User:EtherealT/Bry's TF2 Ideas
Contents
Summary
Last Major Update: 29th March 2023 |
Overall Changes |
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New Debuffs
Multi-Class
Multi-Class - General Changes | |
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Weapon | Changes | New statistics |
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Revolver |
Added: Can now be equipped by the Engineer in the secondary slot |
No changes. |
Family Business |
Added: This weapon deploys 40% faster Added: +20% bullets per shot Removed: -15% damage penalty Removed: +33% clip size Removed: +15% faster firing speed Added: Can now be equipped by the Pyro and Engineer Changed: Bullets are now fired in a 4 x 3 rectangular pattern without center bullets |
This weapon deploys 40% faster +20% bullets per shot |
Pretty Boy's Pocket Pistol |
Added: This weapon deploys 25% faster Changed: Clip size decreased from -25% to -50% Removed: On Hit: Gain up to +3 health Added: Can now be equipped by the Engineer |
This weapon deploys 25% faster +15% faster firing speed -50% clip size |
Panic Attack |
Added: This weapon holsters 60% faster Added: +40% faster firing speed Added: +40% faster reload time Changed: Deploy speed increased from +50% to +60% Changed: Accuracy increased from -50% to -25% Removed: -20% damage penalty Removed: Successive shots become less accurate Added: -33% clip size Added: This weapon cannot be holstered unless it has an empty clip Removed: +50% bullets per shot Added: Hold fire to load up to 4 shells Removed: Fires a fixed shot pattern Removed: Can no longer be equipped on the Soldier and Heavy |
This weapon deploys 60% faster This weapon holsters 60% faster +40% faster firing speed +40% faster reload time Hold fire to load up to 4 shells -33% clip size -25% less accurate This weapon cannot be holstered unless it has an empty clip |
B.A.S.E. Jumper |
Added: Wearer never takes falling damage Changed: Air control passively takes effect without deploying the parachute Changed: Air control while airborne is increased from -50% to +100% Changed: Parachutes now have a 15 second cooldown when they are deployed Info: Parachute cooldown doesn't start until the wearer lands |
+100% increased air control on wearer Wearer never takes falling damage Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. |
Pain Train |
Added: Increase in range for contributing towards objectives Added: +35% damage bonus Removed: 10% bullet damage vulnerability on wearer Added: -20 max health on wearer Removed: +1 capture rate on wearer Added: Can now be equipped by the Pyro Info: Allows the wearer to contribute to objectives from up to 220 HU away Info: The range increase is in the form of a cylindrical area around the wearer that stretches out to 220 HU in length and 440 HU in height Info: The range increase does not work through geometrical obstacles or terrain |
Increase in range for contributing towards objectives +35% damage bonus -20 max health on wearer |
Half-Zatoichi |
Changed: Deploy speed increased from -75% to -25% Changed: Holster speed increased from -75% to -25% Changed: Honorbound recoil damage decreased from 50 to 40 Changed: Recoil damage from Honorbound will always leave the wearer with at least 1 health Added: 0.3 sec decrease in charge duration Changed: Health gain on kill decreased from 50% of base health to a fixed +80 health Changed: Overheal limit from killing decreased from 150% to 125% |
+80 health restored on kill Health on kill can overheal the wearer 0.3 sec decrease in charge duration Honorbound: Once drawn sheathing deals 40 damage to yourself unless it kills. This weapon has a large melee range and deploys and holsters slower. Soldiers and Demos Can duel with katanas For a one-hit kill |
Scout
Scout - Class Changes | |
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Weapon | Changes | New statistics |
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Force-A-Nature |
Removed: -10% damage penalty Removed: +20% bullets per shot Changed: Knockback on hit is decreased by -25% |
+50% faster firing speed Knockback on the target and shooter -66% clip size This weapon reloads its entire clip at once |
Shortstop |
Changed: Reload time decreased from 1.52 to 1.26 seconds Removed: Increase in push force taken from damage and airblast Removed: Alt-Fire to reach and shove someone! Changed: Bullets are fired in a square pattern without center bullets, instead of a T shaped pattern |
Holds a 4-shot clip and reloads its entire clip at once. |
Soda Popper |
