Difference between revisions of "Soldier weapons (competitive)"

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(Added a lot of text, and updated information about primaries, since almost every single infobox was out-of-date.)
(Added the Original, Liberty Launcher, and Black Box.)
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The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is one of the main tactics in the Soldier's arsenal. Although it can not finish off targets in one shot, it deals impressive damage when crit-boosted using the [[Kritzkrieg]], making the Soldier a good target for a Kritzkrieg Übercharge.
 
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is one of the main tactics in the Soldier's arsenal. Although it can not finish off targets in one shot, it deals impressive damage when crit-boosted using the [[Kritzkrieg]], making the Soldier a good target for a Kritzkrieg Übercharge.
 
The [[Original]] has the same stats as the Rocket Launcher, but shoots its rockets from the center of the player's screen instead of from slightly to the side.
 
The [[Black Box]] has the same stats as the Rocket Launcher, but grants up to 20 additional health on hit, and holds only up to 3 rockets in the chamber.
 
The [[Liberty Launcher]] has the same stats as the Rocket Launcher, but fires shots that travel 40% faster, and deal 25% less damage. It holds 5 rockets in its chamber.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 53: Line 49:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>{{Item icon|Rocket Launcher}}
 
! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>{{Item icon|Rocket Launcher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===The Original===
 +
 +
The Original functions almost exactly like the stock Rocket Launcher, but with some minor changes. The viewmodel is located at the bottom-center of the screen, instead of the side, several sound effects such as switch, firing, and explosion sounds are replaced with sounds from Quake. The Original fires rockets from the center of the screen, as opposed to being fired from an angle with the stock Rocket Launcher.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Original]] <br>{{Item icon|Original}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 105-112
 +
* '''512 units:''' 50-90
 +
* '''Over 1024 units:''' 45-60
 +
* '''Backlash:''' 27-89
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 270
 +
* '''Point-Blank Mini-Crit:''' 122-151
 +
* '''Over 512 units Mini-Crit:''' 68-81
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
* '''First Reload:''' 0.92s
 +
* '''Consecutive Reloads:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Effective for juggling and rocketjumping.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Original in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Original]] <br>{{Item icon|Original}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Liberty Launcher===
 +
 +
The Liberty Launcher features a 25% larger clip, 40% faster projectiles, and 25% less damage taken from rocket jumps. This comes at the cost of -25% damage done, thus making it more accurate and mobile at the cost of dealing less damage.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Liberty Launcher]] <br>{{Item icon|Liberty Launcher}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 79-84
 +
* '''512 units:''' 38-67
 +
* '''Over 1024 units:''' 34-45
 +
* '''Backlash:''' 27-89
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 20-35
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 203
 +
* '''Point-Blank Mini-Crit:''' 92-113
 +
* '''Over 512 units Mini-Crit:''' 51-91
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
* '''First Reload:''' 0.92s
 +
* '''Consecutive Reloads:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Carries 5 rockets in it's clip instead of 4.
 +
* +40% projectile speed.
 +
* 25% less damage taken from rocket jumps.
 +
* -25% damage penalty.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Liberty Launcher in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Liberty Launcher]] <br>{{Item icon|Liberty Launcher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Black Box===
 +
 +
The Black Box is a rocket launcher that grants the user up to 20 health points for every successful hit (cannot overheal). The Soldier will not receive health if the target is a cloaked Spy or an enemy under the effects of an ÜberCharge. However, health will still be awarded if the target is a Scout under the effects of Bonk! Atomic Punch or a disguised Spy. This comes at the cost of a 25% reduced clip size, fitting 3 rockets in its clip instead of 4.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Black Box]] <br>{{Item icon|Black Box}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 105-112
 +
* '''512 units:''' 50-90
 +
* '''Over 1024 units:''' 45-60
 +
* '''Backlash:''' 27-89
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 270
 +
* '''Point-Blank Mini-Crit:''' 122-151
 +
* '''Over 512 units Mini-Crit:''' 68-81
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
* '''First Reload:''' 0.92s
 +
* '''Consecutive Reloads:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Grants the user 1 HP per 4.5 damage dealed (max 20 health gained per rocket).
 +
* 25% reduced clip size.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Black Box in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Black Box]] <br>{{Item icon|Black Box}}
 
| style="background-color:#5EFB6E;" | Allowed
 
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}

Revision as of 14:38, 6 June 2018

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Soldier weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Soldier is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including Rocket Jumping to obtain a height advantage or reach a Control Point faster, and keeping enemies suspended in air, also known as juggling. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on his primary weapons. The Soldier is one of the core classes of the standard competitive lineup, thanks to his good survivability and mobility. Rollouts are an important part of playing Soldier. Reaching the midfight first gives the team a big advantage in there, thus it often leads to winning the midfight. Winning the midfight gives the team an enormous advantage in trying to capture the next Control Points, which makes it very important for the Soldiers to learn their rollouts and rocket jumping in general before playing the game.

