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Items: Team Fortress 2
Over the years, Valve has added a lot of new content to keep Team Fortress 2 going. As a result, each class has received a lot of guns, food, and even jars of urine to bring to the battlefield. In order of the class selection menu, here's what the team has:


    open/close all folders 

    All classes 

Melee

  • Saxxy: An Australium-plated figurine of Saxton Hale, given to the winners of the Saxxy Awards. Turns enemies into gold on a kill, but otherwise functions like the stock melee weapon. Used by all classes.
  • Conscientious Objector, a road sign that is compatible with the Decal Tool. Used by all classes except the Spy and Engineer.
  • Festive Weapons: The iconic item note  or alternative item note  of a class wrapped in team-colored Christmas Lights. Previously available from the Australian Christmas update of 2011, Mecha Update of 2012, and Smissmas 2013 update by uncrating black "Naughty" crates.
  • Frying Pan: A jet-black cooking instrument. Originally only for the Soldier and Demoman, now it's usable by all classes except the Spy and Engineer.
    • Frying Pan of Doom
    • Joke Item: Statistically identical to the wielder's default melee weapon.
    • Loud of War: Smacking anything with the pan results in a nice loud CLONG. This trope frequently ensues, so much so that it is considered griefing on some servers.
    • Shout-Out: To the same melee weapon in Left 4 Dead 2
  • Botkiller Weapons: The most iconic item of a class, with the head of a Heavy Robot or Engineer Robot tied to it with wire, or chained to it like a necklace. Gained by completing a Mann vs Machine Tour of Duty in Mann Up mode, and is always rewarded as a Strange variant. Available in Rust, Blood, Silver, Gold, Carbonado (black diamond), and Diamond, depending on which Tour of Duty is completed.
    • Battle Trophy
    • Bling Bling Bang: Especially the Gold and Diamond versions.
    • Bragging Rights Reward: Subverted in that while they're given as a reward for completing the normal and hard difficulties in Mann vs Machine, they can be gained through trading, and thus require only as much effort as you want to put into it.
  • Freedom Staff: A stick with a golden eagle on the end. It is available for all classes except Spy and Engineer.
  • Bat Outta Hell: A skull and spinal cord, used as a weapon. Available for all classes except Spy and Engineer.
  • Memory Maker: A handheld 8mm camcorder used as a weapon. Available for all classes except Spy and Engineer. Awarded to those who were finalists in the 2nd Annual Saxxy Awards.
    • Lost Forever: Much like the Saxxy, it was only given to finalists.
  • Ham Shank: A bone-in-leg of ham, used by every class but Engineer and Spy.
  • Reanimator: An item dropped by any class after they are killed in Mann Vs. Machine, which displays a hologram of the deceased. Putting a healing beam from a medi gun on it for an amount of time proportional to their max health (faster if an ubercharge is deployed) will cause that player to respawn on their current location.
  • Australium Weapons: Golden versions of some of the classes' weapons. Purely cosmetic, sadly. Rarely obtained upon completing the Two Cities Mann vs. Machine tour.
  • Golden Frying Pan: An Australium cooking instrument. Available for all classes, and turns enemies into gold upon a kill. Rarely obtained upon completing the Two Cities Mann vs. Machine tour.
    • Awesome but Impractical: In the hands of a Spy, the Golden Pan is pretty much a worse Spy-cicle, as it does as much damage as the knife, creates a highly conspicuous golden statue upon kill, and doesn't silence the loud pan sound.
    • Frying Pan of Doom
    • Improbable Use of a Weapon: Since all classes can wield it, Engineers can build and repair their buildings, and Spies can backstab, with a golden frying pan.
    • Joke Item: Statistically identical to the wielder's default melee weapon.
    • Loud of War: Smacking anything with the pan results in a nice loud CLONG. This trope frequently ensues.
    • Shout-Out: To the same melee weapon in Left 4 Dead 2, except made of a different metal.
    • Taken for Granite
    • Rare Random Drop: So rare that the entire game is notified whenever somebody finds one. The first one found was sold on TF2 Outpost for $5500 US dollars.
    • Unobtanium: Made of Australium, like the Golden Wrench and Saxxy, and has the same properties.
  • Necro Smasher: A cracked wooden mallet with a robotic hand hanging off it. Available for all classes except the Spy. Awarded for obtaining four Halloween 2014 event Achievements.

Hats

  • The memetic hats have become a signature item of TF2 since they were added, and the memes even spawned a few hats (Most notable: The Pile Of Hats). Most hats can be worn by most classes, although a few restrict them to specific if not a single class. As of Mann Vs Machine, certain hats have gotten robotic counterparts.

Misc. items

  • Voodoo-Cursed Souls: A set of nine misc. items that turn their respective classes into zombies on equip. Can only be used during Halloween, or on Full Moons. Equipping Scout or Soldier's versions will unlock unique Battle Cry lines.
  • Something Special for Someone Special: A diamond ring. It can only be purchased from the Mann Co. store. The item can be used on a chosen player, a special message will display to the entire game, and afterwards both players will receive a diamond ring item. It also costs $100.
    • Hello, Insert Name Here: The item comes with a free Name Tag and Description Tag. It's common for people who use the item to change their names to something silly (or morbid) and name the item to something that relates to it before they use it. For example: "Gabe Newell has accepted The Cafeteria's 'Food'!"

    Offense 

Scout

Primary

  • Scattergun: A shotgun that's devastating at close range and easy to hit with while running.
    • Sawed-Off Shotgun: The Scout's primary weapon, the Scattergun, and even further, the Force-A-Nature, which has a shorter barrel than its stock.
    • Short Range Shotgun: Played with. It actually deals decent damage at (what's by the game's standards) medium range, doing essentially the same damage as the shotgun Soldiers, Pyros, and Heavies have as secondaries. However, unlike those shotguns, all the Scout's primaries but the Shortstop have their damage increased by being at close range even more than normal — a damage boost the Scout needs to be on par with the other damage-dealing classes.
  • Force-A-Nature: An even shorter sawed-off shotgun. Compared to the Scattergun, it fires twice as fast and uses 12 pellets per shot instead of 10, but each pellet only does 90% as much damage and it only holds two shots at a time. It is also able to push enemies with a knockback effect and gives the Scout an extra jump if he fires downward.
    • Blown Across the Room: Opponents will be blown back or up when hit by the Force-a-Nature at close range.
    • One Bullet Clips: Inverted. Even though the gun uses two individual shells instead of clips, if you fire one shell then reload, the Scout will go out of his way to replace and throw away the unused shell for no reason.
    • Recoil Boost: The Scout, with the Force-a-Nature, can fire down while double jumping to triple-jump (or just get a bigger second jump).
  • Shortstop: A derringer that holds four deadly shots. While deployed, healing is increased by 20% but push force vulnerability is increased by 40%.
    • Blown Across the Room: Happens to the Scout much more easily.
    • Combos: The increased health-regain function pairs very well with Mad Milk.
    • Cursed with Awesome: The 40% knockback vulnerability is listed as a downside, but can actually play to a scout's advantage, allowing for a higher degree of speed and maneuverability, whether in combat or escaping.
    • Four Is Death: Four barrels for four shots, each shot producing four bullets.
    • Hand Cannon: While obviously not as much as the Spy's Ambassador (formerly the subject of the featured quote on that trope's page), it's a pistol with four barrels that unloads them all at once.
    • Item Amplifier
    • Standard Status Effects: The Shortstop's shots were intended to slow enemies down on hit, but it never worked and was removed entirely.
    • Universal Ammo: While this could be said of any gun, the Shortstop shares its ammo with any of the Scout's pistols. This is meant as a drawback, since everything that provides ammo would normally give you some to all your weapons, so this means they have a smaller reserve that doesn't get filled as much by picking up ammo.
  • Soda Popper: A modified Force-A-Nature with a Crit-A-Cola replacing the grip. It has the damage and pellet count of the Scattergun, the two shell clip and firing speed of the Force-A-Nature, and instead of extra knockback has a faster reload. It also has a "hype" meter that is built up by running that is activated with alt-fire and temporarily lets you airjump four times without touching the ground instead of once.
    • Charged Attack
    • MacGyvering: He replaced part of a gun with a damn soda can.
    • Nerf: Full hype originally gave mini-crits instead of extra jumps.
    • Jump Physics/Hilarity Ensues: The Soda Popper gives you four extra jumps. The Winger increases the height of any jump. Combine the two, and the Scout can (almost) fly!
  • Baby Face's Blaster: A variant of the Scattergun with a drum magazine and stock. Dealing damage with it builds a "Boost" meter that increases the Scout's speed as it rises, with a full meter granting speed 30% faster than the Scout's regular movement speed (this is also the game's speed cap, so nothing else can make you go any faster). However, 25% of that boost is lost when you Double Jump. It holds only 4 shots at a time and lowers the Scout's unboosted speed by 10%.
    • Bang Bang BANG: Scout's other primaries sound a bit like "BLAM BLAM BLAM". This weapon, when fired, emits an echoing BOOM.
    • Super Speed: At full Boost, the Scout can run just slightly under the running speed limit.
  • Back Scatter: A lever-action sawed-off shotgun with a dual shell drum attached to the action. When fired at the back at close range, it always deals a minicrit. In exchange, it's less accurate, holds 4 shots, and doesn't randomly crit.
    • Back Stab: Deals minicrits when fired at the back, but only up close.
    • Irony: The gun has two ammo drums, yet it carries less ammo than regular Scattergun.
    • Short Range Shotgun: Even more so than most shotguns. Its pellet spread is considerably wider than the normal shotguns, so the Scout has to get up even closer to deal maximum damage. Fortunately, the weapon rewards this strategy by granting mini-crits at close range.

Secondary

  • Pistol: An alternative weapon for the Scout to shoot at long range.
  • Bonk! Atomic Punch: A caffeinated (and radioactive) beverage that grants the Scout eight seconds of complete invulnerability when consumed. Has a 30-second cooldown timer between uses.
  • Crit-a-Cola: Another caffeinated beverage with a 30-second cooldown timer. It provides the Scout with eight seconds of mini-crits, but all damage he takes is increased by 10%. The Scout also moves 25% faster during its duration.
  • Lugermorph: A cosmetic weapon to promote Sam & Max. Acts just like the pistol.
    • Shout-Out: This is Max's gun. This and all subsequent Shout-Out weapons are promotional items relating to the series they come from.
    • Stealth Pun: A lagomorph is a mammal from the taxonomic order Lagomorpha — which includes rabbits.
  • Mad Milk: A bottle of a non-milk substance. Anyone drenched in it has 60% of the attacker's damage go to the attacker as health. Can put out fires and short out cloaking devices.
  • Winger: A pistol with a nuclear decal that holds 5 bullets, but does 15% more damage than the regular pistol and increases jump height by 25% when active.
    • In a Single Bound: ...well, not exactly, but in combination with the Atomizer, this lets Scout jump to ridiculous heights.
      • With the "new" Soda Popper, updated during Smissmas 2013, the Winger boosts all five of the Scout's jumps during Soda-Popper Hype mode. You can almost go as far as a Soldier's Rocket Jump, with no damage to yourself!
  • Pretty Boy's Pocket Pistol: A compact black pistol. The user gains 15 more health and is immune to fall damage, but takes 50% more damage from fire. The gun fires 25% slower.
    "I bet you're all thinking, 'Scout can handle the meanest guns out there, he wouldn't use a tiny gun, he's too awesome for that.' And you'd be right, I am awesome.
    Then I realised I could tell people that they are going to be killed BY THE SMALLEST GUN KNOWN TO MAN! Then kill them. Ma always said don't make threats you can't carry out."
  • Flying Guillotine: A meat cleaver. When thrown, it causes bleed and mini-crits on a hit after long range and always crits on stunned players. However, it cannot randomly crit.
    • Bilingual Bonus: The characters on the blade, 死 and 肉, mean "death" and "meat", respectively, in Chinese and Japanese. If read consecutively, it translates to "dead meat" in Chinese. Furthermore, pronouncing the characters in Mandarin Chinese (sirou) sounds like the word "throw" in English.
    • Ambidextrous Sprite: Seems to be the case. In the promotional page at least, the characters are mirrored.
    • Combos: Paired up with the Sandman, a stun ball followed by a Flying Guillotine will kill most classes right away, and only a Heavy can survive the ensuing bleeding.
    • Improvised Weapon
    • The Blade Always Lands Pointy End In: Particularly notable since meat cleavers are more like top-heavy, tiny axes in order to hack through meat and bone. The Scout still throws it like a knife, and it always causes significant bleed damage if it hits.
    • The Cameo: It appears in the Kong King King Of The Hill map, stuck into a table.
  • Mutated Milk: A beaker containing milk-like substance and a soggy bread monster. Acts just like Mad Milk. A bread monster attaches to the soaked victim's face, but it's cosmetic.