Added: On Direct Hit: Douses the target in Colablood for 4 seconds Added: Grants Triple Jump on wearer Changed: Firing speed decreased from +50% to +15% Removed: On Hit: Builds Hype Added: Air jumps leave behind a purple trail of smoke Changed: Fires two Crit-a-Cola cans at once instead of bullets Info: Two projectiles are fired at once per shot, each having a base damage of 30 Info: Projectiles function identically to grenades from grenade launchers, except that they do not have splash |
On Direct Hit: Douses the target in Colablood Grants Triple Jump on wearer +15% faster firing speed +25% faster reload time -66% clip size Fires two modified Crit-a-Cola cans at once instead of bullets This weapon reloads its entire clip at once. |
Baby Face's Blaster |
Changed: Damage required to drain all boost increased from 25 to 60 Changed: Air jump boost loss decreased from 75% to 50% of the wearer's current Boost Changed: Fall damage no longer drains boost Removed: -34% clip size Added: -33% max damage ramp up penalty Changed: Damage required to charge boost increased from 100 to 120 Info: Has a maximum damage ramp up of 150% Info: Damage required to charge boost increased from 100 to 360 against non-tanks in MvM, and requires 600 damage against tanks |
On Hit: Builds Boost Run speed increased with Boost -33% max damage ramp up penalty -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit |
Back Scatter |
Added: +43% mini-crit damage bonus on wearer Added: On Kill: 4 seconds of 100% mini-crit chance on all weapons Added: On Kill: Refills 20% recharge meter on all weapons Added: This weapon holsters 25% faster Removed: -34% clip size Removed: -20% less accurate Added: -20% bullets per shot Removed: Mini-crits targets when fired at their back from close range Changed: Bullets are fired in a octagonal pattern that has tighter spread compared to other scatterguns, but it has no center bullets Info: In other words, mini-crits do 1.5x damage instead of 1.35x |
+43% mini-crit damage bonus on wearer On Kill: 4 seconds of 100% mini-crit chance on all weapons On Kill: Refills 20% recharge meter on all weapons This weapon holsters 25% faster -20% bullets per shot |
Bonk! Atomic Punch |
Added: Bonk meter builds with damage done and/or time Changed: Weapon swapping is now possible while under the buff Added: Spawning and resupply do not affect the Bonk meter Added: Bonk meter starts empty Changed: Cooldown increased from 22 to 36 seconds Changed: Consumption time increased from 1.2 to 1.8 seconds Info: Requires 480 damage dealt to recharge the Bonk meter Info: Requires 2250 damage dealt to recharge the Bonk meter against non-tanks in MvM, and requires 4050 damage against tanks |
Bonk meter builds with damage done and/or time Spawning and resupply do not affect the Bonk meter Bonk meter starts empty Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you when the effect ends. |
Crit-a-Cola |
Added: Drink to regain up to 50% of max health Added: Alt-fire: Share a drink with a friend (Small Health Kit) Changed: Buff duration is increased from 8 to 12 seconds Removed: Each attack sets Mark-For-Death for 5 seconds Changed: Attacking with a primary weapon instantly ends the buff Changed: Cooldown increased from 22 to 24 seconds Info: Despite instantly ending the buff, the first attack from the primary weapon is still mini-crit boosted Info: Picking up a dropped cola on the ground will instantly recharge the meter, but picking up health packs cannot recharge the cola Info: The +33% charge recharge rate is compared to Bonk |
+33% increase in recharge rate Drink to regain up to 50% of your max health. After consuming, you gain 100% mini-crits for 12 seconds, but the effect immediately ends if your primary weapon is fired. Alt-fire: Share a drink with a friend (Small Health Kit) |
Mad Milk |
Added: Milk meter builds with damage done and/or time Changed: Cooldown is now reduced for every ally extinguished Added: Spawning and resupply do not affect the Milk meter Added: Milk meter starts empty Changed: Health regained from damage is decreased from 60% to 30% Changed: Cooldown increased from 20 to 30 seconds Info: In other words, extinguishing 5 teammates at once will instantly recharge the Milk meter again Info: Requires 600 damage dealt to recharge the Milk meter Info: Requires 3000 damage dealt to recharge the Milk meter against non-tanks in MvM, and requires 6000 damage against tanks |
Milk meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Milk meter Milk meter starts empty Players heal 30% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Winger |
Added: This weapon deploys 25% faster Added: This weapon holsters 25% faster Removed: -60% clip size Changed: Damage decreased from +15% to -25% |
+25% greater jump height when active This weapon deploys 25% faster This weapon holsters 25% faster -25% damage penalty |