In competitive 6v6, the Soldier usually falls into one of the two categories: pocket or roamer.

A pocket Soldier's primary purpose is to keep their team's Medic alive. This means staying with the Medic at all times, and even sacrificing their life for the Medic's life if needed. He often calls out enemy locations in voice chat. The pocket Soldier also leads his team in pushes, because he can absorb higher amounts of damage than anyone else on his team, due to the fact that he is overhealed and paired with the team's medic most of the time. The pocket soldier usually equips the stock Rocket Launcher or the Original, along with a Shotgun and the Escape Plan

The Roamer's main role often consists of getting important enemy picks. He gets overhealed and rocket jumps into the enemy, trying to kill their Medic, or force them to use their Übercharge. Roamers rely on health kits for maintaining their health, instead of using their Medics, leaving most of the heals for his Pocket Soldier and the rest of the team. Most roamers equip the Rocket Launcher or the Original, the Gunboats, and the Escape Plan for added mobility.

Primary Weapon

The Soldier’s versatility is greatly complimented through the usage of his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, rollouts, spam angles, and aerials, often referred to as airshots. Another important use of the Soldier's primary weapons is juggling enemies, thus even übercharged players can be juggled with the knockback from one's rockets, although they will take no damage while übered.

Rocket Launcher

The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is one of the main tactics in the Soldier's arsenal. Although it can not finish off targets in one shot, it deals impressive damage when crit-boosted using the Kritzkrieg, making the Soldier a good target for a Kritzkrieg Übercharge.

Weapon Damage Critical Damage Function Times Special
Rocket Launcher
Rocket Launcher
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-Crit: 122-151
  • Over 512 units Mini-Crit: 68-81
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Effective for juggling and rocketjumping.


Below is a table displaying the availability of the Rocket Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rocket Launcher
Rocket Launcher
Allowed


The Original

The Original functions almost exactly like the stock Rocket Launcher, but with some minor changes. The viewmodel is located at the bottom-center of the screen, instead of the side, several sound effects such as switch, firing, and explosion sounds are replaced with sounds from Quake. The Original fires rockets from the center of the screen, as opposed to being fired from an angle with the stock Rocket Launcher.

Weapon Damage Critical Damage Function Times Special
Original
Original
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-Crit: 122-151
  • Over 512 units Mini-Crit: 68-81
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Effective for juggling and rocketjumping.


Below is a table displaying the availability of the Original in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Original
Original
Allowed


Liberty Launcher

The Liberty Launcher features a 25% larger clip, 40% faster projectiles, and 25% less damage taken from rocket jumps. This comes at the cost of -25% damage done, thus making it more accurate and mobile at the cost of dealing less damage.

Weapon Damage Critical Damage Function Times Special
Liberty Launcher
Liberty Launcher
  • Point-Blank: 79-84
  • 512 units: 38-67
  • Over 1024 units: 34-45
  • Backlash: 27-89
  • RJ Backlash: 20-35
  • Critical: 203
  • Point-Blank Mini-Crit: 92-113
  • Over 512 units Mini-Crit: 51-91
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Carries 5 rockets in it's clip instead of 4.
  • +40% projectile speed.
  • 25% less damage taken from rocket jumps.
  • -25% damage penalty.


Below is a table displaying the availability of the Liberty Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Liberty Launcher
Liberty Launcher
Allowed


Black Box

The Black Box is a rocket launcher that grants the user up to 20 health points for every successful hit (cannot overheal). The Soldier will not receive health if the target is a cloaked Spy or an enemy under the effects of an ÜberCharge. However, health will still be awarded if the target is a Scout under the effects of Bonk! Atomic Punch or a disguised Spy. This comes at the cost of a 25% reduced clip size, fitting 3 rockets in its clip instead of 4.

Weapon Damage Critical Damage Function Times Special
Black Box
Black Box
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-Crit: 122-151
  • Over 512 units Mini-Crit: 68-81
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Grants the user 1 HP per 4.5 damage dealed (max 20 health gained per rocket).
  • 25% reduced clip size.