Melee

  • Bat: Of the baseball variety. Aluminum. Makes a satisfying ping sound on an enemy skull.
    • Batter Up
    • Iconic Item: One of the few items heavily associated despite not being the one used most in gameplay. When all the other classes got a single default weapon in "festive style" (wrapped in Christmas lights), the Scout got a Scattergun and Bat.
    • Inherently Funny Words: BONK!
    • Knee Capping: "Say goodbye to your kneecaps, chucklehead!"
  • Sandman: Wooden, of the baseball variety. Lowers maximum health, but gives the Scout a baseball that can knock people on the head, causing them to be slightly stunned.
    • Combos: Paired up with the Flying Guillotine, a stun ball followed by a Flying Guillotine will kill most classes right away, and only a Heavy can survive the ensuing bleeding.
    • Home Run Hitter: The killtaunt for the Sandman.
    • Nerf: The Sandman is infamous within the community for the various patches that tried to balance the weapon, which has been more or less a roller coaster ride. The Sandman originally could stun at any distance, and even stun ÜberCharged players. It was subsequently nerfed to hell, then having some of the effects reinstated, nerfed, reinstated, etc. Currently Valve seems to have settled on a good balance, but you'll seldom see any serious player use it competitively.
    • Tap on the Head: The stun effects of baseballs it knocks out (though it only fully stuns at long range).
    • Universal Ammunition: Picking up a baseball or bauble, whether your own or your enemies', recharges the ball meter.
    • Written Sound Effect: The "BONK!" on stunning an enemy.
  • Holy Mackerel: A fish wrapped in a newspaper.
    • Edible Bludgeon
    • Interface Screw: For every successful slap on an enemy, a special kill log appears with a "x#" next to the icon for the fish, with the number going up by one for each slap. It changes into "FISH KILL!" if the enemy goes down.
    • Nerf Arm: It is identical to the bat in terms of stats.
    • No Cartoon Fish: The Holy Mackerel is more detailed and realistic than anything in the game, other than some of the the promo items.
    • Off Model / Good Bad Bugs: After the Australian Christmas update, where it was supposed to always face the player, it now clips through itself, making it look like it's being wrapped tight on certain parts, as shown here.
    • Outside-the-Box Tactic: The Mackerel is suprisingly useful at telling whether a Spy is Dead Ringing or not — if they are, the "FISH KILL!" message won't show up like it usually does.
    • Pun
    • Shamu Fu
    • Undignified Death: Not only is there the Interface Screw, the item's description even reads, "Getting hit by a fish has got to be humiliating."
    • Shout-Out: Some references in the surrounding media are made to a Monty Python sketch. Also, its level is 42, referencing The Hitchhiker's Guide to the Galaxy.
  • Boston Basher: A spiked bat that causes a bleeding effect on any enemy, but missing causes the Scout himself to get hit.
    "On Miss: Hit yourself. Idiot."
  • Three-Rune Blade: Works in the same way as the Boston Basher.
  • Candy Cane: A large candy cane that grants the Scout a small health pack for each enemy he kills, but explosive damage is increased by 25%.
  • Sun-on-a-Stick: A promotional item for Rift. This spiky mace does 25% less damage, but can critically hit all enemies who are on fire.
  • Fan O'War: A gunbai war fan. A hit with it causes the target (one at a time) to be marked for death, which is shown with a skull above the enemy, and take minicrits. Otherwise, it does 90% less damage.
    • Cherry Tapping: This weapon inflicts piddling damage, a whopping 90% less then the bat. It deals 4 points of damage under normal conditions, with 5 on a mini-crit and 11 on a crit. Don't expect to see its kill icon very much.
    • Combat Hand Fan: It is base on the gunbai war fan.
    • Lethal Joke Item: It does a measly 5 damage, but its effects can cause the target to take 35% more damage.
    • Standard Status Effects: Inflicts a "Marked for Death" status on the first enemy hit, causing them to take additional damage from other sources.
  • Atomizer: A bat with a Bonk-decal with training weights. Grants the Scout a triple jump which does 10 damage to the Scout, but swings 30% slower and is 20% weaker than the standard bat against other players.
  • Unarmed Combat: A severed Spy's arm. Functions like the Holy Mackerel, except the kill feed reads "ARM KILL!"
  • Wrap Assassin, a roll of wrapping paper with a glass ornament. The wrapping paper, understandably, does 70% less damage, but the ornament can be shot Sandman-style, which inflicts damage and causes bleeding on impact with an enemy. Similar to the Sandman, the initial hit will be a guaranteed Critical Hit if made at long range.

Item Sets

  • Special Delivery: A set themed off the '50s/'60s milkman. Includes the Shortstop, Mad Milk, Holy Mackerel, and Milkman. When the whole set is used, the Scout leaves a calling card on his victims.
  • #1 Fan: A set themed off Bonk! merchandise. Includes the Soda Popper, Winger, Atomizer, and Bonk Boy. No special attributes.
  • The Curse-a-Nature: An Egyptian mummy costume. Includes the Wrap Battler, the B-ankh!, and the Futankhamun. Only visible during Full Moon periods or the Halloween Event.
  • Santa's Little Accomplice: An elf costume. Includes the Wrap Assassin, Big Elfin Deal, and Bootie Time.
  • Public Enemy: Includes the Baby Face's Blaster, Pretty Boy's Pocket Pistol, Fed-Fightin' Fedora, and Dillinger's Duffel.
  • Isolationist Pack: A xenomorph costume. When the whole set is equipped, the user deals more damage with melee attacks to a player that has equipped the Isolated Merc set, but in exchange they take more damage from the Nostromo Napalmer used by a player that has also equipped said set.
    • Set Bonus: Only applies against players with a certain set, though.

Soldier

Primary

  • Rocket Launcher: It hits hard at distance and is slow to reload. Has no recoil of any kind, but the explosion can send you or your enemy flying a good ways, and can be used to Rocket Jump.
    • Law of Inverse Recoil: The Soldier only feels the recoil of his rockets if he's in the blast radius. As with real rocket launchers, there's very little recoil from simply firing the weapon.
    • Lead The Target: Rockets fire much slower than bullets, making this trope mandatory despite the benefit of Splash Damage.
    • Rocket Jump: The Soldier is very much designed around this, with special damage reductions (later rolled into a general self-damage reduction) on damage taken from rocket jumping.
    • Unorthodox Reload: The Soldier reloads his rocket launcher by sweeping rockets into the front (and it holds up to four rockets at a time).
  • Direct Hit: A rocket launcher that trades off the splash damage for more powerful and faster rockets.
    • Anti-Air: Deals mini-crits to enemies launched into the air by explosions, whether by yourself, a teammate, or by enemies themselves.
    • Critical Hit: Deals mini-crits to airborne targets popped into the air by explosions.
    • Difficult but Awesome: Requires more precise aiming than the standard Rocket Launcher and more precise leading than the Liberty Launcher, but the greater damage pays off, making it an ideal choice for experienced players.
      • Though many experienced players feel the opposite, as airshots become ridiculously easy when the direct hit is in use, and the nature of the weapon makes it fairly unsuited to both pocket and roamer roles.
    • Primal Chest-Pound: The taunt for this weapon.
  • Black Box: A rectangular black rocket launcher that grants 15 health for every hit, but holds 3 rockets instead of 4.
  • Rocket Jumper: A orange-and-white painted version of the Rocket Launcher with a folded down sight that gives the Soldier three times the loaded rockets and has no self-damage... but does no damage and the Soldier cannot carry the Intelligence with the weapon equipped.
    • Lethal Joke Item: Deals no damage and makes the Soldier unable to use his primary weapon for anything else, but allows him to pull off Rocket Jumps over and over.
    • Nerf: One was able to survive the Equalizer taunt with this weapon before, but now only the Rocket Jumper's ammo will negate self-damage. This was quickly reverted, meaning one can now survive said tauntkill.
  • Liberty Launcher: A green, skinnier rocket launcher that is able to shoot rockets that travel faster than normal and deal 25% less self-damage from rocket jumping, but deal 25% less damage.
  • Cow Mangler 5000: A ray gun-like rocket launcher. It doesn't have ammo (but must be reloaded with a hand crank), can be charged to mini-crit and disable buildings for up to 4 seconds, and disintegrates enemies upon a kill. On the downside, it does greatly reduced damage to buildings and doesn't crit at all.
    • Alpha Strike: While the Cow Mangler can behave very much like a normal Rocket Launcher most of the time, its defining feature is the charge shot, which uses up all four charges at once and forces the Soldier to "reload" all four rounds after firing, leaving him wide open for retaliation.
    • Art Shift: This weapon is highly-detailed note  and, while still keeping in with the "60's retro-future" theme, looks noticeably different than many other weapons. Then again, it was designed by a company that creates professional movie props.
    • Bottomless Magazines: However, it must be recharged after 4 shots.
    • Charged Attack
    • EMP
    • Frickin' Laser Beams
    • Ray Gun
    • Trope 2000
    • Zeerust
  • Original: The Rocket Launcher from Quake. Functions like the normal Rocket Launcher, except its rockets come out of the center of the screen instead of slightly to the side.
    • Ancestral Weapon
    • Boring but Practical: Though it may seem identical to the stock rocket launcher at first glance, the center-down firing makes it easier to use for air-shotting.
    • Off Model: The first-person model cuts off prematurely in the middle and can clearly be seen when reloading if you increase the viewmodel FOV on a non-4:3 monitor.
    • Shout-Out: To Quake and to an extension, the original Team Fortress. It's complete with the rocket launcher being front-and-center in first-person view and having the same firing sound clip from Quake (which, in fact, was also the same sound used for the Scout and Medic's concussion grenades in Classic).
  • Beggar's Bazooka: A rocket launcher fashioned out of various junk. Instead of firing normally, it can load up to three rockets and fire a quick volley of rockets (but any more than three and it misfires, removing a loaded rocket from the clip). The projectiles are very inaccurate, though. The user cannot collect the weapon's ammo from dispensers when it's active.
    • Added Alliterative Appeal
    • Difficult but Awesome: If your timing is really good, the misfires can be used for a stronger but more damaging Rocket Jump performable even in mid-air. From there it gets kind of crazy.
    • Early-Bird Cameo: The weapon first appeared in the beginning of "Meet the Medic" and the "Team Fortress 2 Is Free to Play" videos more than a year before it came out.
    • MacGyvering: It's made out of a bunch of stuff, including a funnel and various straps and belts.
      "What is better than killing a man with a highly explosive high velocity projectile launcher? Killing a man with a highly explosive high velocity projectile launcher that YOU HAVE MADE!
    • Macross Missile Massacre
      • Quite literally taken Up to Eleven in Mann Vs. Machine mode, where it can be upgraded to fire up to eleven rockets in extremely rapid succession. And because the robots work in large groups and come with giant robots as well, the inaccuracy disadvantage becomes moot because it's virtually impossible to not hit something. And, as well, due to the sheer number of rockets you will be firing in quick succession, half the time at least one rocket in a volley will be a critical hit. In the right hands, this weapon becomes a weapon of mass robot destruction even without crits.
    • Primal Chest-Pound: Its taunt for the Soldier.
  • Air Strike: A green bomb-shaped rocket launcher with checker decals by the muzzle. When the user is rocket jumping, the weapon fires faster. It also gains additional clip size upon a kill (to a cap of eight). Rocket jumping hurts the user less. However, it starts with one less rocket, the rockets deal less damage, and the rockets have smaller explosion radius.
    • Alpha Strike: This becomes possible when you rocket jump with a full magazine. Sadly, damage falloff will usually limit the amount of damage it does unless you unload the rockets right before landing on top of your target or use a Buff Banner.
    • Death from Above: This trope frequently results because rocket jumping boosts the weapon. The name even references it.
    • Kill Streak: More kills means more rockets to fire before reloading.
    • Macross Missile Massacre: With maximum clip size, it's possible to fire all eight rockets within less than two seconds while rocket jumping.
    • Magikarp Power: It starts out with an unimpressive 3-rocket clip, but get a few kills and that clip gets much bigger.

Secondary

  • Shotgun: A standard shotgun used to shoot enemies up close.
    • Boring but Practical: The shotgun is essential if a Soldier wants to assault somewhere alone. Especially useful for swatting Scouts out of the air, who would otherwise dodge the rockets.
    • Standard FPS Guns
    • Short Range Shotgun: Both averted and played straight. Its pellet spread is pretty realistic, but the damage falloff means it still won't be killing anyone past medium range.
  • Buff Banner: A slightly worn-out backpack and bugle that gives the Soldier a rage meter he fills by dealing damage. When the meter is full, the Soldier can blow his bugle to grant himself and any nearby teammates 10 seconds of mini-crits.
  • Battalion's Backup: A back-mounted radio and horn where the rage meter is also built by dealing damage. When the meter is full, the Soldier grants extra protection, 15% sentry damage resistance, and no critical hit damage for himself and his teammates. Equipping it also increases max health by 20.
  • Concheror: A war banner with a conch shell trumpet. The rage meter is built by dealing damage. When activated, both the user and his allies will receive 35% of all damage they inflict on an enemy as health and a speed boost. Having it equipped also causes the Soldier to regain 2 health per second, even when it's not out.
  • Gunboats: A pair of iron-toed boots that give 60% less damage to rocket jumping. During the WAR! Update, Soldier players managed to kill enough Demomen to win these boots.
    "What is the science behind these miracles of technology? Magic, probably."
  • Mantreads: Buckled general's boots, extremely heavy. The knockback effect from damaging attacks (except for rocket jumping) is reduced by 75% and stomping on an enemy's head will deal significant damage.
  • Reserve Shooter: A shotgun that only holds 4 shells, but switching weapons becomes 15% quicker. For five seconds after the weapon switch, the Soldier can shoot airborne enemies, each shot ensuring a mini-crit.
    • Anti-Air
    • Bang Bang BANG: Significantly louder-sounding than the game's other shotguns.
    • Combos: Pretty much designed around the Soldier's ability to launch people into the air, and then knock them back down with a well-aimed shotgun blast.
    • Quick Draw
  • Righteous Bison: A handheld ray gun. Doesn't need ammo. Fires a projectile that penetrates enemies, and cannot be reflected, but does reduced damage to buildings. Also disintegrates upon a kill.
  • B.A.S.E. Jumper: A parachute. Pressing the jump button when in the air will deploy a parachute that slows the user's descent.
    • Discard and Draw: Grants major improvements to aerial mobility at the cost of becoming majorly vulnerable to Snipers and enemy attacks.
    • Early-Bird Cameo: Featured in a blog post two weeks before the item was officially announced.
    • Fun with Acronyms: Ballistic Aerial Striking Equipment, for those wondering.