Flying Guillotine |
Added: 100% mini-crits vs debuffed targets Changed: Firing speed increased from 0.25 to 0.2 seconds Changed: Base damage decreased from 50 to 40 Changed: Increased recharge time from 5.1 to 7 seconds Removed: Long distance hits reduce recharge time |
100% mini-crits vs debuffed targets |
Sandman |
Added: Ball meter builds with damage done and/or time Changed: Projectile base damage increased from 15 to 40 Removed: -15 max health on wearer Added: -20% less healing from all sources on wearer Removed: Ball no longer slows the target Changed: Long distance hits now reduce cooldown by -2 seconds instead of dealing increased damage Info: Requires 500 damage dealt to recharge the Ball meter |
Alt-Fire: Launches a ball Long distance hits reduce recharge time -20% less healing from all sources on wearer |
Boston Basher |
Added: This weapon deploys 50% faster Changed: Self bleed duration decreased from 5 to 2.5 seconds Changed: Damage to self decreased from -50% to -43% Info: In other words, self damage is rescaled from 18 + 40 to 20 + 20 |
On Hit: Bleed for 5 seconds This weapon deploys 50% faster On Miss: Hit yourself. Idiot. |
Candy Cane |
Added: +20% bonus healing from all sources on wearer Added: Cheer meter builds with damage done and/or time Removed: 25% explosive damage vulnerability on wearer Added: -75% projectile damage penalty Added: -15 max health on wearer Added: -200% decrease in recharge rate Added: Spawning and resupply do not affect the Cheer meter Added: Cheer meter starts empty Info: Requires 300 damage dealt with any weapon to recharge the Cheer meter Info: Requires 900 damage dealt with any weapon to recharge the Cheer meter against non-tanks in MvM, and requires 1500 damage against tanks |
+20% bonus healing from all sources on wearer Cheer meter builds with damage done and/or time Alt-Fire on full Cheer: Launches a fruitcake that grants Mending for 5 seconds, or damages enemies -200% decrease in recharge rate -75% projectile damage penalty -15 max health on wearer Spawning and resupply do not affect the Cheer meter Cheer meter starts empty |
Sun-on-a-Stick |
Added: Alt-Fire on full Heat: 100% critical hits for 7 seconds Removed: -25% damage penalty Added: -20% slower firing speed Removed: 100% critical hit vs burning players Removed: +25% fire damage resistance while deployed Info: Requires 400 damage dealt with any weapon to recharge the Heat meter Info: Critical hits only apply to this weapon Info: Requires 1875 damage dealt with any weapon to recharge the Heat meter against non-tanks in MvM, and requires 3750 damage against tanks |
Build Heat by dealing damage Alt-Fire on full Heat: 100% critical hits for 7 seconds -20% slower firing speed |
Fan O'War |
Added: Gain a 3 second speed boost by killing targets that are Marked-For-Death by this weapon Added: This weapon holsters 35% faster Changed: Damage increased from -75% to -50% Changed: Debuff duration decreased from 15 to 8 seconds Removed: Crits whenever it would normally mini-crit |
On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits Gain a speed boost by killing targets that are marked for death This weapon holsters 35% faster -50% damage penalty |
Atomizer |
Removed: This weapon deploys 50% slower Changed: Damage decreased from -15% to -30% Changed: Damage penalty is now universal and affects all targets Removed: Melee attacks mini-crit while airborne |
Grants Triple Jump while deployed -30% damage penalty |
Wrap Assassin |
Added: +30% faster firing speed Changed: Projectile explosion radius increased from 50 to 146 HU Changed: Projectile now inflicts 4 seconds of bleed on all targets Removed: Projectile no longer has splash damage fall off Added: -100% explosion radius on non direct hits Changed: Projectile base damage decreased from 15 to 8 Changed: Projectile splash damage rescaled from 4-24 to a fixed 8 damage Changed: Recharge rate decreased from +25% to -50% Changed: Bleed duration decreased from 5 to 4 seconds Changed: Damage decreased from -65% to -70% Removed: Long distance hits no longer crit Info: In other words, secondary targets are also affected by bleed Info: Since the projectile has no splash damage fall off, splash damage is not affected by distance away from the primary target |
+30% faster firing speed Alt-Fire: Launches a festive ornament that shatters causing bleed -100% explosion radius on non direct hits -70% damage penalty -50% decrease in recharge rate |
Soldier
Weapon | Changes | New statistics |
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Direct Hit |
Added: +11% damage vs buildings Changed: The universal damage bonus now only affects players Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback |
