off Visually, buildings will have custom visuals, and Sentry Guns and Dispensers will also receive a screen at their back, allowing headshots to occur The building range affects all types of Dispensers and its replacements, as well as the range bonus on the Kinetic Contraption, but not default Sentry Guns or Mini Sentries The range bonus from this weapon stacks multiplicatively with other sources of range bonuses |
Radioactive Reclaimer |
TF2 Workshop Link |
Construction hit speed boost increased by 50% -30% metal cost when constructing buildings +35 max health on wearer Building health decays over time if not repaired or upgraded for more than 4 seconds Wearer cannot manually destroy buildings -50% max health on buildings Buildings explode upon being destroyed Upon the building exploding, the wearer and all nearby enemy players will take 100 damage in a 146 HU radius The explosion has a splash damage fall off of 50%, and the wearer can receive knockback from the explosion, allowing blast jumps to occur |
Metal of Man |
TF2 Workshop Link |
Ammo collected from ammo boxes also refills health +50% damage resistance on wearer -50% metal cost on constructing and upgrading buildings 100% of all damage taken by the wearer is also inflicted towards active buildings Uses health for metal -50% slower upgrade rate The metal cost reduction on upgrading buildings cancels out the upgrade rate penalty, resulting in 8 hits to upgrade a building still, but constructing and upgrading buildings will only cost 50% of the metal normally required |
Ray Converter |
N/A | Ammo and health packs in a large radius cannot be collected by the enemy team -50% respawn time on ammo and health packs in a large radius All nearby ammo and health packs appear near this building -30% base metal cost on construction +25% metal dispensed per instance at level 3 Automatically resupplies all nearby buildings -100% heal rate -50% building health -38% base metal dispensed per instance at level 1 Only dispenses metal towards other buildings In other words, metal dispensed per 5 seconds is rescaled from 40/50/60 to 25/50/75 metal every 5 seconds Metal supplied to nearby buildings is converted into upgrading, healing or resupplying Sentry ammo, as if the wearer is actively hitting buildings with a wrench, using 25/50/75 metal Ammo and health pack disability has a radius of 525/787/1207 HU depending on building level Ammo and health pack respawn timer reduction share the same range as the ammo and health pack disability Ammo and health pack disability no longer takes effect if the Ray Converter is moved outside of the range of nearby ammo and health packs Ammo and health packs that appear near the Ray Converter are linked with the packs in the original location, causing the packs in the original location to disappear if teammates picked up the packs near this building |
Waco Wavelength |
N/A | +1300% dispenser range -87% ammo supply rate -70% heal rate -53% metal dispensed per instance -36% cloak regen rate Resupplies and heals teammates after a delay In other words, this building only heals the wearer and teammates once every 5 seconds, instead of regenerating health, ammo and cloak steadily every second The ammo, health, metal and cloak resupply values are a rough estimation, with a more detailed list below Ammo supply is decreased from 100/150/200% ammo in 5 seconds to 10/20/30% ammo, while health regeneration is decreased from 50/75/100 health in 5 seconds to 10/20/40 health Metal dispensed per instance is decreased from 40/50/60 to 10/20/40 metal, and cloak regen is decreased from 25/50/75% cloak in 5 seconds to 20/30/40% cloak |
Power Pistop |
N/A | Gain a powerful speed bonus upon being stepped on for 12 seconds Does not require an entrance and exit to activate +62% faster recharge rate Speed boost is lost prematurely upon taking damage Rather than a traditional speed boost, the player's speed is set to a base 120/130/140% instead Has a cooldown of 4/2/1 seconds Power Pistops do not affect classes that are faster than the speed bonus being provided, such as Scouts at level 1 and 2 of this building |
Kinetic Contraption |