Melee

  • Shovel: A military entrenching tool.
  • Equalizer: A bloodstained pickaxe that grants more damage the less health the Soldier has. It blocks healing from Medics and calling for Medics when it is out.
  • Pain Train: A stick with a large rusty nail at the end. For 10% more bullet damage, the Soldier can capture points and push carts as fast as the Scout.
    • An Axe to Grind: Probably where the handle comes from, as it is identical to the Axtinguisher's.
    • Boring but Practical: It gives a minor but useful bonus at relatively little cost. As 5 Control Points is the most used game mode in competitive 6 vs 6, and the smaller teams make the faster capping more useful, it's the second most popular Soldier melee there (after the Escape Plan).
    • Fragile Speedster: Increases your vulnerability to bullets, but doubles the speed at which you capture points and push carts.
    • Situational Sword: Equipping this weapon in CTF maps or as RED on Attack/Defense or Payload is useless and equipping it in Arena maps is downright dumb, unless the enemy team consists of only Demomen and Medics. However, on Control Points (especially Medieval Mode, where no guns means no bullets), the capture speed bonus can greatly turn the tide.
  • Half-Zatoichi: A katana that grants full health when it lands a kill, but until it gets that kill, the Soldier is unable to switch to his other weapons. Dueling with an enemy that also has the Half-Zatoichi will result in a one-hit kill.
    • Honor Before Reason: It is "honorbound", preventing you from changing weapons until you get a kill with it.
    • Katanas Are Just Better
    • Single-Stroke Battle: A one-hit kill on another player who is also wielding this sword.
    • Shout-Out: To the Japanese TV and Film character Zatoichi, a blind swordsman. Why Half-Zatoichi? Because the Soldier only uses one sword; the character it references used two.
  • Disciplinary Action: A riding crop that increases the running speed of the Soldier and an ally if the ally is hit with this weapon. Deals 25% less damage.
    • Hitbox Dissonance: To compensate for keeping your aim steady when whipping a teammate, the weapon has a full three hundred sixty degree attack range around the Soldier. This also applies to dealing damage to enemies. The weapon also has a considerably wider attack range, so if you wonder how that Soldier managed to hit you from farther away than he should and lag is not a factor, that's why.
    • Status Buff
    • Whip It Good
    • Mistaken for Spies: A side effect of this weapon is that it often convinces the Soldier's teammates that he is a Spy. It is the only weapon that gives any player any reason to try the get a melee hit on their teammates, where as disguised spies absolutely have to get into melee range to backstab.
  • Market Gardener: A regular folding garden shovel. No random crits, but deals critical hit damage during rocket jumping.
    • Combos: Can go with the Mantreads for extra pain upon landing on an enemy.
    • Death from Above: The most popular way to use this weapon is to rocket jump up and try to land a hit while falling.
    • Difficult but Awesome: If you're planning to use this weapon effectively, you absolutely have to master rocket jumping, prediction, and controlling yourself in the air. But it's so worth it (and fun) when you can do it right.
    • Self-Imposed Challenge: It's a common pasttime of bored Soldiers to try to use the Market Gardener in conjuction with the Rocket Jumper to try and land crits on as many unsuspecting enemies as possible.
    • Shovel Strike
    • Situational Sword: If you get good with it, you can throw the impractical part of "Awesome but Impractical" out the window.
  • Escape Plan: Identical in appearance to the original Equalizer (that is, a non-bloodied pickaxe). The user's speed increases as their health decreases, but the user takes minicrits during and 3 seconds after wielding the weapon and can't be healed by Medics while it's out.
    • Fragile Speedster: Once the speed boost granted by this item is at its peak, the Soldier only has about 10 health left or so. The mini-crits received while the weapon is out emphasizes this.
    • Nerf: It's the original Equalizer without the damage boosting effects. Taking mini-crits while having it out was also added later.
    • Powerful Pick
    • Situational Sword: The less health the user has, the faster he is.

Item Sets

  • Tank Buster: A black-themed military set. Includes the Black Box, Battalion's Backup, and the Grenadier's Softcap. When the whole set is used together, the Soldier leaves a calling card on his victims.
    • Nerf: It originally gave the Soldier 20% more sentry damage resistance.
    • Set Bonus
  • Airborne Armaments: An aerial-themed military set. Includes the Liberty Launcher, the Reserve Shooter, the Market Gardner, and the Jumper's Jeepcap. No special attributes.
  • General's Formals: A set themed around, well, generals. Includes the Mantreads, Disciplinary Action, Armored Authority, and the Fancy Dress Uniform. No special attributes.
  • Dr. Grordbort's Victory Pack: A sci-fi-themed set. Includes the Cow-Mangler 5000, the Righteous Bison, Lord Cockswain's Pith Helmet, and Lord Cockswain's Novelty Mutton Chops and Pipe. No special attributes.
  • Tin Soldier: A homemade robot costume. Includes the Idiot Box, the Steel Pipes, and the Shoestring Budget. Enables robot-themed replacement voices and a special taunt on full set. Only visible during Full Moon periods or the Halloween Event.
  • Dumpster Diver: Includes the Beggar's Bazooka, Helmet Without a Home, and the Captain's Cocktails.

Pyro

Primary

  • Flame Thrower (sic): Short range, good damage, sets other players on fire, where they will burn continuously for a short time. Has a compressed air blast that can fling enemies, extinguish teammates, and reflect projectiles (except bullets).
    • Attack Deflector: The Airblast secondary fire, which can deflect most projectiles. People have even made a game mode out of it where tracking rockets are spawned and keep gaining speed as they're reflected from one team to the other.
      • Bizarre and Improbable Ballistics: The direction a deflected projectile goes in is not based on its previous direction or the direction the airblast hits it from, but wherever the Pyro's cursor is pointed a split second after the deflection starts.
    • Cherry Tapping: Airblasts can be used to juggle enemies while they burn or to separate Übered Medics from their patient.
    • Convection Schmonvection: As a result of Hitbox Dissonance with the particle-based damage, this trope maybe be played straight, averted, or inverted when it comes to damage.
    • Counter Attack
    • Department of Redundancy Department: Upon reaching 1000 kills, a Strange Flame Thrower will receive the designation of "Face-Melting Flame Thrower". This also applies to the Pyro's other flamethrowers, such as the Backburner.
    • Fire-Breathing Weapon
    • Kill It with Fire
    • Our Product Sucks: The the poster mentions twice that the weapon will "make holiday dinners a thing of the past", with the larger statement next to a burned turkey.
    • Rocket Jump: An extremely skilled Pyro can reflect rockets in just the right way to rocket jump.
    • Swiss-Army Weapon: The Pyro's flamethrower is almost this. It can reveal cloaked/disguised Spies (by setting them on fire), give a friendly Sniper literal firepower (by setting his arrows on fire), blow away enemy sticky grenades with the airblast, blow away enemies in general, extinguish burning teammates, and reflect rockets, grenades, arrows, baseballs, and pretty much any projectile that isn't a bullet, shotgun shell, or syringe.
    • When All You Have Is a Hammer: Despite the swiss army capabilities mentioned above, sometimes the best solution is to just run around setting everything in front of you on fire. This is the basis behind the "W+M1" complaint.
  • Backburner: A flamethrower with a dragon-shaped head. It can crit enemies from behind, but uses 50 ammo for the compression blast instead of 20.
    • Awesome but Impractical: After an update bestowed the airblast ability upon the Backburner, this weapon can do anything that the stock Flame Thrower can do. Airblast projectiles, push enemies back, disrupt Ubercharges, extinguish teammates, you name it. However, since a Backburner with full ammo can only airblast four times, airblasting with the Backburner is not as practical as it is with the Flame Thrower or Degreaser, meaning that airblasts must be used more conservatively.
    • Back Stab: Auto-crits if you burn someone from behind.
    • Leeroy Jenkins: The former +20% damage bonus, coupled with the lack of airblast, meant that most Backburner users originally charged down their foes while constantly spraying fire, which Team Fortress 2 players refer to as "W+M1". Fortunately, with the damage bonus removed in exchange for an airblast, the Backburner has distanced itself from W+M1 and is trying to build a reputation as a more defensive ambush weapon, which is what Valve originally intended.
    • Nerf: Played straight at first when the +20% damage bonus was reduced to +10%. Then, followed by a possible inversion, in that instead of having its +10% damage bonus removed, the bonus was also given to the standard Flame Thrower after the Pyromania update, putting the Backburner on equal ground with the stock weapon.
    • Punny Name
  • Degreaser: A flamethrower made from a gas pump, car muffler, exhaust pipe, fire extinguisher, and stove top burner. The Pyro can switch weapons 65% faster with it, but direct damage is reduced by 10% and afterburn damage is reduced by 25%.
    • Combos: It's intended to work with the Axtinguisher to quickly finish off enemies by igniting them before smacking them for critical damage.
    • MacGyvering: It's cobbled out of a bunch of stuff.
    • Quick Draw: The Degreaser allows you to switch out weapons insanely fast, at the expense of not having a very damaging afterburn. This combos well with just about all the other weapons in the Pyro's arsenal.
  • Phlogistinator: A ray gun-like flamethrower that has a "Mmmph" meter, which, when activated, refills health and allows crits for a few seconds. It is incapable of airblasting or dealing random crits, however, and has a 10% damage reduction.
    • Heal Thyself
    • Nerf: For about a month after launch, it did full Flamethrower damage until the slight damage reduction was added. In the Pyromania Update, the weapon was changed to soak 75% of incoming damage during the Pyro's taunt, down from 90%, though at the same time its damage was increased along with the regular Flame Thrower.
    • Oh, Crap: The typical feeling when you see that Pyro activate the Mmmph taunt in enclosed space.
    • Transformation Is a Free Action: Enforced. Activating Mmmph makes the Pyro stand still for a couple seconds, and during that time, he's nearly unkillable, as incoming damage is reduced by 75% (right after healing him to full health). Unless you're a Spy, whose Back Stab is still a One-Hit Kill, the taunt is a warning, not an opening.
    • Zeerust
  • Rainblower: A whimsical device (flamethrower) that inspires joy in all (inflicts burning agony). Only visible in Pyroland; otherwise it's only the standard flamethrower. When equipped, it activates Pyroland.
  • Nostromo Napalmer: A worn-out, slightly more realistic flamethrower. Functions like the standard Flame Thrower.
    • Shout-Out: Its name refers to the Nostromo from Aliens, as it was introduced as part of a promotion for Alien Isolation.

Secondary

  • Shotgun: Functions exactly like the Soldier's.
  • Flare Gun: Shoots out flaming projectiles that can light enemies at a distance as it follows a parabolic trajectory. It deals crit damage to anybody already on fire.
    • Cherry Tapping: The Flare Gun is a long-range weapon that does low damage, but sets enemies on fire. Bad for direct attacks, good for annoying your enemies or finishing them off.
      • Lethal Joke Item: Scores full crits on a burning enemy, which means with two well timed flares, a Pyro can take out half of the enemy classes from range paralleled only by the Sniper and Soldier (Heavies, Demomen, Soldiers, and Pyros being too bulky or immune to have it work completely). It should be noted, however, that it is quite difficult to score a hit on an aware opponent.
    • Flare Gun: Duh.
  • Detonator: A modified Flare Gun that allows the user to detonate the flare mid-flight, but adds 25% more self-damage and only gets mini-crits on burning enemies instead of full crits.
    • Bomb Disposal: The area of effect destroys planted sticky bombs.
    • Rocket Jump: Aside from functioning like an explosive version of the Flare Gun, it can be used to get the Pyro into unusual areas, but it's not much of a jump. It works more or less like a Scout's Double Jump in terms of height.
  • Reserve Shooter: A shotgun that only holds 4 shells, but switching weapons becomes 15% quicker. For five seconds after the weapon switch, the Pyro can shoot airborne enemies, each shot ensuring a mini-crit.
    • Anti-Air
    • Bang Bang BANG: Significantly louder-sounding than the game's other shotguns.
    • Combos: Pretty much designed around the Pyro's ability to launch people into the air, and then knock them back down with a well-aimed shotgun blast.
      • It also combos very well with the Degreaser, as the weapon switch speed bonus from both weapons stacks, making the Pyro switch weapons almost instantly.
    • Quick Draw
  • Manmelter: A grey ray gun that gives a critical hit for each teammate extinguished with it. It also does not have a traditional ammo meter, and its shots move faster, but have a lower fire rate. It doesn't randomly crit.
  • Scorch Shot: A grey Flare Gun with orange decal around the muzzle. Its flares knock back the enemy and ignite enemies in a small blast radius, but it only deals half the normal damage and has no damage bonus on burning enemies.
    • Added Alliterative Appeal
    • Bomb Disposal: Like the Detonator, the explosion destroyed planted sticky bombs.
    • Blown Across the Room: At long range, it can send people flying all over the place.
    • Early-Bird Cameo: This weapon was featured in a "Making Of" blog post several days before the Pyromania Update was announced.
    • Firing One-Handed: Taunting with the weapon makes the Pyro do this the same way he did to a Scout in "Meet the Pyro". At point-blank range, it's a One-Hit Kill.
    • Rocket Jump: Can be used for this, but it's even shorter than the Detonator's and can only be done a short distance above a surface. On the plus side, it only costs about a fourth as much health.