Below is a table displaying the availability of the Black Box in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Black Box
Black Box
Allowed


Direct Hit

The Direct Hit's deals increased damage, allowing the Soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge or airblast incoming projectiles. However, it deals little splash damage, removing the Soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any target launched airborne by an exlposion, such as another rocket-jumping Soldier. Overall, its reduction of splash damage removes the Soldier's primary method of dealing damage to many targets at once.

Weapon Damage Critical Damage Function Times Special
Direct Hit
Direct Hit
  • Point-Blank: 140
  • 512 units: 112
  • Over 1024 units: 59
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 169-338
  • Point-Blank Mini-Crit: 95-189
  • Over 512 units Mini-Crit: 76-152
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Mini-Crits if target is airborne due to explosions or enemy attacks.
  • -70% splash radius.
  • +80% projectile speed.
  • +25% damage done.


Below is a table displaying the availability of the Direct Hit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Direct Hit
Direct Hit
Allowed


Rocket Jumper

The Rocket Jumper is a Rocket Launcher that is mostly used for practicing rocket jumps and rollouts, as it has triple the ammo of the stock Rocket Launcher It deals no damage to any player, and deals knockback only to it's user, although the user is still subject to receiving fall damage from the rocket jumps. In some strategies, it is used to sneak past the enemy and quickly try to capture a Control Point.

Weapon Damage Critical Damage Function Times Special
Rocket Jumper
Rocket Jumper
  • All: 0
  • All: 0
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Stores 60 reserve ammo instead of 20.
  • Doesn't deal any damage.
    • User can still take fall damage.
  • Wearer cannot pick up the Intelligence or PASS Time JACK.


Below is a table displaying the availability of the Rocket Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rocket Jumper
Rocket Jumper
Allowed


Cow Mangler 5000

The Cow Mangler 5000 is a rocket launcher that functions similiarly to the Soldier's other primaries, but it has a special ability. If it's clip is full, using alternate fire will consume all ammo in the clip, and charge up a laser projectile while slowing down the Soldier. The laser deals Mini-Crits, ignites players that are hit by it, and disables buildings for 4 seconds, but otherwise functions like normal rockets. This weapon has reduced damage against buildings, and cannot be Crit-boosted by the Kritzkrieg, as it always Mini-Crits whenever it would normally Crit.

Weapon Damage Critical Damage Function Times Special
Cow Mangler 5000
Cow Mangler 5000
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: N/A
  • Point-Blank Mini-crit: 137-151
  • Over 512 units Mini-crit: 68-122
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Has an alternate fire that expends all 4 shots to Mini-Crit, inflict afterburn damage, and disabling buildings for 4 seconds.
  • Does not require ammo.
  • No critical hits, even if boosted with the Kritzkrieg.
    • Mini-Crits whenever it would normally Crit.
  • Deals only 20% damage to buildings.


Below is a table displaying the availability of the Cow Mangler 5000 in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cow Mangler 5000
Cow Mangler 5000
Banned


Beggar's Bazooka

The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss, and prevents the Soldier from reacting to enemies appearing quickly. Using multiple rockets for rocket jumping will not cause the user to jump any farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots, and overall makes the Beggar's Bazooka a lot less accurate. The inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam chokepoints on Attack/Defend or Payload maps. Finally, the rockets have a 20% smaller splash radius, making it less effective against large groups of enemies, but this is compensated by the ability of firing up to 3 rockets very quickly.

Weapon Damage Critical Damage Function Times Special
Beggar's Bazooka
Beggar's Bazooka
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-crit: 122-151
  • Over 512 units Mini-crit: 68-122
  • Attack Interval: 0.24s + reload time
  • First Reload: 1.196s
  • Consecutive Reloads: 1.04s
  • Can load and fire up to three rockets at once.
  • -20% splash radius.
  • +3 degrees random deviation.
  • Chamber overloading causes a misfire and damage to self.
  • Cannot collect ammunition from Dispensers while active.

Below is a table displaying the availability of the Beggar's Bazooka in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Beggar's Bazooka
Beggar's Bazooka
Allowed


Usage

Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. The Black Box, when available, is good for a roaming Soldier to stay alive for longer. The Liberty Launcher is useful for aerials and rocket jumping, however the decreased damage lowers the Soldier's main damage output. The Rocket Jumper is useful with the Market Gardener or Pain Train, for fast back caps, but otherwise makes the Soldier useless. The Cow Mangler 5000 has general functionality, and its increased ammunition makes it highly useful. However, if the Soldier does not win in a direct engagement, he will have to retreat due to reload times. The Beggar's Bazooka can be useful for ambushing and a quick spam, but remove the Soldier's ability to react quickly and constantly fend off the enemy team. Generally, soldiers use the stock Rocket Launcher due to its large clip size and strong splash damage. Some Soldiers will opt for the Original should they wish to use its center-firing rockets to push out from wrong-handed corners more effectively.

