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:
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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.
Irony: A conscientous objector is somebody who refuses military service, often because that person is a pacifist, and the sign itself is the sort of thing an anti-war protestor might carry. You use it to bludgeon people to death in a decidedly non-peaceful manner.
Festive Weapons: The iconic item note Scattergun, Bat, Rocket Launcher, Flame Thrower, Stickybomb Launcher, Minigun, Wrench, Medigun, Sniper Rifle, Knife or alternative item note Holy Mackerel, Buff Banner, Axtinguisher, Grenade Launcher, Sandvich, Frontier Justice, Ubersaw, Huntsman, Ambassador of a class wrapped in team-colored Christmas Lights. Previously available from the Australian Christmas update of 2011 and Mecha Update of 2012 by uncrating black "Naughty" crates.
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.
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.
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.
Unobtanium: Made of Australium, like the Golden Wrench and Saxxy, and has the same properties.
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.
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 that holds two shots at a time, but is able to push enemies with a knockback effect and gives the Scout an extra jump if he fires downward.
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 and a "hype" meter that is built up by running that delivers mini-crits when it's full.
MacGyvering: He replaced part of a gun with a damn soda can.
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 Scout's speed as it rises, with a full meter granting speed 30% faster than 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.
Pistol: An alternative weapon for the Scout to shoot at long range.
Near Misses: Every shot aimed at a Scout after drinking the energy drink.
Of course, the game doesn't actually change the projectiles shot at him. He still gets knockback from heavier fire. It gets ridiculous when he has seven arrows straight through his head and he's still making The Six Million Dollar Man noises as if you really did miss him.
We Need a Distraction: Sentries will still fire at a Scout under the item's effects, so his teammates can safely go around or destroy the sentry.
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 25%. The Scout also moves 25% faster during its duration.
Equivalent Exchange: Not exactly equal as the damage you take is reduced by 10%, skewing the item into your favor.
"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.
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.
Bat: Of the baseball variety. Aluminum. Makes a satisfying ping sound on an enemy skull.
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.
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.
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 else in this game.
Difficult, But Awesome: Most strategies for Scout melees involve swinging them around like a madman. The Boston Basher is the exact opposite. You have to use hit-and-run tactics and resist the urge to go crazy, or else you will accidentally kill yourself a lot. Played right, this weapon can deal more damage than you think.
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.
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.
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.
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.
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 go 40% faster than normal and does 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.
Art Shift: This weapon is highly-detailed note To the point of having more polygons than the Demoman 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.
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.
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.
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.
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.
Status Buff: A defense-oriented one compared to the Buff Banner.
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.
Reserve Shooter: A shotgun that only holds 3 shells, but switching weapons becomes 15% quicker. For three seconds after the weapon switch, the Soldier can shoot airborne enemies, each shot ensuring a mini-crit.
Violation of Common Sense: Due to the weapon's enemy-piercing quality, you get hit more if you try to run directly away from it. This means the best option in a tight corridor is to move towards the crazed man holding a space gun.
Nerf: Relatively early after introduction the max damage was slightly lowered so a non-crit couldn't One-Hit Kill any class at their standard max health. More significantly, losing health used to boost damage and speed when it was out, but they eventually split each part into a separate weapon - the other being the Escape Plan.
Sure, Why Not?: The Equalizer was implemented in the Soldier update from a fan suggestion.
Taking You with Me: The killtaunt gibs enemies within the Soldier when the grenade goes off.
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.
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 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.
Shout Out: To the Japanese TV and Film character Zatoichi, a blind swordsman. Why Half-Zatoichi? Because the Soldier's perfectly working eyes are covered by his helmet most of the time, and therefore, his vision's impaired.
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.
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.
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.
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 makes this emphasizes this.
Nerf: It's the original Equalizer without the damage boosting effects. Taking mini-crits while having it out was also added later.
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.
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.
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 either its previous direction or the direction the airblast hits it from, but wherever the Pyro's cursor is pointed.
Cherry Tapping: Airblasts can be used to juggle enemies while they burn or to separate Übered Medics from their patient.
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.
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.
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, 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 it is also all too easy 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.
In the Back: 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.
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%.
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.
Nerf: For about a month after launcher 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%.
Oh Crap: The typical feeling when you see that Pyro activate the Mmmph taunt in enclosed space.
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.
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.
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.
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 3 shells, but switching weapons becomes 15% quicker. For three seconds after the weapon switch, the Pyro can shoot airborne enemies, each shot ensuring a mini-crit.
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 cannot be reflected, like the Righteous Bison. It doesn't randomly crit.
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.
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.
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.
Bilingual Bonus: The sign says "bar" (as in the drinking establishment) in Chinese.
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.
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.
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.
Rocket Jump: By holding the fire key as long as possible, the projectile will instantly explode upon being fired, which can carry the user quite a far distance. It is very painful and hard to master, so be careful.
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.
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.
Difficult, But Awesome: With a little practice it's possible to create and maintain a huge perimeter with this weapon.
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.
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, 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 over and over again.
Nerf: One was able to survive the Demoman's grenades and the Ullapool Caber with this weapon before, but now only the Sticky Jumper's ammo will negate self-damage. On the other hand, a more recent update removed the increased damage from bullets, fire, and explosives. 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).
Prop Recycling: Both the launcher and its bombs used to look exactly like the regular launcher. After the model for the launcher was updated, they gave it bombs their own model—namely one of proposed but unused models for the Scottish Resistance.
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.
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.
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.
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 decapitates despite the animations being vertical strikes.
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.
As Long as It Sounds Foreign: Was originally named "Claidheamohmor" upon release, but corrected by an update noting "to the joy of our Celtic players."