Melee

  • Fire Axe: A standard axe usually used by firemen.
  • Axtinguisher: An axe wrapped in barbed wire that does less damage to enemies not on fire, but if the enemy is on fire, the axe will deal a crit from the back and a minicrit from the front.
    • An Axe to Grind
    • Back Stab: As of the Love & War Update, the weapon deals a crit if it hits the burning target's back.
    • Combos: Usually used in combination with the flamethrower's fire and airblast to quickly disable an opponent. The burn-airblast-axtinguish combo is usually referred to as the "Puff and Sting."
      • In conjunction with the Degreaser, which allows for instantaneous weapon switches, you can effectively skip the airblast step and go straight to one-shotting them.
    • Nerf: The Love & War Update only allows the weapon to deal minicrits if the weapon hits the front of the burning enemy. This means most classes don't have to worry about a One-Hit Kill from an approaching Pyro before they can react, and ambush tactics are promoted.
    • Pun
    • Situational Sword
  • Homewrecker: A sledgehammer that deals less damage to players, but does twice as much damage to enemy buildings and sappers.
    • Drop the Hammer
    • Situational Sword: Weak against enemies, strong against buildings, and the only weapon besides wrenches and the Neon Annihilator that can destroy sappers.
  • Powerjack: An automobile jack with a car battery tied to it. It gives the Pyro 75 health after a kill and increases his speed by 15% while deployed, but the Pyro takes 20% more damage while deployed.
    • Drop the Hammer: A more improvised version, but it still works.
    • Fragile Speedster: While deployed, this turns the Pyro into one.
    • Life Drain: +75 health for every kill. And even on full health it is added as overheal (maximum 260).
    • Nerf: It used to just leave the Pyro 20% more vulnerable to melee damage. On the flipside, the extra damage only occurs while it's the active weapon, effectively making it the Pyro's own Gloves of Running Urgently.
  • Back Scratcher: A rake that deals more damage and gives twice as much health via health packs, but gives one-fourth as much healing from Medics.
  • Sharpened Volcano Fragment: A jagged axe made from brimstone and obsidian. Part of a promotion for Rift. Deals 20% less damage, but can ignite enemies.
    • An Axe to Grind
    • Lava Adds Awesome: The edges glow with lava. Modern science is unable to explain exactly where it comes from.
    • Kill It with Fire: To extremes; one swing will ignite an enemy, and this fire will stay for a very long time unless something puts the victim out.
    • Game-Breaking Bug: While tinkering with the files, Valve accidentally removed its ability to ignite people.
    • Shout-Out: To the game Rift.
    • Situational Sword: Doesn't do as much damage as the normal axe, but on a map without much water, your victim's gonna burn for a long time even if they kill you. It also lets the Pyro keep his fire strategy in Medieval Mode.
  • Maul: An odd sort of wrench... axe... thing that is functionally identical to The Homewrecker. Rewarded in Genuine quality for prepurchasing Red Faction Armageddon.
  • Postal Pummeler: A mailbox. Functions like the Axtinguisher.
    • Back Stab: As of the Love & War Update, the weapon deals a crit if it hits the burning target's back.
    • Combos: Usually used in combination with the flamethrower's fire and airblast to quickly disable an opponent. The burn-airblast-mailbox combo is usually referred to as the "Puff and Sting."
    • Improvised Weapon
    • Lethal Joke Item: It might be a mailbox, but it's a mailbox that crits on burning foes.
    • Nerf: The Love & War Update only allows the weapon to deal minicrits if the weapon hits the front of the burning enemy. This means most classes don't have to worry about a One-Hit Kill from an approaching Pyro before they can react, and ambush tactics are promoted.
    • Stealth Pun: This weapon gives a whole new meaning to "hotmail."
    • Situational Sword
  • Third Degree: An axe with a hot coil instead of a sharpened edge. Damage from this transfers to those connected by a Medic's healing beam. Anyone killed by it disintegrates into ashes.
    • An Axe to Grind
    • Shoot the Medic First: Enforced; every time you hit an enemy with this, it automatically deals damage to the Medic as well. Given that the Medic's patient is being continuously healed (and probably started out overhealed when hit), the Medic will in all likelihood die before the patient.
  • Lollichop: A tasty lollipop (deadly fire axe). Has its own taunt. Is only viewable in Pyroland; otherwise, it will look like the standard axe. When equipped, it activates Pyroland.
    • Edible Bludgeon: Subverted, it's actually a completely-inedible, steel Fire Axe.
  • Neon Annihilator: A neon sign. Crits on players that are drenched in Jarate, Mad Milk, or water, but does 20% less damage to players. It can remove sappers, but takes twice as many hits as the Homewrecker. It also vaporizes those that are killed by it.

Item Sets

  • Gas Jockey's Gear: A set themed around the 50's gas station. Includes the Degreaser, Powerjack, and the Attendant. When the whole set is used together, the Pyro leaves a calling card on his victims.
    • Nerf: The whole set used to give the Pyro a slightly faster running speed at the cost of a slight bullet damage vulnerability.
    • Set Bonus
  • The Infernal Imp: A devilish costume set. Includes the Blazing Bull, the Fallen Angel, and the Tail From the Crypt. Only visible during Full Moon periods or the Halloween Event.
  • The Moonman Pack: Includes the Phlogistinator, Manmelter, Third Degree, Bubble Pipe, and Moonman's Backpack.
  • Isolated Merc: A different kind of space-themed set. Includes the Nostromo Napalmer and MK 50. When the set is equipped, the user's Nostromo Napalmer deals more damage to players that have the Isolationist Pack item set, but the user takes more melee damage from a player with said set.
    • Set Bonus: The first of its kind since the old set bonuses were removed.
    • Shout-Out: Released as a promotion for Alien Isolation.

    Defense 

Demoman

Primary

  • Grenade Launcher: Team-colored rounds explode on contact if they hit in the air, or they bounce and explode after a time delay.
    • Standard FPS Guns
    • Not the Intended Use: It's possible to use the Grenade Launcher as a makeshift sticky-jump, although this can require a bit more timing and finesse than with the Sticky Bombs.
  • Loch-n-Load: This alternate Grenade Launcher only holds two grenades (it resembles a double-barreled M79 grenade launcher with over-and-under configuration) versus the default launcher's four and they shatter harmlessly on impact with anything but an enemy, but they travel 25% faster and deal 20% more damage. They also hurt you more.
    • Difficult but Awesome: Hope your aiming and prediction is good, because this weapon has little room for error. If you master it, it's deadly.
    • Pun
  • Ali Baba's Wee Booties: A pair of curved-toe sandals. Gives 25 more max health, and using them allows the user to change directions more quickly while charging.
    • Ascended Glitch: It used to be possible, through an exploit, to be able to double how fast a player can turn during a Chargin' Targe charge. It was removed in favor of this footwear's attributes.
    • Crippling Overspecialization: When the One Thousand and One Demoknights set is used together, the Demoman has no ranged weapons at all, but has a very deadly melee weapon that is capable of one-shotting most classes.
    • Tricked-Out Shoes
  • Bootlegger: A wooden peg leg and boot. Functions like Ali Baba's Wee Booties.
    • Pirate Peg Leg: Somehow the peg leg doesn't hamper the Demoman's mobility, but improves it.
    • Pun
  • Loose Cannon: An old-fashioned, miniaturized cannon used like a grenade launcher. It fires an exploding cannonball (that can knock away players and do damage) whose fuse can be shortened by holding the fire key. It does half damage if it hits the ground first, and doesn't explode on contact. Directly hitting an enemy within half a second before the cannonball detonates (a "Double Donk") will be marked with a unique sound/particle effect and a mini-crit.
    • Blown Across the Room
    • Pun
    • Rocket Jump: Can carry the user quite a far distance. It is very painful and hard to master - holding the button too long will make the bomb explode inside the barrel, increasing self damage while reducing distance traveled! So be careful.
  • B.A.S.E. Jumper: A parachute. Pressing the jump button when in the air will deploy a parachute that slows the user's descent.
    • Early-Bird Cameo: Featured in a blog post two weeks before the item was officially announced, though it only showed it being used by Soldier, not Demoman.
    • Fun with Acronyms: Ballistic Aerial Striking Equipment, for those wondering.

Secondary

  • Stickybomb Launcher: Same as above, but shorter range (although it can be increased by holding down the fire button), and the bombs stick to the walls, ceiling, or floor, and can be detonated remotely. Good for traps and defending points and has a limit of eight bombs on the field at a time.
    • Nerf: This weapon has been subject to many nerfs over the years, but the Love & War introduced a big one: stickies did not reach their full potential damage until they were primed for two seconds. This promoted using the weapon as it was supposed to be intended — setting traps — rather than using it as a burst-fire rocket launcher. This mechanic was removed a week later, but Valve is still looking into air-detonation mechanics.
    • Rocket Jump: Sticky jumping.
    • Sticky Bombs: They stick to the landscape, but not to enemies.
  • Scottish Resistance: Allows the Demoman to plant up to 14 bombs and lets him detonate them in groups (depending on where his crosshair is pointing) instead of all at once. Has a much higher rate of fire, but the stickies take more priming time before they can be detonated.
    • Bomb Disposal: can be used to destroy enemy stickybombs.
    • Difficult but Awesome: With a little practice, it's possible to create and maintain a huge perimeter with this weapon.
    • Palette Swap: The Scottish Resistance has the same model as the regular Stickybomb Launcher, with the only differences being a yellow-and-black drum and a device on the top.
  • Chargin' Targe: A wooden shield with a spike that grants the Demoman the ability to charge, reduces damage from fire and explosives, and makes him immune to afterburn. When charging, he rushes straight at a very quick speed and depending on his timing, his melee weapon will deal a regular hit, a mini-crit, or a full crit.
    Publicity blurb: "If I were to pick up this cowering-plate, I would have to put down my second sword,” a Scotsman thinks. “And surely that is madness.”
    The Chargin’ Targe solves this riddle by turning the useless shield into a deadly weapon you can run at people with and then bludgeon to death.
  • Sticky Jumper: A practice weapon for sticky jumping. It looks like the normal Stickybomb Launcher, except with orange-and-white paint. It gives the Demoman 48 more stickies and no self-damage, but does absolutely no damage, doesn't randomly crit (not like it matters), and disables the ability to carry the Intelligence.
    • Lethal Joke Item: Does no damage, but makes the Demoman capable of performing ridiculous feats of mobility repeatedly.
    • Nerf: This weapon has gone through numerous changes. First, the user was able to survive all of the Demoman's self-explosive damage, but then only the Sticky Jumper's bombs negate self-damage. On the other hand, a different update removed the increased damage from bullets, fire, and explosives. Another patch prevented the wielder from carrying the Intelligence (because it was too easy to sneak into the Intelligence room and blast out quickly, especially on Doublecross). Yet a later patch limited the stickies you could have out to two (the same number of regular sticky bombs a Demo without overheal can jump with and not kill himself).
  • Splendid Screen: An iron shield that provides less fire and explosion protection compared to the Chargin' Targe, but it can deal charge impact damage at any range, and causes 70% more damage than the Targe.
    • Added Alliterative Appeal
    • Combos: A Shield Bash+crit melee attack can kill most classes in one hit (with the Scotsman's Skullcutter, any class that isn't overhealed). Unlike the Chargin' Targe, this shield allows a crit during any part of the charge.
    • Crippling Overspecialization: When the One Thousand and One Demoknights set is used together, the Demoman has no ranged weapons at all, but has a very deadly melee weapon that is capable of one-shotting most classes.
    • Luckily My Shield Will Protect Me: Provides less than half the protection from fire and explosives as the Chargin' Targe does, but...
    • Shield Bash: …does 70% more damage, and from any range instead of the longest.
  • Tide Turner: A broken ship's wheel used as a shield. In addition to granting slightly better fire and explosive resistances than the Splendid Screen, it allows the user to have full turning control of the charge. Killing someone during the charge refills the charge meter.
    • Ascended Glitch: Through the years there have been many scripts and hardware tweaks that could allow the user to turn very quickly when charging. This item makes that lineage of glitches official.
    • Luckily My Shield Will Protect Me: Even though it's a ship wheel, it still acts like a shield and grants resistances.
    • Shield Bash: Besides its main use, it's possible to control charges and launch yourself into the air. Coupled with that it only occupies one slot, you can equip the BASE Jumper and fly like a magnificent Scotsman! This is the only other way to get to the battlements of Degroot while the main gate is closed, besides the Ullapool Caber.