Secondary Weapon

Soldiers have seven choices for their secondary weapon, all of which are very different.

Shotgun

The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


The Buff Banner

The Buff Banner is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.

Weapon Damage Critical Damage Function Times Special
Buff Banner
Buff Banner
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants user and their allies within a 450 units radius Mini-Crits on use.
  • Gains rage equal to damage dealt (600 needed to fill).
  • Gains rage even when not active.


Below is a table displaying the availability of the Buff Banner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Buff Banner
Buff Banner
Allowed


The Gunboats

The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a Shotgun greatly reduces the Soldier's damage output. The Gunboats are well suited to a roaming Soldier who can quickly push forward without losing much health.

Weapon Damage Critical Damage Function Times Special
Gunboats
Gunboats
N/A N/A N/A
  • Reduces rocket jump damage by 60%.
  • Reduces all backlash damage that doesn't hit other players.


Below is a table displaying the availability of the Gunboats in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gunboats
Gunboats
Allowed


B.A.S.E Jumper

The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed. It replaces the Soldier's secondary weapon. It is rarely used in competitive play, since slower gliding is often not worth the big damage tradeoff.

Weapon Damage Critical Damage Function Times Special
B.A.S.E. Jumper
B.A.S.E. Jumper
  • N/A
  • N/A
  • N/A
  • Allows the player to activate a parachute mid-air, slowing their descent by ~37%.
  • 50% reduced air control while parachute is deployed.
  • The parachute can not be activated again, if it is deactivated mid-air.

Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
B.A.S.E. Jumper
B.A.S.E. Jumper
Banned



The Battalion's Backup

The Battalion's Backup is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It it can be used to defend the medic, but deprives the solder of a second ranged weapon.

Weapon Damage Critical Damage Function Times Special
Battalion's Backup
Battalion's Backup
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants self and allies within 450u Crit immunity and 35% damage reduction.
  • Gains rage equal to damage dealt (350 needed to fill).
  • Gains rage even when not active.


Below is a table displaying the availability of the Battalion's Backup in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Battalion's Backup
Battalion's Backup
Allowed


The Concheror

The Concheror is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic. The Concherer regenerates +1 health per second, increasing to +4 health per second over time.

Weapon Damage Critical Damage Function Times Special
Concheror
Concheror
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • While the buff is active, allies within 450 units are healed for 35% of the damage they deal and receive a speed boost identical to one from the Disciplinary Action.
  • Gains rage equal to damage dealt. Charges after 480 damage.
  • Gains rage even when not active.
  • Regenerates +1 health per second, slowly increasing to +4 health per second.


Below is a table displaying the availability of the Concheror in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Concheror
Concheror
Allowed


The Mantreads

As with other secondaries, the lack of a Shotgun leaves soldiers weak in combat. However, the Mantreads reduce knockback by 75%, which makes the Soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good Soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.

Weapon Damage Critical Damage Function Times Special
Mantreads
Mantreads
N/A N/A N/A
  • -75% reduction in push force taken from damage.
  • Deals 3x falling damage to the player you land on.


Below is a table displaying the availability of the Mantreads in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Mantreads
Mantreads
Banned


Reserve Shooter

The Reserve Shooter allows the Soldier to deal increased damage to airborne targets. With decreased switching time, the Soldier can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.

Weapon Damage Critical Damage Function Times Special
Reserve Shooter
Reserve Shooter
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • 15% faster weapon switch speed.
  • Mini-crits airborne targets for 5 seconds after switch.
  • Has a reduced clip size by 34%.


Below is a table displaying the availability of the Reserve Shooter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Reserve Shooter
Reserve Shooter
Banned


Righteous Bison

The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.

Weapon Damage Critical Damage Function Times Special
Righteous Bison
Righteous Bison
  • Point-Blank: 40
  • 512 units: 16
  • Over 1024 units: 12
  • Critical: 44
  • Point-Blank Mini-Crit: 31
  • Over 512 units Mini-Crit 15
  • Attack: 0.8s
  • Reload Start: 0.92s
  • Reload More: 0.4s
  • Does not require ammo.
  • Projectiles penetrate enemies.
  • Projectiles cannot be deflected.
  • Deals 20% damage to buildings.