No Pronunciation Guide: It's pronounced "CLAYF-mohr", but most people don't get that from the spelling because it's not an English word.
Nonindicative Name: Its name is Scottish Gaelic for "claymore", but it's more like a zweihander.
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.
Honor Before Reason: The Demoman cannot switch weapons until it gets a kill (or touches a Resupply locker).
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.
Rocket Jump: By crouching and hitting the ground, one can easily reach the battlements on Degroot Keep. This is also the only way to Rocket Jump in Medieval Mode, where only melee weapons and a select few other items are allowed.
Persian Persuader: A scimitar. The charge meter recharges twice as fast with this weapon equipped, and all ammo crates will become health crates. It doesn't randomly crit, though.
Combos: It's possible to hit an enemy with the Splendid Screen and in the split second left hit again with a critical hit, guaranteeing a one-hit-kill on most classes.
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.
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.
I Call It Vera: The Heavy's miniguns, Sasha and Natascha, as well as the unused Ludmilla. The Iron Curtain as well. In Poker Night at the Inventory, he refers to it as Sasha, implying it's just extra custom work on the original minigun.
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.
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.
Nerf: Big time. When it initially came out, it spun 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.
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.
Bilingual Bonus: The name of the weapon is the Romanization of the Chinese characters "火龍", meaning "dragon of fire"note Well, almost certainly "dragon of fire". Given that tone plays a large part in this language, it could mean "living alley" or "vomiting infirmity", but let's go with the obvious.
One Steve Limit: Renamed from the "Huo-Long Heatmaker", due to the Sniper's Hitman's Heatmaker in the update before.
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 .
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.
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 give the Heavy an ammo refill.
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.
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.
Nerf: Kinda. It used to be that having the gloves out would deal constant damage to the user, rather than making the heavy more vulnerable. It wouldn't take long to see why such a debuff would make the weapon unpopular.
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 isn'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.
For anyone who doesn't quite get why, the laughing fit in question is a taunt, which lasts several seconds, and effectively leaves the victim completely vulnerable to the Heavy's other weapons (especially the minigun) or any other members of the enemy team. In the middle of a firefight, a single crit from this weapon is certain death, and rather humiliating for multiple reasons.
Not to mention the above mentioned combo. Laughing = Easy taunt kill target. Humiliation up to eleven.
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.
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.
Rescue Ranger: A shotgun with an orange ECG monitor that connects to a laser sight on the gun's muzzle. It can pick up buildings from a distance (which uses 130 Metal) and can heal friendly buildings on shot, 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.
Abnormal Ammo: Its ammunition seems to be a battery wired to a spike.
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.
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.
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.
Short Circuit: A hand-replacing electric cannon. Fires electric blasts that damage projectiles as well as players, but costs 35 metal to fire and cannot randomly crit. Ammo cost is reduced to 18 if the attack destroys a projectile, and increases to 36 if it misses completely.
Eureka Effect: A team color-handled wrench with a Tesla coil attached that also allows the Engineer to teleport to the spawn room. On the downside, the teleportation replaces the building carry function.
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.
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.
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 any 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.
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.
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.
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 targets head. Also applies to allies with healing rather than damaging.
Boom, Headshot: Averted, as stated in the Weapons Description (it will do the usual damage). Noteworthy that it was specifically stated so, possible 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' fully capable of rivaling the minigun in terms of fire rate.
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.
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.
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 that 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.
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.
Gratuitous German: as a reference to the "Blitzkrieg" tactic. Krieg could also stand for "receive", see above.
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.
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.
MacGyvering: It appears to be hastily cobbled together from a fire hose, a coffee pot, and malfunctioning medical equipment.
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 since melees have a much higher chance of chance of critical hits...
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. Done correctly, and for half a minute the two Medics will be an utter nightmare with their saws.
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. Appropriately, it preserves up to 20% of the ÜberCharge Meter that 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.
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.
Set Bonus: 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.
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 The two exception are a Spy with an active Dead Ringer and over 45 health and a Heavy with the Fists of Steel out and over 270 health..
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.
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.
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 targets 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.
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.
Abnormal Ammo: Due to the *ahem* effects, one can only assume that the Sniper is shooting Piss Darts...
Hitman's Heatmaker: A 60's-era silenced sniper rifle. On kills and assists, it charges a Focus meter that can be activated 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.
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 op 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.
Cozy Camper: Backpack with a toy koala, jarate, and pot hanging from it. When equipped, taking damage from attacks besides explosive will 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%.
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.
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.
Revolver: Slow, good range, fast reload. Third-most accurate distance weapon, after the sniper rifle and rocket launcher.
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.
Bling Bling Bang: The Ambassador has a rosewood grip and a golden trigger, and its oversized barrel is decorated with an engraving of the enemy Scout's mother in a seductive pose.
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 building destroyed by a sapper (whether it's destruction or an assist), but does 15% less damage and can't randomly crit.
Fan Nickname: Some people like to call the Diamondback the "reverse Frontier Justice" or the "ecitsuJ reitnorF" due to how it works. Frontier Justice: Engineer's Sentry is destroyed, Engineer gets a free critical shots for kills by the Sentry. Diamondback: Spy destroys Engineer's Sentry, Spy gets a free critical shot.
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.
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.
Bilingual Bonus: The Chinese characters on it mean "anti-cannon tower" but can be more closely translated to something like "anti-turret".
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.
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.
Visual Pun: With this, the Spy is literally sharply dressed.
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.
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.
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 charged needed to activate again in a fraction of a second. After less than a week there began a series of nerf 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.
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.
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.
Latex Perfection: 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.