Melee

  • Bottle: Bottle of scrumpy, to be precise. Breaks after a critical hit, but that's only a cosmetic difference.
  • Eyelander: A huge Scottish claymore. Supposedly haunted, as it quietly whispers for more heads. The Demoman gets 25 less health, but every decapitation adds more health and speed until he reaches four decapitations.
    • BFS
    • Fireball Eyeballs: His eye glows brighter with every head taken, which caps at four.
    • Magikarp Power: Not quite so useless as a Magikarp, but with the Eyelander/Nine Iron/Headtaker equipped, the wielder starts with 25 less HP, but as he gathers more and more heads, his HP and speed increase. Pairs well with a shield, if the player manages to trade, pick up, or obtain one by achievements.
    • Off with His Head!: All the swords and axes the Demoman has decapitate, despite the animations being vertical strikes.
    • Pun
    • Shout-Out: To Highlander. It even grants you more power as you behead more people.
      • If you kill another player who is also wielding the Eyelander, the Demoman will shout "There can only be one! ...Eye", a literal Shout-Out to Highlander.
    • Talking Weapon: You'll occasionally hear a soft "HHEEEEAAADSSS" coming from The Eyelander, as highlighted in this page of the announcement comic.
      • In "Ring of Fired", it turns out to be fully sapient, capable of having a full conversation as well as watching (and complaining about) TV.
    • Victor Gains Loser's Powers: The head count from a slain Demoman is added to your head count.
      • The head count from a slain Sniper with the Bazaar Bargain is also added to your head count, due to both weapons storing "Heads" as units. Doesn't work the other way around, though.
  • Scotsman's Skullcutter: A battleaxe stained with blood that has a long, wooden handle. It causes 20% more damage, but slows down the wearer by 15%.
  • Pain Train: A stick with a large rusty nail at the end. For 10% more bullet damage, the Demoman can capture points and push carts as fast as the Scout.
    • An Axe to Grind: Probably where the handle comes from, as it is identical to the Axtinguisher's.
    • Fragile Speedster
    • I Need a Freaking Drink: The Demoman used to actually drink from the Pain Train. This was removed on June 3, 2011.
    • Situational Sword: Equipping this weapon in CTF maps is useless and equipping it in Arena maps is downright dumb, unless the enemy team consists of only Demomen and Medics.
  • Horseless Headless Horsemann's Headtaker: A menacing battleaxe that functions just like the Eyelander.
  • Frying Pan: A jet-black cooking instrument. Now usable by all classes except the Spy and Engineer.
  • Claidheamh Mòr: A greatsword covered in blood and a team-color tartan pattern handle. It has the extended range and lack of crits of the Eyelander, but only reduces health by 15 and instead of collecting heads, it makes charges with a shield last a half second longer.
  • Half-Zatoichi: A katana that grants full health when it lands a kill, but until it gets that kill, the Demoman is unable to switch to his other weapons. Dueling with an enemy that also has the Half-Zatoichi will result in a one-hit kill.
  • Ullapool Caber: A potato-masher style grenade. A solid hit will set off a massive explosion that deals heavy damage to the Demoman, and enough damage to his target to blow him into pieces. After that, it's a broken grenade that deals 25% less damage.
    • Action Bomb: Unless he's already damaged, the explosion won't kill the Demoman, but he's still basically blowing himself up as an attack.
    • Improbable Use of a Weapon/Violation of Common Sense: It's a grenade. A sober man would throw it. It is the most powerful melee attack in the game, even if you only get one shot.
    • Lethal Joke Item
    • Rocket Jump: By crouching and hitting the ground, one can easily reach the battlements on Degroot Keep, although there's another way to get there. This is also the only way to Rocket Jump in Medieval Mode, where only melee weapons and a select few other items are allowed.
      • There's also a high chance that the Ullapool will launch you into the air, upon hitting an enemy. Varying on your loadout, this can be an advantage (letting you launch a grenade on the enemy under you, if they survived the Ullapool and finish them off),or a disadvantage.
    • Suicide Attack: Varying on the Demo's health and situation, the Ullapool Caber can encourage this trope.
      • If you're in a situation that brings you close to an enemy about to kill you, pulling out the Ullapool is a desperation attack.
      • Equipping the Ullapool with a shield and doing a successful charge (which causes a Crit), there's a chance that you'll be blown to pieces. And that's taking the explosion resistance into account.
  • Persian Persuader: A scimitar. The charge meter recharges twice as fast with this weapon equipped, and all ammo pickups (dropped weapons and ammo boxes) are converted into health instead. It doesn't randomly crit, though.
    • Added Alliterative Appeal
    • Crippling Overspecialization: When the One Thousand and One Demoknights set is used together, the Demoman has no ranged weapons at all, but has a very deadly melee weapon that is capable of killing most classes in one shot. Due to the weapon converting all ammo into health, even if this is the only piece of the set equipped, the Demoman will quickly run out of ammo for any of his ranged weapons unless he returns to the resupply closet, since ammo crates and dispensers no longer resupply ammo.
    • Liquid Assets: Ammo collected becomes health.
    • Sinister Scimitar
  • Nessie's Nine-Iron: A golf club. Has the same stats as the Eyelander.
  • Scottish Handshake: A rum bottle. Functions like the standard bottle.

Item Sets

  • Expert's Ordnance: An explosive-themed kit. Includes the Loch n' Load and the Ullapool Caber.
  • One Thousand And One Demoknights: An Arabian-themed melee-only set. Includes Ali Babba's Wee Booties, the Splendid Screen, the Persian Persuader, and the Sultan's Ceremonial. No special attributes.
  • Swashbuckler's Swag: A pirate-themed set. Includes the Bootlegger, the Scottish Handshake, the Buccaneer's Bicorne, and A Whiff of the Old Brimstone. No special attributes.
  • The Highland Hound: A werewolf costume. Includes Hair of the Dog, the Scottish Snarl, and the Pickled Paws. Gives a different taunt when the whole set is worn. Only visible during Full Moon periods or the Halloween Event.

Heavy

Primary

  • Minigun or Sasha: Massive rapid-fire medium-range minigun. Has a big ammo supply, but he runs through it fast. Must spin up to fire, during which the already slow-moving Heavy must slow down to a speed of about one foot per second.
  • Natascha: a darker minigun with a much deeper (but softer) sound that slows opponents but does less damage and takes more time to spin up. It also holds 100 more max ammo.
    • Bang, Bang, BANG
    • BFG
    • More Dakka: Natascha has a much deeper sound, and does less damage then Sasha, meaning you have to fire more bullets to kill your enemies.
    • Nerf: Before the Australian Christmas update, any hit decreased movement speed by the same amount regardless of distance (now hits made from further away don't slow down as much) and it didn't take any longer to spin up than the Minigun.
    • Palette Swap: The only visual difference between this item and the default minigun is the black ammo carrier and chain belt on its side. It even has the same first-person view model. (The proportions of all other miniguns are more realistic in the first-person model.)
  • Iron Curtain: A partially wooden minigun, won from the Heavy in Poker Night at the Inventory.
  • Brass Beast: A brass minigun. Its damage is increased by 20%, but it takes much longer to spin up and, while deployed, move speed is cut even further than normal.
  • Tomislav: An oversized, minigun-like Thompson submachine gun. Spins up 10% faster and silently, but fires 20% slower.
    • BFG
    • Nerf: Big time. When it initially came out, it spun up in 70% less time. Needless to say, the community found the weapon overpowered and Valve responded quickly, nerfing it to only 40%. Later, it got nerfed more to a mere 10% faster.
    • Quick Draw
  • Huo-Long Heater: An antique wooden minigun with a Chinese dragon head on the muzzle. When deployed, the user is surrounded in a ring of fire that will ignite enemies, but the fire costs 6 ammo per second when deployed.
    • Awesome but Impractical: It is a minigun that can set enemies on fire. This makes it eat up ammo faster than normal, however. It can also protect against spies, due to its constant ring of fire.
    • BFG
    • Bilingual Bonus: The name of the weapon is the Romanization of the Chinese characters "火龍", meaning "dragon of fire"note .
    • One Steve Limit: Renamed from the "Huo-Long Heatmaker", due to the Sniper's Hitman's Heatmaker in the update before.
    • Playing with Fire

Secondary

  • Shotgun: Similar to the Pyro's, Soldier's, and Engineer's.
  • Sandvich: A sandwich containing lettuce, tomatoes, Swiss cheese, and an indeterminate meat. Eating it completely heals the Heavy, and it can dropped to heal his teammates quickly by 50%. Has a 30-second cooldown timer, though picking up a health kit at full health will restore the item.
    • Consulting Mister Puppet: "What's that, Sandvich? 'Kill them all'? Good idea!"
    • Continuity Nod: Scouts who pick up sandviches dropped by a killed enemy Heavy recover 25 more health than anyone else — a reference to the Scout killing the Heavy and eating his sandvich in Meet The Scout. There's even an achievement for it.
    • Cowboy Cop: Mocked. After eating a sandvich, the Heavy may say, "You're a loose cannon, Sandvich, but you're a damn good cop!"
    • Nerf: The Sandvich originally would heal the heavy for 150 health if he dropped it and then ate it off the ground. While this wouldn't give a Heavy the full health of stopping and eating it, it was considerably faster and the quick heal would usually be enough health to get you to a medic/medkit/dispenser. Valve nerfed it so that dropping the Sandvich would only heal teammates, and picking it back up instead gives the Heavy back his Sandvich.
    • Power-Up Food
    • Satiating Sandvich
    • Video Game Caring Potential: It can be given to other teammates to refill half their health. Medics really appreciate it when Heavies look out for them this way.
  • Dalokohs Bar: A chocolate bar. It cannot be dropped, but when eaten at full health, it heals the Heavy for 100 health and increases the Heavy's maximum health by 50 for 30 seconds. Does not have a cooldown timer.
  • Buffalo Steak Sandvich: A t-bone steak. When eaten, it causes the Heavy to deal mini-crits and take 25% more damage. He also gains a speed boost and is restricted to using his melee weapon.
  • Fishcake: A fried fish cake in a team-colored wrapper. Functions like the Dalokohs Bar.
  • Family Business: A more realistic shotgun. Holds two more shells in the clip, but does 15% less damage.
  • Robo-Sandvich: A robotic version of the Sandvich. Only given to those who purchased a Sandvich toy at the San Diego Comic-Con 2012.

Melee

  • Fists: Yes, the Heavy will PUNCH OUT ALL YOUR BLOOD WITH BARE HANDS IF HE NEEDS TO, LEETLE BABY MAN.
  • Killing Gloves of Boxing: Team-colored boxing gloves. Although they swing slower, a successful kill will grant the heavy 5 seconds of critical hits.
    • Critical Hit: 5 seconds of it (never more, unfortunately).
    • Fun with Acronyms: The KGB were the old Soviet Union Secret Police.
    • Kill Streak: Consecutive kills will reset the critical hit timer within the 5 seconds it is active. On melee-only modes, the Heavy turns into a juggernaut with this weapon.
    • Red Boxing Gloves: Or blue, if you're on that team.
    • Shout-Out: The taunt references Mr. Sandman (from Punch-Out!! (NES))'s entry animation. Works for all melee weapons except the fists.
  • Gloves of Running Urgently: Team-colored boxing gloves with a flame decal. While you have them out, the GRU boost you to speeds near the standard 300 units per second, but at a cost of taking minicrits during and 3 seconds after wielding the weapon. They also deal 1/4 less damage.
    • Fun with Acronyms: The GRU is Russia's foreign intelligence bureau.
    • Hot Paint Job
    • Nerf: Kinda. It used to be that having the gloves out would deal constant damage to the user (6 HP per second, which was negligible in an average match), rather than making the Heavy more vulnerable. It wouldn't take long to see why such a debuff would make the weapon unpopular.
    • Red Boxing Gloves: Or blue, if you are on that team.
    • Sprint Shoes
  • Fists of Steel: These massive steel fists give you a significant resistance (40%) to ranged attacks, but also make you extremely vulnerable to melee. It also makes the Heavy switch weapons 20% slower.
  • Warrior's Spirit: Gloves that give the appearance of bear paws. Damage increased by 30%, but 20 health is taken away.
    • Bears Are Bad News: These are a pair of bear paw gloves.
    • Glass Cannon: Very mildly. These gloves give you a damage boost at the cost of lower maximum health.
    • Interface Screw: Accidental — the first-person viewmodel of these gloves was really hard to see past. Fortunately, it was fixed.
    • Stealth Pun: The Heavy will kill you with bear hands!
    • Wolverine Claws
  • Eviction Notice: Spiked brass knuckles that make the Heavy deal faster punches for less damage done.
  • Apoco-Fists: A pair of black boxing gloves. Gibs an enemy upon kill with a critical hit.
  • Holiday Punch: A pair of winter mittens that always crit on attacks from the behind, but instead of doing any damage, this causes the victim to go into a laughing fit in place of the damage. Attacking someone else using the item will also cause laughing.
    • Combos: You can still do the taunt kill with this weapon. If there aren't many players around, punch someone in the back, they start laughing, hit Taunt. Bang, easy instakill.
    • Evil Laugh: The gloves force the victim into using the Schadenfreude taunt.
    • Lethal Joke Item: On paper, a pair of mittens that does no damage and instead makes opponents laugh on a critical hit, and always crits from the back, sounds pretty ridiculous. In execution, a single crit from this weapon in the middle of a fire fight is certain death, and rather humiliating for multiple reasons. It essentially turns the Heavy into a fatter Spy. Who can even stop ÜberCharges with the power of laughter.
    • Pun
  • Bread Bite: A bread monster fashioned into boxing gloves. Acts like the Gloves of Running Urgently.
    • Lost Forever: Could only be obtained by opening the Bread Box item. The Bread Box could only be obtained by crafting, and the recipe was retired on July 10, 2014.
    • Sprint Shoes