Below is a table displaying the availability of the Righteous Bison in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Righteous Bison
Righteous Bison
Allowed


Usage

The Shotgun is the most common choice for Soldiers, as it is a reliable weapon useful for finishing off foes to conserve rockets. The Gunboats may be useful in 5-CP maps for faster rollouts, or quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The banners have yet to prove their worth in competitive play, as they are rarely if ever used. The Reserve Shooter can frequently deal more damage than the stock Shotgun, but must be used more sparingly due to reduced ammunition. The Righteous Bison can help deal with multiple enemies at once, and has unlimited ammo, if a reduced clip size. Overall, soldiers tend to use the stock Shotgun, but may use the Gunboats under some circumstances.

Melee Weapon

While melee combat rarely comes into play, a Soldier's choice of melee weapon may result in benefits outside of melee combat.

The Shovel

The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are usually better. The Frying Pan has the same stats as the Shovel.

Weapon Damage Critical Damage Function Times Special
Shovel
Shovel
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Below is a table displaying the availability of the Shovel in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shovel
Shovel
Allowed


The Equalizer

Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. However, you receive 90% less healing from your team's Medic while wielding this weapon.

Weapon Damage Critical Damage Function Times Special
Equalizer
Equalizer
  • Melee (at 200+ HP): 33
  • Melee (at 114 HP): 65
  • Melee (at 52 HP): 88
  • Melee (at 1 HP): 107
  • Mini-Crit (200 hp+): 45
  • Mini-Crit (114 hp): 88
  • Mini-Crit (52 hp): 119
  • Mini-Crit (1 hp): 144
  • Attack: 0.8s
  • Receives 90% less healing from Medic sources by Medics while wielding.
  • Damage is based on exact health, as follows:
    • Base Damage = 107.25 - 0.375*Health.
    • Mini-Crit Damage = 144.79 + 0.5*Health.


Below is a table displaying the availability of the Equalizer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Equalizer
Equalizer
Allowed


The Escape Plan

The Escape Plan allows a Soldier better survivability, as when he is deathmatching with another Soldier or Demoman, he can quickly escape if the fight turns against him. While active, he only receives 10% of the healing he would normally get from by a Medic, and his speed will not allow him to outrun Scouts. The Soldier is marked for death when the Escape Plan is active and for a short period after.

Weapon Damage Critical Damage Function Times Special
Escape Plan
Escape Plan
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Receives 90% less healing from Medic sources by Medics while wielding.
  • The Soldier runs 24 units per second faster for every 40 health lost.
  • Marked for death when the Escape Plan is active and a few seconds after holstering


Below is a table displaying the availability of the Escape Plan in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Escape Plan
Escape Plan
Allowed


The Pain Train

The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Gives user doubled capture speed.
  • Increases taken damage from hitscan weapons by 10%.


Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pain Train
Pain Train
Allowed


Half-Zatoichi

The Half-Zatoichi presents the advantage of the health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they can switch to another weapon but will deal 50 damage to them until they have made a kill. The Soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • On kill: restores you to 50% health
  • This weapon is Honorbound and Once drawn sheathing deals 50 damage to yourself unless it kills.
  • Will deal 500 damage to an enemy Soldier or Demoman wielding the Half-Zatoichi.


Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Half-Zatoichi
Half-Zatoichi
Allowed


Disciplinary Action

Since the Soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5-Control Point map, to allow the team to reach the point faster.

Weapon Damage Critical Damage Function Times Special
Disciplinary Action
Disciplinary Action
  • Melee: 47
  • Critical: 147
  • Mini-Crit: 66
  • Attack: 0.8s
  • Can hit ally to boost both player and ally's speed for several seconds.
  • -25% damage penalty.


Below is a table displaying the availability of the Disciplinary Action in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Disciplinary Action
Disciplinary Action
Banned


Market Gardener

The Market Gardener grants critical hits while rocket jumping. This means that a Soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardener functions as a direct upgrade from the Shovel.

Weapon Damage Critical Damage Function Times Special
Market Gardener
Market Gardener
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Deals crits while the wielder is rocket jumping.
  • No random critical hits.


Below is a table displaying the availability of the Market Gardener in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Market Gardener
Market Gardener
Allowed


Usage

The Equalizer is generally superior in melee combat to its counterparts, but slows down the rate at which you are healed significantly. The Escape Plan provides the advantage of allowing Soldiers low on health to quickly escape what could be certain death. The Pain Train, at the cost of increased damage, can be useful for a roaming Soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a Medic, making the Equalizer's healing rate problematic. The Market Gardener can be used as a niche weapon, which can provide a surprising burst of damage, but is relatively easy to dodge.