Difference between revisions of "User:Ríomhaire/Status effects"

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! |{{item icon|Medigun|100px}}<br />'''[[Medigun]]'''
 
! |{{item icon|Medigun|100px}}<br />'''[[Medigun]]'''
 
! 8 s
 
! 8 s
! Applied to Medic and patient.
+
! Applied to Medic and patient when activated. Changing weapon interrupts the effect although the Übercharge meter will continue to drain.
 
|}
 
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! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]'''
 
! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]'''
 
! 8 s
 
! 8 s
! Applied to Medic and patient.
+
! Applied to Medic and patient when activated although it can not be used by the Medic as changing to an offesive weapon interrupts the effect. The Übercharge meter will continue to drain if a different weapon is equipped during the boost.
 
|-
 
|-
 
! {{Icon class|Heavy}} <br /> [[Heavy]]
 
! {{Icon class|Heavy}} <br /> [[Heavy]]

Revision as of 00:02, 2 April 2011

Status effects are temporary weapon-induced conditions that alter the player's properties and stats.


Beneficial

Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.



ÜberCharge

An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.

Class Duration Notes
Leaderboard class medic.png
Medic
Medigun
Medigun
8 s Applied to Medic and patient when activated. Changing weapon interrupts the effect although the Übercharge meter will continue to drain.



Crit boost

All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.

Class Duration Notes
Leaderboard class medic.png
Medic
Kritzkrieg
Kritzkrieg
8 s Applied to Medic and patient when activated although it can not be used by the Medic as changing to an offesive weapon interrupts the effect. The Übercharge meter will continue to drain if a different weapon is equipped during the boost.
Leaderboard class heavy.png
Heavy
Killing Gloves of Boxing
Killing Gloves of Boxing
5 s When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds.
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Given to melee weapons on a successful long range charge.
Leaderboard class engineer.png
Engineer
Frontier Justice
Frontier Justice
When the Engineer's Sentry Gun is destroyed he gets a crit boost that lasts for a number of shots determined by the number of kills and kill assists that the Sentry had achieved.
All classes Intel red idle.png
Intelligence Capture
10 s On capturing the briefcase all members of a team will receive a 10 second crit boost.


First Blood


5 s On achieving the first kill of an Arena match the player will be rewarded with a 5 second crit boost.
Pumpkin.png
Pumpkit
3.2 s Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps.


Humiliation


15 s During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.



Mini-Crit boost

All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on BLU or a gold-orange colour for RED.

Class Duration Notes
Leaderboard class scout.png
Scout
Crit-a-Cola
Crit-a-Cola
6 s On consumption the Scout and receives all damage in mini-crits while the effect lasts. Weapons glows as if under a full crit boost.
Leaderboard class soldier.png
Solder
Buff Banner
Buff Banner
10 s When activated the Solider grants himself and all nearby allies a mini-crit boosts. As well as the weapon glow players under this effect have glowing rings appear under their feet (an effect shared by all banner-induced status effects).
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Given to melee weapons on a successful medium range charge.
Leaderboard class heavy.png
Heavy
Buffalo Steak Sandvich
Buffalo Steak Sandvich
15 s On consumption the Heavy deals and receives all damage in mini-crits while the effect lasts and is locked to using melee weapons. Weapons glows as if under a full crit boost.



Overheal

An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.

Class Notes
Leaderboard class medic.png
Medic
Medi Gun
Medi Gun
The Medic can overheal his patient simply by continuously healing them.
Kritzkrieg
Kritzkrieg
The Medic can overheal his patient simply by continuously healing them.
Leaderboard class pyro.png
Pyro
Powerjack
Powerjack
When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
Leaderboard class demoman.png
Demoman
Eyelander
Eyelander
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
Horseless Headless Horsemann's Headtaker
Horseless Headless Horsemann's Headtaker
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
Leaderboard class heavy.png
Heavy
Dalokohs Bar
Dalokohs Bar
On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
Leaderboard class spy.png
Spy
Conniver's Kunai
Conniver's Kunai
When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65.



Evasion

Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses.

Class Duration Notes
Leaderboard class scout.png
Scout
Bonk! Atomic Punch
Bonk! Atomic Punch
6 s On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the Sandman's taunt kill. He also becomes immune to damage from non-environmental sources.

Battalion's Backup

Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet.

Class Duration Notes
Leaderboard class soldier.png
Soldier
Battalion's Backup
Battalion's Backup
10 s When activated the Solider grants himself and all nearby allies damage softening. Glowing rings appear under the feet of players under this effect (an effect shared by all banner-induced status effects).


Negative