N/A | +120% damage bonus +25% sentry range This building is always crit boosted -350% slower firing speed Has a base damage of 35/45/55 in conjunction with the permanent critical bonus, resulting in a base damage of 105/135/165 Has an attack interval of 1.01 seconds and a range of 1375/1650/1925 HU In other words, upgrading this weapon increases base damage and range instead of firing speed and additional weaponry |
Combat Mini Rail Gun |
N/A | +25% sentry range +13% damage bonus This building is always crit boosted -260% slower firing speed Only accessible when the Gunslinger is equipped with the Kinetic Contraption Has a base damage of 18 in conjunction with the permanent critical bonus, resulting in a base damage of 54 Has an attack interval of 0.81 seconds Unmentioned stats are based off the Mini Sentry |
Medic Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Bierkrieg |
TF2 Workshop Link |
When thrown at teammates, heals them for 40 health and instantly resets crit heal cooldown. When thrown at enemies, healing from all sources is decreased by -35% for 1 second. Is a throwable like the Mad Milk, and has a 12 second cooldown |
Glorious Ray |
TF2 Workshop Link |
Projectiles automatically home onto nearby targets +25% faster firing speed Projectiles fizzle 0.5 seconds after being fired -40% damage penalty Automatically homes onto targets within a 40 degree cone in front of the wearer |
Preventive Care |
TF2 Workshop Link |
+125% ÜberCharge rate +50% Overheal build rate -25% slower Overheal decay on patient -25% heal rate ÜberCharge instantly heals the patient and Medic by 100% of the patient's max health, which can overheal up to 250% health. ÜberCharge cannot be used on teammates holding the intelligence briefcase or PASS Time Jack ÜberCharge is instantly consumed on use |
Anti-Death Inject |
TF2 Workshop Link |
+100% longer Medigun range +60% heal rate +35% ÜberCharge duration 10% of all healing done by this weapon is returned to the wearer as health Medigun does not automatically lock onto patients Wearer cannot crit heal patients Healing is affected by range -50% Overheal build rate ÜberCharge prevents the Medic and Patient from falling below 10% health while being healed. In other words, this weapon functions similarly to Pyro's Flamethrower, where the wearer has to take aim manually in order to heal teammates The heal beam is hitscan with a projectile hitbox size of 1 Healing has a minimum fall off of 50%, reached by healing a target from 900 HU and beyond |
Apothecarrier |
TF2 Workshop Link |
On Hit Teammate: Up to 4% ÜberCharge added ÜberCharge fires a Plague Bubble that inflicts enemy players with Mad Milk, Jarate and Bleed for 10 seconds on hit. Fires healing baubles instead of heal beams Unlike most Medi Guns, this weapon has 4 charges and each ÜberCharge costs 25% Über Healing baubles has a base heal of 40 health on hit and an attack interval of 0.8 seconds Healing baubles have a projectile speed of 2000 HU and an explosion radius of 131.2 HU Plague bubbles have a projectile speed of 2000 HU and an explosion radius of 200 HU Healing baubles have no fall off, but the explosion has a splash fall off of 50% and ÜberCharge gain has a splash fall off of 25% Healing baubles and Plague Bubbles have an identical arc to Flare Guns Healing baubles do not require ammo or reloading |
Herdmensch |
TF2 Workshop Link |
Press your reload key to toggle to Multiheal mode Can heal up to three patients at once during Multiheal mode +10% ÜberCharge rate -27% ÜberCharge rate while Multiheal mode is active -10% slower move speed on wearer Übercharge instantly reloads all clips and provides infinite reserve ammo and causes all weapons to not consume any ammo while firing, as well as +50% faster firing speed and a speed boost to the Medic and Patients. During Multiheal mode, the wearer can build ÜberCharge from all patients at once Activating ÜberCharge also affects all patients if this weapon is in Multiheal mode when ÜberCharge is activated The ÜberCharge rate bonus and penalty stacks with each other, resulting in a net -20% ÜberCharge rate when Multiheal mode is active |
Peer Review |
TF2 Workshop Link |
ÜberCharge duration is reset if a patient kills while ÜberCharged +15% Übercharge rate on all weapons -50% ÜberCharge duration on secondary weapon In other words, the wearer gains +100% ÜberCharge if their patient kills an enemy player while ÜberCharged |