+25% damage bonus vs players +11% damage vs buildings +80% projectile speed Mini-crits targets launched airborne by the wearer and their teammates -70% explosion radius |
Black Box |
Changed: Health regained from damage is increased from 22% to 25% Removed: -25% clip size Added: -15% damage penalty Info: Lifesteal cap per attack is unchanged |
On Hit: Gain up to +20 health per attack -15% damage penalty |
Rocket Jumper |
Info: Does not suffer from fall off damage penalties in MvM |
+200% max primary ammo on wearer No self inflicted blast damage taken -100% damage penalty Wearer cannot carry the intelligence briefcase or PASS Time JACK |
Liberty Launcher |
Added: Fuses can be primed to explode earlier by holding down the fire key Added: Double Donk! Rocket explosions after rocket impact will deal mini-crits to impact victims Added: Projectile penetrates enemy targets Added: No damage fall off Changed: Projectile speed decreased from +40% to +33% Changed: Damage decreased from -25% to -33% Removed: +25% clip size Info: Both the projectile and the explosion itself have a base damage of 60 Info: Projectiles automatically explode after 1 second of being fired |
-33% damage to self +33% projectile speed Projectile penetrates enemy targets No damage fall off -33% damage penalty Projectile does not explode on impact No damage ramp up Rockets have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Rocket explosions after rocket impact will deal mini-crits to impact victims |
Cow Mangler 5000 |
Added: +15% damage bonus Changed: Move speed while charging increased from 27% to 40% Changed: Charge delay decreased from 2 to 1.2 seconds Changed: Ammo consumption on charged shots decreased from 4 to 2 Removed: Deals only 20% damage to buildings Removed: Minicrits whenever it would normally crit Added: +30% damage to self Added: -10% slower firing speed Changed: Charged shots now have +20% projectile speed, +30% damage bonus, +30% increased knockback and +30% self push force instead of mini-crits, afterburn and disabling buildings Changed: Damage type changed from explosion to fire damage Info: The damage bonus from charged shots also affects and increases self damage |
+15% damage bonus Does not require ammo Alt-Fire: A charged shot that has +20% projectile speed, +30% damage bonus, +30% increased knockback and +30% self push force +30% damage to self -10% slower firing speed |
Beggar's Bazooka |
Added: -25% damage vs buildings Changed: Firing speed decreased from +70% to +50% Changed: Projectiles now arc more as they travel instead of having random projectile deviation |
Hold Fire to load up to 3 rockets Release Fire to unleash the barrage -25% damage vs buildings -20% explosion radius Projectile starts to arc based on distance traveled Overloading the chamber will cause a misfire No ammo from dispensers when active |
Air Strike |
Added: +20% max primary ammo on wearer Changed: Self damage decreased from -15% to -30% Removed: -20% explosion radius while blast jumping Changed: Firing speed while blast jumping decreased from +65% to +50% Changed: Explosion radius decreased from -10% to -15% Changed: Clip size rescaled from 4-8 depending on kills to a fixed 6 clip size |
+50% clip size +50% faster firing speed while blast jumping -30% damage to self +20% max primary ammo on wearer -15% damage penalty -15% explosion radius |
Buff Banner |
Added: +50% max primary ammo on wearer |
+50% max primary ammo on wearer Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Gunboats |
Changed: Blast jump damage taken increased from -60% to -50% |
-50% blast damage from blast jumps |
Battalion's Backup |
Changed: Damage resistance towards all other sources is decreased from -35% to -30% during the buff Changed: Critical damage resistance is decreased from 100% to 75% during the buff |
+20 max health on wearer Provides a defensive buff that protects nearby team members from incoming critical damage by 75%, sentry damage by 50% and 30% from all other sources. Rage increases through damage done. |
Concheror |
Changed: Health regeneration is disabled while in combat Changed: Health regeneration rescaled from 4 to 0-5 health regenerated per second based on damage dealt Info: Health regeneration starts at 0, and health regeneration is stopped once it expires Info: For every 60 damage dealt, health regeneration is increased by +1 and extended for +2 seconds Info: Health regeneration caps at +5 health regeneration for 10 seconds Info: The wearer is considered to be engaging in combat if they are doing damage within the last 3 seconds Info: Self damage does not disable health regeneration, but the health regeneration will pause if the wearer engages in combat during the health regeneration Info: Any additional damage dealt while in combat as a result of the health regeneration pausing will further increase the strength and duration of the health regeneration once it resumes |