Item Sets

  • The Hibernating Bear: a Native American-themed set. Includes the Brass Beast, Buffalo Steak Sandvich, and the Warrior's Spirit.
  • Black Market Business: A mobster-themed set. Includes the Tomislav, Family Business, Eviction Notice, and Capo's Capper. No special attributes.
  • The FrankenHeavy: A Frankenstein's Monster costume. Includes the Can Opener, the Soviet Stitch-Up, and the Steel-Toed Stompers. Enables a new taunt when all items are worn together. Only visible during Full Moon periods or the Halloween Event.
  • The Grand Duchess: A fairy costume, or Anastasia Nikolaevna, if the Heavy is to be believed. Includes the Grand Duchess Tiara, the Grand Duchess Fairy Wings, and the Grand Duchess Tutu. Enables varied responses when all items are equipped. Only visible during Full Moon periods or Halloween events.

Engineer

Primary

  • Shotgun: Similar to the Soldier's, Pyro's, and Heavy's.
  • Frontier Justice: An ornate coach gun-styled shotgun with a team-colored capacitor attached to the firing mechanism. Charges up "revenge crits" with every kill that the sentry gun causes (2 for every kill, 1 for every assist) if the sentry is destroyed. However, it can only hold three shells and doesn't crit normally.
    • Instrument of Murder: The guitar smash taunt that goes with the Frontier Justice.
    • Roaring Rampage of Revenge: You only get access to those crits when your sentry is destroyed, either by you or by the enemy.
      • Tranquil Fury: The Frontier Justice taps into this. No screaming rage, just a pithy one-liner as the Engineer prepares to take revenge for the destruction of his machines.
  • Widowmaker: A boxy-looking shotgun. Damage done is transferred to Metal, but consumes 30 metal per shot. As long as the Engie has metal, he never has to load more shells.
  • Pomson 6000: A ray gun that drains 10% Medi Gun charge if the target is a Medic, and 20% Cloak if it's a Spy. It has infinite ammunition, but must be recharged with a slide pump and it effectively has a clip size of four shots.
  • Rescue Ranger: A shotgun with an orange ECG monitor that connects to a laser sight on the gun's muzzle. The gun fires bolts instead of shot. These bolts can heal friendly buildings. With the weapon equipped, the Engineer can pick up buildings from a distance (which uses 130 Metal) but while carrying a building by any method, the user is marked for death. It also holds 2 less shells and half the max ammo.

Secondary

  • Pistol: The standard pistol, just like the Scout's.
    • Firing One-Handed
    • Hyperspace Arsenal: The main difference between the Scout's and Engineer's pistols. While they both have 12-bullet magazines, the Scout gets 48 shots total. The Engineer? 212.
      • Shout-Out: To the Engineer's laser pistol from Team Fortress Classic, which used the Engineer's supply of 200 metal for ammo.
    • Standard FPS Guns
    • Unorthodox Reload: The Engineer's pistol reload consists of him slamming a new magazine into the weapon without ejecting the spent clip.
  • Lugermorph: See Scout entry above.
  • Wrangler: A simple single button-style joystick mounted on top of a pistol grip and a small radar dish. Allows the Engineer to take direct control of his sentry gun, doubling its rate of fire and allowing it to absorb 66% of all incoming damage.
    • Deflector Shield: Which effectively triples the sentry's HP while it's active.
    • Handy Remote Control
    • Laser Sight: Again, for your sentry; it assists your aim by attempting to stay on targets you mouse over unless you mouse away from them.
    • Nerf: It was eventually given an accuracy penalty while manually firing sentries, and the time sentries were spent shielded was reduced.
    • Rocket Jump: An Engineer can use the Wrangler to have their Level 3 Sentries shoot rockets at his feet to push himself up into normally inaccessible places; the bullets can also be used for a bit of a boost.
    • Shout-Out: It's the Atari Controller rebuilt into a sentry targeting device.
  • Short Circuit: A hand-replacing electric cannon. Fires electric blasts that destroy projectiles and damage players; each blast costs 5 metal plus 15 per destroyed projectile and they happen about 7 times a second. When the weapon is active, the Engineer cannot receive metal from dispensers.
    • Arm Cannon
    • Bomb Disposal: Can destroy enemy Demomen's grenades and sticky bombs.
    • Bottomless Magazines: As long as he has metal for the gun.
    • Chain Lightning
    • Cherry Tapping: It only does about as much damage per second as a knife from the front does, but the protection it gives against more projectile-heavy classes makes attacking them easier. Still, it's much easier than it used to be: previously it attacked about a fourth as fast, which made it do less damage and made continuous protection far harder.
    • Disintegrator Ray
    • Lightning Gun
    • Nerf: The Smissmas 2013 update increased its usefulness a bit too much, so patches were added. First, a patch made it use up 15 ammo when it vaporized a projectile, and reduced its damage. Later, a patch prevented the Engineer from regaining metal from dispensers when the Short Circuit was out, discouraging dispenser camping.
    • No Sell/Power Nullifier: It's fast enough to completely neutralize almost any projectile-based weapon directed toward the user — if you're close enough, you'll be able to stop it from hitting anyone else either.
    • Not the Intended Use: Rushing into battle and zapping enemies to death was not exactly the intended purpose of this defensive item.
    • Spam Attack

Melee

PDA

  • Buildings: With a small remote control known as the Build Tool, the engineer can create sentries, dispensers, and teleporters for the team. He can also detonate them using the Destroy Tool. All buildings are unaffected by critical hits.
    • Context-Sensitive Button : The destruction tool only has one button, but can detonate any of up to four different buildings.
    • Damage Is Fire: Buildings smoke and spark if damaged.
    • Explosive Instrumentation: Since the Engineer is equipped with a detonator remote, it's safe to assume the buildings are fitted with C4 (or some equivalent thereof).
    • Ridiculously Fast Construction: The Dispenser and Teleporter build in 20 seconds, the Sentry in half that, and each of those times is halved for each Engineer hitting it with a wrench.
      • The mini-sentries from the Gunslinger, the Engineer's unlockable melee weapon, build in a quarter of the normal time — 2.5 seconds.
      • Upgrades, especially with more than one Engineer working on it, although only the sentry really changes noticeably when upgraded.
      • With the Engineer Update, buildings can be relocated by the engineer who built them. Doing so rebuilds them even faster, despite using the same animation.
      • With the Jag equipped, even a normal sentry will spring up in seconds. Just watch how fast a upgraded sentry comes up when you've relocated it and started whacking with the Jag.
  • Sentry Gun: A turret in team colors that shoots very fast at any enemy it can see. With the Engineer's wrench, it can be upgraded to shoot even faster, then have the ability to shoot rockets.
    • Beeping Computers: Depending on the level, the sentry will beep once, twice, or thrice.
    • Evolving Weapon: After receiving 200 metal, the sentry will "level up" to a double-barreled minigun, and again to add a 4-rocket rocket launcher.
    • Gatling Good: The level 2 and 3 Sentries feature twin Miniguns.
    • Glass Cannon: Despite having more health than a Soldier and being immune to Critical Hits, even the level three sentries are quite fragile when not being repaired by an Engineer because of their enormous hitboxes, stationary nature, and lack of damage falloff. The main thing that keeps them alive is their high damage (also not affected by damage falloff) and perfect accuracy killing the player before they get a decent attack in. As a result, when most classes have line-of-sight to a sentry but are out of its attack range, they can destroy it in seconds.
    • Macross Missile Massacre: Level 3 Sentries can fire up to 20 volleys of guided missiles, each volley launching four missiles at once. Get several level 3 Sentries in one place and utter missile carnage is sure to ensue.
    • Weak Turret Gun: Subverted as, regardless of level, they cannot be knocked down, despite enemies firing masses of rockets, thousands of bullets, and everything else they can find at it.
  • Combat Mini-Sentry: Created only with the Gunslinger equipped, it's basically a much smaller team-colored sentry with a siren on top.
    • Cute Machines: "Ain't that a cute little gun."
    • Fragile Speedster: Despite never moving, it manages to be a form of this by having a hitbox much smaller than any other building or playable class along with a very rapid-fire gun that throws off aim a lot. In practice, classes that rely on Hit Scan weapons instead of explosives (which aren't affected as badly because said attacks still use a large hitbox) will often take longer to kill it than a level three sentry despite the health difference.
    • Weak Turret Gun: It can't be upgraded or repaired, and it does half the damage of a regular sentry. On the flip side, it completes in 2.5 seconds and starts with full health. It's also cheaper to build.
  • Dispenser: A building that gives out ammunition, health, and metal (for Engineers) as long as the ally stands near it. Upgrading it will heal faster and give more ammo/metal.
    • Autodoc: It will heal nearby teammates and provide ammo for them.
    • Infinite Supplies: It never runs out of ammunition and health, and it only takes a few seconds to generate metal.
  • Teleporter Entrance and Exit: Two buildings that create a quick shortcut for all allies. One simply stands on the entrance and when it's fully charged, it teleports him or her to where the exit is built. Upgrading it decreases the charge time.
    • Telefrag: Can occur when anyone stands on the exit while somebody uses it.
    • Trail of Bread Crumbs: Exiting a teleporter will cause the player to leave a trail of glowing particles for 18 seconds. The enemy team might use this as a clue to identifying the teleporter's location.

Item Sets

  • The Brundle Bundle: A grotesque fly mutation-costume-thing. Makes the Engineer speak at a much higher pitch (roughly 145%) when the whole set is worn. Only visible during Full Moon periods or the Halloween Event.
  • The Brainiac Pack: A set that makes the Engineer look like a Mad Scientist. Includes the Pomson 6000, Eureka Effect, Brainiac Goggles, and Brainiac Hairpiece.
  • The Texas Tech-Head: A set that makes the Engineer look fat. Includes the Level Three Chin, Egghead's Overalls, and Lonesome Loafers.

    Support 

Medic

Primary

  • Syringe Gun: A gun that shoots 40 syringes in 4 seconds.
  • Blutsauger: A syringe gun that where each needle that hits an enemy heals the Medic for 3 health. However, the Medic's healing rate lowers by 2 HP.
  • Crusader's Crossbow: A medieval-themed crossbow that shoots large syringes that heal allies or hurt enemies. How much damage is done or health it gives depends on how far the target is. It reloads much faster than the standard syringe gun.
    • Added Alliterative Appeal
    • Annoying Arrows: Back when the Crossbow shot arrows, in the case it doesn't kill an enemy, they will remain sticking out of their model for quite some time without any ill effects. Even if the arrow is stuck in the target's head. Also applies to allies with healing rather than damaging.
    • As Lethal as It Needs to Be: Which makes it hilarious to fire into the melee on the 3rd point in Medieval Mode.
    • Boom, Headshot: Averted, as stated in the Weapons Description (it will do the usual damage). Noteworthy that it was specifically stated so, possibly because it could be seen as a counterpart to the Sniper's Huntsman, both being ranged weapons that could be used in Medieval Mode.
    • Flechette Storm: When upgraded with more ammo per clip in Mann vs. Machine, it fires all of them out in less than a second. In infinite ammo servers, it's fully capable of rivaling the minigun in terms of fire rate.
      • It could also crash servers if you fired it for a long amount of time.
    • Healing Shiv: Its bolts heal allies on impact.
    • Long-Range Fighter: Although the Medic's other projectile weapons can be used at longer ranges than usual, the Crossbow is explicitly designed to be better at long range combat, and performs very poorly in close-quarters.
    • No Arc in Archery: Averted. The bolts behave like fully-charged Huntsman arrows, but cannot inflict headshots.
    • Playing with Syringes: Uses a large syringe as ammunition.
  • Overdose: The Medic's prototype syringe gun. Having this weapon out gives the Medic a speed boost (up to 10%) relative to his ÜberCharge percentage. However, it deals 10% less damage.