Sniper Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Aboriginal |
TF2 Workshop Link |
Charge continues to build even while unscoped Charge is partially retained until fired Damage scales linearly with charge, irrespective of victim max health +275% faster move speed while scoped in +15% faster move speed on wearer -50% critical damage penalty -33% base damage penalty Fires tracer rounds While unscoped, charge can only build up to 50% Upon unscoping, all of the wearer's charge meter is kept, up to 50% Charge passively starts charging as soon as the wearer spawns, or after the wearer fires this weapon In other words, the wearer is not slowed while scoped in This weapon charges similarly to vanilla Sniper Rifles, where damage scales from 30-100 |
Kanga Killa |
TF2 Workshop Link |
Charge and fire shots independent of zoom This weapon has no charge delay +160% charge rate +85% faster move speed while scoped in +50% faster reload time -50% maximum charge on primary weapon -35% damage on headshot The damage multiplier at full charge only deals additional damage equal to 10% of the target's max health instead of 20%, and headshots inflict 2.3x damage instead of 3x In other words, this weapon stops charging once it reaches 50% charge |
Immenace |
TF2 Workshop Link |
+78% base damage bonus Projectile penetrates enemy targets +30% damage per target penetrated No headshots when projectile travels too far -50% max primary ammo on wearer Fires explosive rounds instead of bullets Charge increases the distance in which the bullet explodes All enemy players within 120 HU of the explosion take +100% damage from the explosion Charge starts increasing distance after the headshot delay has passed, increasing at a rate of 1200 HU per second As such, this weapon cannot headshot if the distance is over 1000 HU, or after 1.03 seconds of scoping in Has an explosion radius of 146 HU, and the damage bonus from penetrating targets scales additively For example, hitting one target directly increases final damage by +30%, hitting two targets would increase final damage by +60%, etc. Projectile explodes upon firing based on how long the wearer has scoped in for, or it explodes upon reaching a surface Unscoped shots have infinite range, but do not explode on hit |
Daikyu |
TF2 Workshop Link |
On Full Charge: +20% projectile speed per shot Projectile penetrates enemy targets and buildings +10% damage bonus -50% charge rate |
Shah's Spice |
TF2 Workshop Link |
Spice meter builds with damage done Spawning and resupply do not affect the Spice meter Spice meter starts empty When thrown at teammates, cleanses them of all debuffs and grants them immunity to debuffs. When thrown at enemies, damage output is decreased by -35% and the victim cannot inflict critical hits. Requires 500 damage dealt to recharge the Spice meter Buff and debuff duration lasts for 10 seconds |
High Stakes |
TF2 Workshop Link |
No damage fall off -84% clip size -82% slower reload time -79% max secondary ammo on wearer No damage ramp up Fires rocks instead of bullets This weapon reloads its entire clip at once Has a base damage of 60 and an attack interval of 0.625 seconds |
Jar of Science |
TF2 Workshop Link |
+25% increase in recharge rate Coated enemies are highlighted and can spread the debuff to nearby enemies. Enemies debuffed by this weapon can be seen through walls Debuffed within 200 HU of another unaffected target will pass on the debuff to the previously unaffected player The debuff duration on secondary targets is based on the primary target, so in other words, if the main target is affected by 2 seconds of highlight from this weapon, the debuff passed onto other nearby enemies will also only last for 2 seconds Enemies debuffed by this weapon fizzle out on death |
Contract Killer |
TF2 Workshop Link |
Third successful hit in a row always stuns the target for 1 second +20% faster firing speed -75% damage penalty |
Hinterland Hitter |
TF2 Workshop Link |
On Hit Enemy Projectile: Instantly stops the projectile and stores it Alt-Fire: Throws out the stored projectile -50% slower firing speed -5 max health on wearer The stopped projectile disappears as if it was destroyed Thrown projectiles behave identically to how they were before being stopped, except it has its ramp up reset |