Up to +5 health regenerated per second on wearer based on damage dealt Provides group speed buff with damage done giving health. Gain rage with damage. |
Mantreads |
Added: +10% faster move speed on wearer Removed: 200% increased air control when blast jumping |
-75% reduction in push force taken from damage Deals 3x falling damage to the player you land on -75% reduction in airblast vulnerability +10% faster move speed on wearer |
Reserve Shooter |
Added: +20% more accurate Changed: Clip size decreased from -34% to -50% Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback Removed: Can no longer be equipped by the Pyro |
Mini-crits targets launched airborne by the wearer and their teammates +20% more accurate This weapon deploys 20% faster -50% clip size |
Righteous Bison |
Added: Attacks pierce damage resistance effects and bonuses Changed: Base damage increased from 20 to 60 Changed: Base projectile speed increased from 1200 to 2400 HU Changed: Clip size increased from -34% to -17% Changed: Projectile size is increased by +100% Removed: Deals only 20% damage to buildings Removed: (Hidden) -28% slower firing speed Removed: Projectiles can no longer damage the same target multiple times Changed: Damage type changed from bullet to fire damage |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Attacks pierce damage resistance effects and bonuses |
Equalizer |
Added: +35% health from packs on wearer Added: -25% damage resistance while active Added: -25% reduction in push force taken from damage while active Added: -25% reduction in airblast vulnerability while active Changed: Healing from Medic sources increased from -90% to -75% Added: This weapon holsters 75% slower Added: -75% maximum overheal on wearer Removed: Damage increases as the user becomes injured |
+35% health from packs on wearer -25% damage resistance while active -25% reduction in push force taken from damage while active -25% reduction in airblast vulnerability while active -75% less healing from Medic sources -75% maximum overheal on wearer This weapon holsters 75% slower |
Disciplinary Action |
Added: On Hit Teammate: Maximum health is drained on wearer Changed: Melee range decreased from +70% to +50% Changed: Damage decreased from -25% to -40% Changed: Speed boost on teammates is decreased from 26-40% to a fixed 20% regardless of class Info: Drains -20 max health on wearer for every boost Info: Max health regenerates at a rate of +20 per second upon the wearer's own speed boost expiring Info: The speed increase on teammates is no longer a speed boost, and thus speed boosts will override the increase in speed from this weapon |
On Hit Teammate: Gain a speed boost On Hit Teammate: Target gains +20% faster move speed -40% damage penalty On Hit Teammate: Maximum health is drained on wearer |
Market Gardener |
Added: This weapon holsters 50% slower Changed: Firing speed decreased from -20% to -25% |
Deals crits while the wielder is rocket jumping This weapon holsters 50% slower -25% slower firing speed |
Escape Plan |
Changed: Healing penalty from Medic sources decreased from -90% to -100% Changed: Self mark for death linger increased from 1 to 2 seconds |
When weapon is active: Move speed increases as the user becomes injured You are marked for death while active, and for short period after switching weapons -100% less healing from Medic sources |
Pyro
Pyro - Class Changes | |
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Weapon | Changes | New statistics |
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Backburner |
Added: Airblasting enemies will deal 4 damage for every remaining second of afterburn left and extinguishes them Added: 100% of all damage dealt from extinguishing enemies is returned to the wearer as health Changed: Health gained on extinguishing teammates is increased from 20 to 40 Changed: Airblast cost decreased from +150% to +75% Added: -40% airblast push force Added: -15% damage penalty Removed: 100% critical hits from behind |
Airblasting enemies will deal 4 damage for every remaining second of afterburn left and extinguishes them 100% of all damage dealt from extinguishing enemies is returned to the wearer as health Extinguishing teammates restores 40 health +75% airblast cost -40% airblast push force -15% damage penalty |
Degreaser |
Added: -33% damage requirement on rechargeable weapons Added: +33% increase in recharge rate on wearer Changed: Deploy speed bonus now affects all weapons Changed: Extinguishing teammates also heals the teammate Removed: +25% airblast cost Added: -20% damage penalty Changed: Deploy speed decreased from 60% to 50% Removed: This weapon holsters 30% faster |