Secondary

  • Medi Gun: The Medic's choice for healing allies, it's a backpack-mounted machine with a modified fire hose and bottom handle. Shoots a team-colored beam that heals whoever is targeted. Can buff a target's health with an extra 50%, but this extra dissipates over time if the beam cuts off. Has an ÜberCharge meter built by healing; when it's full, the Medic can unleash a powerful buff on himself and his patient, granting eight seconds of complete invulnerability.
    • Ammunition Backpack
    • Boring but Practical: The vanilla Medigun takes the longest to build its ÜberCharge up and lacks the gimmicks of its alternatives, but at the end of the day the invulnerability ÜberCharge is the one you want to hold the line, break sieges, and everything else.
    • Fantastic Drug: If the Kritzkrieg taunt is anything to go by, this is what the Medigun uses to heal people.
    • Healing Shiv: Technically, it could also make them invulnerable for ten seconds.
    • Mighty Glacier: The slowest of all ÜberCharges to charge up, but when it does, it can overpower any other ÜberCharge, often even two others, as well as push further than any other ÜberCharge.
    • Mundane Utility: Mediguns can repair damaged clothes.
      • The Healing Aspect of the Medi Gun was, according to the original fluff, the completely unintended side effects of whatever the Medic was building at the time. The entire gun is, indeed, a mundane utility since either what it was originally intended to do was similar enough to healing, or its healing ability proved to be more useful than whatever it was meant to do.
  • Kritzkrieg: Another backpack-mounted medigun that builds über 25% faster. When it's fully charged, it grants the patient eight seconds of critical hits.
    • Death or Glory Attack: What happens when a Kritzkrieg ÜberCharge happens on a Soldier or Demoman. Unlike the more safe vanilla ÜberCharge, the possibilities range from "wiping out most of the battlefield" to "gets killed almost immediately".
    • Fantastic Drug: Taunting with the Kritzkrieg equipped makes the Medic put his face to the barrel of the Kritzkrieg and take a deep breath, while saying, "Ha ha, Oktoberfest!" The taunt heals him for 11 health.
    • Glass Cannon: The best way to describe the effects of its ÜberCharge relative to the standard one. While the recipient gains 100% critical hits, both the Medic and his patient are not invulnerable to damage (but no more vulnerable than usual).
    • Gratuitous German: as a reference to the "Blitzkrieg" tactic. Krieg could also stand for "receive", see above.
    • Meaningful Name
    • Pun: Of "Kritzkrieg".
    • Situational Sword: Allows your patient to cut down swaths of enemy players, but is powerless against Sentry Guns (which do not take more damage from critical hits) and the standard Medi-Gun's ÜberCharge (which blocks damage from everything).
  • Quick-Fix: The Medic's prototype medigun. It heals 40% faster and builds über 25% faster, boosts the Medic's running speed to match a faster patient's speed, and launches the Medic up with his patient when they explosive jump. When it's fully charged, the gun heals 300% faster, healing the Medic as well as his patient, and grants immunity to slowdown and stun effects. Unfortunately, it can only overheal targets half as much as the other mediguns.
    • Achilles' Heel: Since you and your patient are at no time invincible when using the Quick-Fix, weapons that can deal high burst damage (stickybombs, headshots, ect.) can negate it entirely.
    • Fragile Speedster: A fast-building ÜberCharge, good at hit and run with explosive jumping classes, heals faster, and overall it's just faster. On the other hand, its ÜberCharge usually loses to any other ÜberCharge face-to-face, can't overheal nearly as well, and falls flat against burst damage.
    • MacGyvering: It appears to be hastily cobbled together from a fire hose, a coffee pot, and malfunctioning medical equipment.
    • No Sell: A popular counter-attack against the invincible ÜberCharge is to simply push the ÜberCharged enemies around repeatedly using the Pyro's airblast, thus wasting their short period of invincibility. Airblast and other knock-back mechanics don't work at all on a Quick-Fix ÜberCharge.
    • Why Won't You Die?: With a heal-rate increased by 40% normally and 300% during an Ubercharge, you're going to need to kill a Quick-Fix user and his patient fast, or he'll just heal right back up to max health in no time.
  • Vaccinator: A Medi-gun with a large canister of team-colored fluid attached to it. It builds Über 50% faster. It can cycle through a list of bullet, fire, and explosion resistance, which gives a 10% resistance to both target and patient while healing normally. It has four different ÜberCharge meters, and the ÜberCharge will grant the target and patient 75% more resistance to said type while healing the Medic for 25% of the damage said type does to the patient. However, it overheals patients 66% slower than the stock Medigun.
    • Achilles' Heel: It has no resistance against melee attacks and critical hits. And since melees have a much higher chance of critical hits...
    • Barrier Change Boss
    • Life Drain: An odd friendly variation: when the patient takes damage, the Medic regains a small amount of health if the correct resistance is active.

Melee

  • Bonesaw: A medical saw with rather sharp teeth.
  • Ubersaw: A darker and bloody saw that swings 20% slower, but grants 25% Über on each hit. A successful tauntkill grants 100% über (only 50% when an über is deployed).
    • Difficult but Awesome: Two Medics with the Ubersaw and default Medigun can be used for a complicated but highly destructive tactic: chaining Ubers. One Medic will charge the other, and the charged Medic will use his Ubersaw to attack the other team and quickly build up his own charge. Then they switch off and do it again. Do it correctly, and for half a minute the two Medics will be an utter nightmare with their saws.
    • Meaningful Name: It is used to charge up an ÜberCharge.
    • Outside-the-Box Tactic: The chain-Über strategy mentioned above was the result of expert Medic players getting very, very inventive.
  • Vita-Saw: A saw with a needle-like end. For a loss of 10 maximum health, the Vita-Saw will preserve up to 20% of the über if the Medic dies.
    • Shout-Out: It looks very similar to the syringes the Little Sisters carry from BioShock. So much so that Valve had to get permission from 2K Games to use it in the game, and it's not sold in the Mann Co. Store due to copyrights.
      • Its name is also similar to the Vita Chambers, which is where you respawn in BioShock 1. Appropriately, it preserves up to 20% of the ÜberCharge Meter thatw would otherwise be lost upon respawn.
  • Amputator: A massive, angular saw. It deals 20% less damage, but regenerates 3 HP per second when active. A taunt with it heals all nearby teammates.
  • Solemn Vow: A bust of Hippocrates which allows you to see enemy health.

Item Sets

  • Medieval Medic: A set designed for medieval warfare (and healing). Includes the Crusader's Crossbow and the Amputator.
  • The Clinical Trial: The Medic's prototype weapons (and a statue). Includes the Overdose, Quick-Fix, and Solemn Vow. No special attributes.
  • Mad Doktor: A Mad Scientist's costume. Includes the Einstein, the Dr. Gogglestache, and the Emerald Jarate. Only visible during Full Moon periods or the Halloween Event.
  • Eliminating the Impossible: Makes the Medic resemble Sherlock Holmes. Includes the Private Eye and Nine-Pipe Problem.
    • Chekhov's Gun: Originally just a gag to seal the deal regarding the references to Holmes. It later turned into an important part in solving an ARG surrounding the Pyromania update.
    • Set Bonus

Sniper

Primary

  • Sniper Rifle: Has a zooming scope, a Laser Sight of his team's color, and takes a few seconds zoomed-in to build to full charge, after which it's a One-Hit Kill to most classes, guaranteed with headshots. While zoomed in, the sniper walks carefully and slowly.
    • Boom, Headshot: Any fully-charged hit headshot is a One-Hit Kill to any class under most conditionsnote .
    • Charged Attack: Shots only do a small amount of damage until the Sniper has been scoped in for a certain amount of time.
    • Charge Meter: The scope has a charge meter to the side with a 100% for when it is fully charged.
    • Crosshair Aware: The scope also has a Laser Sight (of the Sniper's team color) which grows as its power charges.
    • Do Not Run with a Gun: Applies to all primaries while charged.
    • No Scope: Although there is an achievement for getting five kills this way, it's generally discouraged: you have to zoom in to deal headshots, and fully-powered shots require charging, meaning you can't just run up to people and snipe them. Shooting un-scoped only deals about 50 damage or so and is typically a last resort when cornered by a closer-range class.
    • Sniper Rifle: Again, duh.
    • Sniper Scope Sway: Averted. When scoped in, all rifles will only move when your mouse moves.
    • Unorthodox Reload: Around 1:10 in Meet the Sniper, you can see him eject the empty cartridge, slide the next round out of his pocket, start spinning it around behind his fingers, then chamber it as it spins back around his finger, all in one fluid motion. In-game, it looks like he only ejects the cartridge.
      • The video suggests he's reloading as he ejects the cartridge.
  • Huntsman: A bow-and-arrow set for the Sniper. It fires faster, doesn't zoom in, and lets you keep your peripheral vision while charging your shots.
    • Annoying Arrows: If the arrow isn't fully charged (or if the opponent has a lot of health or is invincible at that point), there's a likely chance that shooting them with an arrow will be non-fatal. In that situation, the arrows will remain sticking out of their model for quite some time without any ill effects. Even if the arrow is stuck in the target's head.
      • Inverted when the bow is fully charged, as the arrow's base damage is greater than any other projectile but the Loch-n-Load and Direct Hit.
    • Arrows on Fire: Snipers' arrows can be ignited. Hitting an opponent with it will ignite them.
    • Hitbox Dissonance: Due to arrows using projectile hitboxes, they have a tendency to headshot a distance from the enemy's head.
    • Meaningful Name: The Huntsman hunts men. It also shares the name of a large Australian spider.
    • No Arc in Archery: Averted.
    • Standard Status Effects: In Mann vs Machine mode, the Huntsman can be upgraded to inflict bleed on hit.
    • The Straight and Arrow Path
  • Sydney Sleeper: A scoped dart rifle. Headshots are no longer critical hits, but a successful hit applies Jarate to the target for 8 seconds. It also charges about 0.5 seconds faster than the standard rifle.
  • Bazaar Bargain: A modified jezail. By default, it charges 20% slower. A successful headshot decreases the charge time by 10%, but this bonus time is reduced by bodyshots and missed shots.
    • Added Alliterative Appeal
    • Combos: Every headshot decreases the time required to charge the rifle.
    • Homemade Inventions: According to its publicity blurb, the Sniper created the Bazaar Bargain from an old bolt-action rifle, a long piece of metal, some bolts, one half of a binocular, and a military-grade laser sight, all bought for just under three dinars.
  • Machina: A futuristic sniper rifle. Does 15% more damage and can penetrate enemies (though not buildings) when fully charged, but its shots have a laser-like trail and it can only fire when scoped.
  • Hitman's Heatmaker: A 60's-era silenced sniper rifle. On kills and assists, it charges a Focus meter that can be activated with the reload key to gain 25% faster rifle charge speed for a short time and remain scoped when firing, but fire tracer rounds like the Machina. It also decapitates on headshots. It deals 20% less damage on bodyshots, though.
  • AWPer Hand: A reskinned version of the Arctic Warfare Police rifle from Counter-Strike: Global Offensive. Identical in stats to the Sniper Rifle.
    • Game Breaker: Referenced, as both the name (pronounced like "upper hand") and description reference how infamously overpowered the AWP is/was in the Counter-Strike games.
    "This controversial bolt-action beaut is banned in thousands of countries, and with good reason: You could really hurt someone with this thing."
  • Fortified Compound: A compound bow. Identical in mechanics to the Huntsman.
    • Annoying Arrows: If the arrow isn't fully charged (or if the opponent has a lot of health or is invincible at that point), there's a likely chance that shooting them with an arrow will be non-fatal. In that situation, the arrows will remain sticking out of their model for quite some time without any ill effects. Even if the arrow is stuck in the target's head.
      • Inverted when the bow is fully charged, as the arrow's base damage is greater than any other projectile but the Loch-n-Load and Direct Hit.
    • Arrows on Fire: Snipers' arrows can be ignited. Hitting an opponent with it will ignite them.
    • Hitbox Dissonance: Due to arrows using projectile hitboxes, they have a tendency to headshot a distance from the enemy's head.
    • No Arc in Archery: Averted.
    • Shout-Out: It's Garrett's bow.
    • Standard Status Effects: In Mann vs Machine mode, the Fortified Compound can be upgraded to inflict bleed on hit.
    • The Straight and Arrow Path
  • Classic: A sniper rifle that resembles the sniper rifle from Team Fortress Classic. It can charge and deal headshots without needing to zoom by holding primary fire, but the shots must be fully charged before they can headshot and the user moves very slowly while charging. It also does slightly less damage upon a bodyshot.
    • Ludicrous Gibs: Gibs enemies on a charged kill like the TFC sniper rifle, complete with red mist.
    • Mythology Gag: It's the TFC Sniper Rifle updated for the game's art style. Furthermore, it has the same mechanics as the old version.