Spy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Chargé D'afront |
TF2 Workshop Link |
+800% bullets per shot -81% damage penalty -66% clip size -63% less accurate -33% slower reload time Stats are based on the stock Revolver In other words, this weapon has a base damage of 9 and fires 9 bullets per shot |
Admired Gun |
TF2 Workshop Link |
Third successful hit in a row grants this weapon crits and causes all shots to not consume any ammo On Miss: Crits and ammo consumption reduction is lost -50% clip size -40% damage penalty Reloading does not cause the buff to expire |
Intelli-lectual |
TF2 Workshop Link |
On Hit: Highlights the target for 8 seconds Disguise is not lost upon firing -100% slower disguise speed on wearer -83% clip size Enemies debuffed by this weapon can be seen through walls by the wearer and all teammates |
Inside Jab |
TF2 Workshop Link |
Attacking with a loaded shot ready fires a bullet that can backstab Wearer cannot backstab for 10 seconds after attacking Backstabs do not crit -50% damage on backstabs Damage is affected by range Press your reload key to load a shot and be unable to switch weapons until you attack This weapon has a minimum damage fall off of 20% and reaches minimum damage fall off at 525 HU Damage starts falling off after 48 HU Has a cooldown of 10 seconds, and only begins once the wearer fires the loaded shot This bullet functions identically to a normal bullet, with a base damage of 40 and can backstab for 100% of someone's max health |
Main Man |
TF2 Workshop Link |
+25% faster move speed when disguised as a Scout Wearer can mimic weapon firing Disguises do not break on miss Backstabs do not crit -85% damage on backstabs In other words, the wearer can pretend to fire a weapon while disguised |
Bean Counter |
TF2 Workshop Link |
On Hit: Restores cloak based on damage dealt +25% cloak duration Cloak does not passively recharge -100% cloak meter from ammo boxes Cloak Type: Kinetic Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies. Every 1 damage dealt grants +1% cloak, up to 100 damage dealt for +100% cloak Cloak gained from damage fully stacks with the cloak gained from the L'Etranger and Big Earner |
Corporal Incorporeal |
TF2 Workshop Link |
All players pass through the wearer directly while cloaked without flickering Wearer is invulnerable while cloaked Wearer is immune to all status effects and push force while cloaked Wearer cannot be affected by buffs while cloaked Cloak cannot be activated while not full Wearer cannot manually decloak No cloak meter from ammo boxes while cloaked -100% ammo from packs while cloaked -100% health from packs while cloaked -20% cloak duration Cloak Type: Absolute Alt-Fire: Turn invisible. Cannot attack while invisible. |
Business Front |
TF2 Workshop Link |
After 6 seconds of being sapped, buildings with health <50% of max are reprogrammed to the opposing team +500% building disable duration after being destroyed Converted buildings can receive damage from both teams -90% decrease in damage when building health <50% of max |
Brief Respite |
TF2 Workshop Link |
+700% building disable duration after self destructing All nearby buildings in an area are sapped Sapper automatically self destructs after 4 seconds -100% Sapper damage penalty If the Sapper was removed by players without triggering the self destruction, the building disable duration remains at 0.5 seconds |
Polaroid Mode |
TF2 Workshop Link |
Hold Fire to zoom in and snap a picture, highlighting and marking targets for 8 seconds +25% damage vs marked targets This weapon flashes with camera glint upon taking pictures Replaces the Sapper with a state of the art camera Enemies debuffed by this weapon can be seen through walls and have their health, ammo and meter charges visible Has a zoom in time of 1 second, and zooming in functions identically to scoping in with a Sniper Rifle A picture is automatically taken after the wearer has finished zooming in The wearer can use this weapon while disguised The damage bonus only works on the wearer and their own weapons only Only one player can be highlighted and marked at a time |