+50% faster deploy speed on wearer -33% damage requirement on rechargeable weapons +33% increase in recharge rate on wearer Extinguishing teammates also heals them for 20 health -66% afterburn damage penalty -20% damage penalty |
Phlogistinator |
Added: +25% projectile range Added: On Hit: Gain +15% faster firing speed on all weapons for 3 seconds Added: Deals 300% damage to burning players Added: Alt-Fire: Release a Shockblast that deals 15 damage, destroys projectiles and extinguishes teammates that are on fire Added: Extinguishing teammates and destroying projectiles restores 20 health Removed: No airblast Added: -100% push force vs players on Alt-Fire Added: -20% repressurization rate on Alt-Fire Added: Projectiles do not penetrate enemy targets Added: Afterburn duration is affected by how close the target is from the explosion radius Changed: Fires energy balls that explode on hit and briefly ignite enemies and inflict afterburn instead of flame particles Info: Stats and mechanics are now based on the Dragon's Fury Info: The wearer will gain additional health from destroying more projectiles and extinguishing multiple teammates at once Info: Shockblast has the same range as a normal airblast, but deals damage to players and destroys projectiles in a 75 degree radius, similar to the Short Circuit during Jungle Inferno Info: The energy balls are identical to the Short Circuit's alt-fire during Blue Moon, but has a much smaller size that matches the Dragon's Fury fireball Info: Energy balls have a 146 HU explosion radius and 75% minimum splash damage fall off Info: Energy balls inflict 3 seconds of afterburn and can ignite multiple targets, but afterburn is affected by splash radius, scaling down to 2 seconds depending on how close the target is to the explosion radius |
+25% projectile range On Hit: Gain +15% faster firing speed on all weapons Deals 300% damage to burning players Extinguishing teammates and destroying projectiles restores 20 health -100% push force vs players on Alt-Fire -20% repressurization rate on Alt-Fire Projectiles do not penetrate enemy targets Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that explodes on hit and briefly ignites enemies Alt-Fire: Release a Shockblast that deals minor damage, destroys projectiles and extinguishes teammates that are on fire. |
Dragon's Fury |
Changed: Base self damage resistance increased from -40% to -60% Changed: Base firing speed increased from 0.8 to 0.7 seconds Changed: Repressurization rate on alt-fire decreased from -50% to -36% Changed: Health restoration on extinguish increased from +20 to +30 Changed: Primary fire can now be cancelled into airblasts Changed: Now grants a flat firing speed bonus on hit for 1.5 seconds instead of increasing repressurization rate Changed: Projectile opacity and effects has been decreased, increasing visibility Info: Airblast cooldown decreased from 1.6 to 1.25 seconds Info: Previously, there was a delay after using primary fire before airblasting is possible Info: In other words, base firing speed bonus upon hitting a target is decreased from +34% to +20% Info: Self damage resistance stacks fully with the base self damage resistance from airblasted projectiles, resulting in a net -60% self damage resistance Info: Firing speed bonus does not affect other weapons |
-34% damage to self On Hit: Gain +20% faster firing speed Extinguishing teammates restores 30 health Deals 300% damage to burning players -36% repressurization rate on Alt-Fire Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage. |
Detonator |
Removed: +50% damage to self Removed: 100% mini-crits vs burning players |
-25% damage penalty Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: Projectile cannot be deflected Added: 100% mini-crits vs burning players Added: +30 health restored on hit vs burning player Removed: +50% projectile speed Removed: Alt-Fire: Extinguish teammates to gain guaranteed critical hits Removed: Extinguishing teammates restores 20 health |
Does not require ammo Projectile cannot be deflected 100% mini-crits vs burning players +30 health restored on hit vs burning player This weapon will reload automatically when not active. |
Scorch Shot |