Secondary

  • SMG: Shoots a barrage of 25 bullets to anybody at close range.
    • Boring but Practical: The vast majority of players swap it out for a sidegrade (Jarate, Razorback, etc.) because of its low damage, but competitive players invariably use it for its handy hitscan burst of damage for emergencies where the Kukri isn't feasible. At close-medium range, shooting an un-scoped shot with a rifle then switching to the SMG is more likely to save one's life than trying to go for an aimed shot. Also, it's usually preferable to use the SMG on a fleeing Spy or Scout to prevent him from just backpedaling and gunning the Sniper down as he tries to get into melee range to use his Kukri.
    • Standard FPS Guns
  • Razorback: An Aboriginal-style wooden shield... with a car battery taped to it. It blocks one backstab, after which it gets destroyed. A new one can be obtained by a supply closet.
    • Awesome but Impractical: You're effectively immune to backstabbing. Sounds awesome, right? Well, any smart Spy who sees a Sniper with a Razorback will opt to just shoot them instead. This breaks their stealth, but one can still get away with it. Even better for the Spy and worse for the Sniper if the former has the Ambassador.
    • Luckily My Shield Will Protect Me: Worn on the back, it protects against a single backstab.
      • Shields Are Useless: The reason there's a car battery taped to it was because supposedly the native tribes who used it thought it alone could protect them from stabs. Small wonder why they're gone.
  • Jarate: The jar-based karate involving a jar of pure urine. When thrown on an enemy, all damage dealt to them become mini-crits. Can put out fires and shorten out cloaking devices.
    • Artistic License – Biology: The Sniper can put out a lot of pee in such a short amount of time. That, or he asks for others' pee. Still gross either way.
    • Death by Despair: Its effects are Handwaved as being caused by the victim "losing the will to live" and thus taking more damage from weapons.
    • Interface Screw: Getting hit by Jarate tints your screen yellow and distorts things a bit.
      • The colorable parts of the player's cosmetics also turn yellow upon being hit by Jarate.
    • Jar Potty
    • Lethal Joke Item: With one jar of piss, a Sniper can expose Spies, force enemies to retreat, put out fire, and deal critical hits with the aid of the Bushwhacka.
    • Martial Arts and Crafts
    • Pun
    • Running Gag: Jarate is not affiliated with, nor a substitute for Karate.
    • Soft Glass: The jar always shatters instantly on contact with any object or player, but the jar itself never does any damage.
    • Urine Trouble
  • Darwin's Danger Shield: A shield made from crocodile hide. Gives the Sniper 25 more maximum health and 15% bullet damage resistance, but explosive damage is increased by 20%.
    • Shields Are Useless: Unlike the Razorback, this does not protect against backstabs.
    • Boring but Practical: Sure, it doesn't have the firepower of the carbine or the fun gimmick of jarate; but it's banned in competitive for a reason; it gives you a massive edge over counter-snipers, letting you survive a low-charged headshot or a fully-charged bodyshot.
  • Cozy Camper: Backpack with a toy koala, jarate, and pot hanging from it. When equipped, taking damage from attacks not jerk the Sniper's aiming reticule up when scoped or drawing the Huntsman, knockback is reduced by 1/5, and the user regenerates 1 health per second, but damage taken is increased by 20%.
  • Cleaner's Carbine: A silenced SMG. A kill with it gains mini-crits for all weapons for 8 seconds, but it holds 20 bullets, fires 35% slower, and can't randomly crit.
  • Self-Aware Beauty Mark: A specimen jar containing a bread monster. Acts just like Jarate with the added effect of the bread monster attaching to the victim's face.
    • Lost Forever: Could only be obtained by opening the Bread Box item. The Bread Box could only be obtained by crafting, and the recipe was retired on July 10, 2014.

Melee

Item Sets

  • The Croco-Style Kit: A crocodilian item set. Includes the Sydney Sleeper, Darwin's Danger Shield, Bushwacka, and Ol' Snaggletooth. When the whole set is used together, the Sniper leaves a calling card on his victims.
    • Last Chance Hit Point: The whole set used to allow the user to survive headshots with 1 HP.
    • Nerf: The whole set used to make the user survive headshots. It was removed completely.
    • Set Bonus
  • Lawrence of Australia: An Arabian-themed set. Includes the Bazaar Bargain, Shahanshah, and Desert Marauder. No special attributes.
  • The Camper Van Helsing: A vampire hunter costume. Includes the Holy Hunter, Silver Bullets, and the Garlic Flank Stake. Only visible during Full Moon periods or the Halloween Event.
  • The Dual-Purpose Fruit: A set perfect for imitating William Tell's famous shot. Includes the Huntsman and Fruit Shoot. No special attributes, although the flavor text says, "Reduces the chance of hunger by 113%."
  • Urban Professional: Includes the Hitman's Heatmaker, Cremator's Carbine, and Liquidator's Lid.

Spy

Primary

  • Revolver: Slow, good range, fast reload. Third-most accurate distance weapon, after the sniper rifle and rocket launcher.
    • Boring but Practical: Can't get a backstab on a critical target? Just gun him down in 3 shots then make your getaway.
    • Firing One-Handed: How the Spy hold his revolver.
    • Revolvers Are Just Better: The Spy's primary weapon is one of two .357 revolvers, which are far more powerful than the Scout/Engineer's handguns.
  • Ambassador: A comically large revolver that crits on accurate headshots, but loses this ability until it regains perfect accuracy a short time after it can fire again. It also has a 15% damage and 20% firing speed penalty.
  • Big Kill: A cosmetic weapon to promote Sam & Max. Acts just like the revolver.
  • L'Etranger: An ivory revolver. Damage is reduced by 20%, but it increases cloak duration by 40%, and shooting it at an enemy will give the Spy a 15% cloaking charge.
  • Enforcer: A snub-nosed revolver. Does 20% more damage while undisguised, but has a 20% firing speed penalty and no random critical hits.
    • Nerf: The downside used to instead be a half second cloaking delay. It's debatable if this is better or worse than it is now overall, but it's a straight nerf with respect to using the Enforcer with the Dead Ringer as the old downside had no effect on the Dead Ringer's cloaking.
  • Diamondback: A futuristic revolver. Gains a crit for every backstab or building destroyed by a sapper (whether it's destruction or an assist), but does 15% less damage and can't randomly crit.

Secondary

  • Sapper: A small radio-looking box with dials, switches, and two clamps. Placed on an Engineer's building, it makes it short out, stop working, and eventually self-destruct unless a nearby and alert Engineer destroys it with his wrench. Using it, unlike a weapon, won't blow your cover.
    • Hyperspace Arsenal: You have a bottomless supply of Sappers and can place them as fast as you can hit the fire key.
      • Cool Down: Except in Mann Vs. Machine, where you have to wait a while between each use.
    • Shoe Phone
  • Red-Tape Recorder: A tape recorder. Reverses construction of buildings until they're a pickup-able toolbox. Destroying the Recorder will let the building rebuild but not gain any lost levels. It doesn't deal any damage to buildings.
  • Ap-Sap: A sapper made from a flattened Wheatley.
  • Snack Attack: A makeshift sapper which contains a bread monster.
    • Lost Forever: Could only be obtained by opening the Bread Box item. The Bread Box could only be obtained by crafting, and the recipe was retired on July 10, 2014.

Melee

  • Knife: A Butterfly Knife. Stabs in the back are an instant kill.
    • Back Stab: All of the Spy's knives have this function.
    • Cherry Tapping: The knife, when attacking normally, has one of the lowest damage per second values in the game.
    • Kinetic Clicking: As the Spy flicks it open.
      • Due to an oversight, the sound is also played for all the other knives as well, despite them having no similar flipping mechanism and instead being twirled.
    • Knife Nut: The Spy's melee weapons are knives.
    • One-Hit Kill: Upon a successful backstab.
    • Retractable Weapon
    • Reverse Grip: The Spy's grip on his knife changes to this when doing a Back Stab.
  • Your Eternal Reward: An Arabian dagger. The Spy can't disguise himself while holding it, but a successful backstab causes him to take over the victim's identity immediately. The kill is completely silent and the corpse will be swiftly cloaked to leave no trace of it.
    • Combos: Step one, kill someone for a disguise. Step two, stab all Engineers in the area (sentries won't have time to react before you're already disguised again). Step three, sap all buildings in the area.
    • Dead Person Impersonation
    • Difficult but Awesome: Since your Disguise Kit is disabled while using this knife, it can be a little tricky getting that first backstab/disguise. But once you do, you can go on a killing spree against all except the most aware and communicative teams.
    • Interface Screw: Immediately removes the victim's corpse with cloaking to add to the confusion, and prevents the kill from being reported to the victim's team.
    • Kill and Replace: Also prevents the enemy killed from emitting a death scream.
    • Shout-Out: To Aladdin.
  • Conniver's Kunai: A backstab with it will heal the Spy for the amount of health the target had and can overheal to 180 hp, but it starts the Spy out with a measly 60 health.
    • Life Drain: Backstabbing an enemy with this knife temporarily adds their health to the Spy's...
      • Glass Cannon: But merely having it equipped decreases his own max health to a mere 60.
    • Ninja: Turns the Spy into one by association.
  • Big Earner: A stiletto dagger with tape wrapped around it. A kill refills 30% cloak, but equipping the weapon reduces the Spy's max health by 25.
  • Wanga Prick: A voodoo pin. Functions like Your Eternal Reward.
  • Sharp Dresser: A blade that clips to the Spy's sleeve, like the ones Altair or Ezio use. Functions like the knife but without a taunt-kill.
  • Spy-cicle, an icicle that turns whoever's backstabbed by it into ice, silently dispatching them. If you're hit with fire, it will melt, extinguishing any afterburn and rendering you immune to fire and afterburn for two seconds, and return after a 15 second cooldown. Has the revolver taunt instead of the kill-taunt.
  • Black Rose: a serrated knife that comes in two styles. Functions like the stock knife.
    • Shout-Out: Players received the Black Rose from unlocking an achievement in Alliance of Valiant Arms.

PDA

  • Invisibility Watch: An ordinary grey watch that makes the wearer invisible. The cloak takes 2 seconds to make the player completely invisible, lasts for ten seconds on a full charge, and takes approximately 2 seconds to become visible again. The Spy cannot attack while cloaked, and it can be disrupted by bumping into the enemy, getting hurt, becoming drenched, or being set on fire. It can be recharged when not in use or when picking up ammo.
  • Dead Ringer: A golden pocket watch that only cloaks when the Spy wields it and gets damaged. 90% of all damage is negated and the watch leaves a fake body behind while cloaking the real Spy, but as the Spy takes damage, the amount of time able to spend cloaked becomes shorter. The cloak time is 4.5 seconds shorter than the regular Invisibility Watch, but it recharges faster. It can only be used on a full charge and it produces a very loud decloak noise.
    • Decoy Getaway
    • Deflector Shield: It can't be seen, but it prevents you from taking 90% of damage while it is active.
    • Faking the Dead: But only while it's pulled out.
    • Faux Death
    • Nerf: Infamously, the damage resistance was used as a shield. By making the maximum cloak time reduced when taking damage while feigning death, this made it easier to chase down a Spy that tried using it this way.
      • When first released, people could rapidly turn the shield on right before getting hit then off right after, making the user almost unkillable, because the cloak would be drained so little it could get back to the full charge needed to activate again in a fraction of a second. After less than a week, there began a series of nerfs that eventually settled on uncloaking dropping the meter to 40% if it was any higher. A more recent nerf made it so that Spies will lose some of their cloak when hit during their fake deaths.
  • Cloak and Dagger: A third, yellow invisibility watch with leather straps that recharges faster than it drains when the spy isn't moving, allowing him to stay invisible forever (theoretically). It doesn't recharge when ammo is picked up.
    • Glamour Failure: When the Cloak-and-Dagger's meter runs out, you don't uncloak...completely. It's fairly obvious that a half-invisible man running by is a Spy.
    • We Wait: Sometimes used to hide in a room and ambush enemies who run by.
  • Enthusiast's Timepiece: A golden watch with an image of Pacman eating a dot on it. Won from Tycho in Poker Night at the Inventory.
  • Quäckenbirdt: A silver-and-gold watch with a pixelated duck on it. It functions identically to the default Invisibility Watch.
  • Disguise Kit: A cigarette case that's really a holographic tool for the Spy to impersonate any other class, for either team. Good for infiltration and confusing the enemy. If the Spy attacks, the disguise is immediately unmasked. Spies can still get hurt while disguised, and fire, being drenched, or bleeding caused by the enemy team will reveal his true identity.
    • Ascended Meme: There is a one in ten chance that taunting with the Disguise Kit will cause the Spy to imitate a crab. This is in response to how the Spy walks like a crab when he crouches and looks upward while holding the case.
    • Holographic Disguise: Appears just like any class the Spy chooses to the enemy team...
      • Paper-Thin Disguise: But to the Spy's allies, they only see him wearing a paper mask with the face of whoever he's disguised as.
    • Shoe Phone
    • Trope 2000: The inside of the case above the screen reads "Spytron 3000".

Item Sets

  • The Saharan Spy, a North African-themed set. Includes the L'Etranger, Your Eternal Reward, and the Familiar Fez. When the whole set is used together, the Spy gains particle effects when taunting.
    • Nerf: The whole set used to make the decloaking sound of the watches much quieter. This made the normal watch nearly silent while the Dead Ringer had the regular Invisi-Watch's decloak sound.
    • Set Bonus
  • The Man of Honor: A Mafia-themed set. Includes the Enforcer, Big Earner, Cosa Nostra Cap, and Made Man.
  • The Invisible Rogue: A costume themed on The Invisible Man. Includes the Under Cover, Griffin's Gog, and the Intangible Ascot. Only visible during Full Moon periods or the Halloween Event.

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