Added: -25% damage to self Added: +33% explosion radius Changed: Base knockback increased from 100 to 200 HU Changed: Self damage force increased from -35% to +100% Removed: -35% damage penalty Added: -100% slower reload time Added: -50% afterburn duration Changed: Projectiles that bounced will now linger on the ground for 0.5 seconds before exploding Changed: Projectiles bounce normally towards buildings instead of instantly exploding Removed: 100% mini-crits vs burning players Removed: Increased knockback on burning players Info: Normally, if a bouncing flare hits again on the way down, it usually explodes right away, but now the projectile now ignores players while bouncing besides igniting them |
-25% damage to self +33% explosion radius +100% self damage force Flare bounces off targets on hit and explodes when it hits the ground after a delay -100% slower reload time -50% afterburn duration This weapon will reload automatically when not active. |
Gas Passer |
Added: Gas cloud now inflicts 20 damage per second to all enemies caught in the radius and inflicts them with Gassed Changed: Base cooldown decreased from 60 to 36 seconds Changed: Damage required to build Gas decreased from 750 to 425 Changed: Gas cloud duration increased from 5 to 6 seconds Changed: Gas continues to remain on enemies even after they have been damaged Changed: Gassed debuff duration is increased from -50% to -33% while under healing sources Changed: Gassed debuff now only makes the target wet Removed: Gas no longer extinguishes teammates Info: Requires 1800 damage dealt to recharge the Gas meter against non-tanks in MvM, and requires 3150 damage against tanks |
Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that deals damage over time while inside the fumes. |
Thermal Thruster |
Added: While deployed, the wearer gains +100% increased air control and a bonus air jump until they land Added: Extinguishing teammates restores 20 health and reduces cooldown by -10% Changed: Switch speed is no longer fixed and can now be influenced by switch speed modifiers Changed: No longer requires to be in flight in order to stomp enemies Changed: Knockback vulnerability is no longer passive, and only activates if this weapon is deployed Changed: Extinguishing radius while blasting off is increased from 150 to 300 HU Changed: Fall damage resistance increased from +75% to +100% Changed: Fall damage resistance is now passive instead of only while deployed Removed: (Hidden) This weapon deploys 60% slower Added: Wearer cannot carry the intelligence briefcase or PASS Time JACK Removed: Push enemies back when you land (force and radius based on velocity) Changed: Fall damage resistance is no longer hidden Changed: Knockback vulnerability is no longer hidden |
Extinguishing teammates restores 20 health and reduces cooldown by -10% Wearer never takes falling damage Deals 3x falling damage to the player you land on +50% increase in push force taken from damage and airblast while deployed Wearer cannot carry the intelligence briefcase or PASS Time JACK Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. While being launched, the Pyro gains an additional air jump and increased air control. |
Axtinguisher |
Changed: Damage penalty now only affects non-burning players Added: -25% damage penalty Changed: Damage bonus based on afterburn is decreased from 9 to 8 damage for every 2 seconds of afterburn Info: Final damage is rescaled from 86-167 to 90-166 |
Mini-crits burning targets and extinguishes them Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost -25% damage penalty -33% damage vs non-burning players This weapon holsters 35% slower |
Homewrecker |
Added: +25% bullet damage resistance while active Added: -75% reduction in push force taken from damage while active Added: -75% reduction in airblast vulnerability while active Removed: -25% damage vs players Added: -33% less healing from all sources on wearer Added: This weapon holsters 50% slower Removed: +100% damage vs buildings Removed: Damage removes Sappers |
+25% bullet damage resistance while active -75% reduction in push force taken from damage while active -75% reduction in airblast vulnerability while active -33% less healing from all sources on wearer This weapon holsters 50% slower |
Powerjack |
Added: Mark for death now lingers for 2 seconds upon being holstered Changed: Damage vulnerability while active increased from 20% to 35% Removed: +25 health restored on kill |
When weapon is active: +15% faster move speed on wearer You are marked for death, and for short period after switching weapons |
Back Scratcher |
Removed: +25% damage bonus |
+50% health from packs on wearer -75% health from healers on wearer |
Sharpened Volcano Fragment |
Added: On Hit: target is engulfed in Lavaburn Added: +40 health restored on kill while debuffed by Lavaburn from this weapon Changed: Damage decreased from -20% to -25% |
On Hit: target is engulfed in Lavaburn +40 health restored on kill while debuffed by Lavaburn from this weapon -25% damage penalty |
Third Degree |
Added: On Full Energy: Next attack launches an additional energy wave that deals damage to enemies, penetrates through multiple enemies and marks them for death for 2 seconds, and heals teammates Added: -15 max health on wearer Added: This weapon holsters 100% slower Removed: All players connected via Medigun beams are hit Info: Energy meter takes 10 seconds to charge Info: Energy waves have a base damage of 30 and a base heal of 40 Info: Healing from energy waves can overheal up to 150%, and decay in 15 seconds Info: Energy waves are not affected by ramp up and fall off, and have a range of 450 HU Info: Energy waves have a projectile speed of 1540 HU and do fire type damage Info: Energy waves cannot be reflected or destroyed Info: The wearer cannot switch weapons while the energy wave is being fired |
On Full Energy: Next attack launches an additional energy wave that deals damage to enemies, penetrates through multiple enemies and marks them for death, and heals teammates -15 max health on wearer This weapon holsters 100% slower |
Neon Annihilator |
Added: Alt-Fire: Fires a beam that deals 10 fire damage and marks one enemy at a time with Outline for 6 seconds Added: On Kill Outlined Enemy: All nearby targets near the victim are marked with Outlined for 6 seconds Changed: Can now also crit Outlined players Added: This weapon holsters 40% slower Changed: Damage decreased from -20% to -40% Changed: Damage penalty is now universal and affects all targets besides players Removed: Damage removes Sappers Info: Beam has a cooldown of 20 seconds and has a range of 1024 HU Info: Outline affects all enemies within a 450 HU radius |
Alt-Fire: Fires a beam that deals minor damage and marks one enemy at a time with Tag for 6 seconds On Kill Tagged Enemy: All nearby targets near the victim are marked with Outlined for 6 seconds 100% critical hit vs players that are wet or Outlined This weapon deploys 40% slower -40% damage penalty |
Hot Hand |
Added: This weapon deploys 50% faster Added: This weapon holsters 50% faster Added: 100% mini-crits on consecutive hits Changed: Speed boost duration increased from 1 to 3 seconds Removed: -20% damage penalty Info: In other words, from the second hit onward, all damage dealt is mini-crit boosted |
Gain a speed boost when you hit an enemy player 100% mini-crits on consecutive hits This weapon deploys 50% faster This weapon holsters 50% faster |
Demoman
Demoman - Secondary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Loch-n-Load |
Added: This weapon reloads its entire clip at once Changed: Projectile speed increased from +25% to +40% Changed: Grenades now explode on surfaces instead of shattering Removed: -25% clip size Added: -80% slower reload time Added: On Miss: -100% damage penalty Changed: Explosion radius decreased from -25% to -50% Removed: +20% damage vs buildings Info: In other words, splash damage from projectiles do no damage if it is not a direct hit Info: Despite grenades dealing no damage to enemies upon hitting a surface, the damage and knockback still works on the wearer fully, allowing blast jumping Info: Projectile speed upgrades in MvM stack additively with the base projectile speed bonus |
+40% projectile speed Launched bombs explode on surfaces -80% slower reload time -50% explosion radius On Miss: -100% damage penalty This weapon reloads its entire clip at once |
Loose Cannon |
Added: +75% projectile size Added: +20% explosion radius Added: Projectile penetrates enemy targets Changed: Damage increased from -50% to -40% on direct hits Changed: All targets within the range of a Double Donk explosion will also receive mini-crit damage from the explosion Removed: Cannonballs push players back on impact |
+75% projectile size +20% projectile speed +20% explosion radius Projectile penetrates enemy targets Cannonballs do not explode on impact vs players Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to all nearby victims |
Iron Bomber |
Added: Grenade rollers automatically explode at close proximity to players Removed: -15% explosion radius Added: -30% projectile range Added: -25% max primary ammo on wearer Changed: Fuse time on grenades increased from -30% to +30% Info: In other words, the projectile arcs more, resulting in the same projectile speed but shorter range overall Info: Grenade rollers have a trigger radius of 109.5 HU, and have a short delay of under a second before it detonates |
Grenades have very little bounce and roll Grenade rollers automatically explode at close proximity to players -30% projectile range +30% fuse time on grenades -25% max primary ammo on wearer |
Chargin' Targe |
Added: +75% debuff damage resistance on wearer Added: -75% reduction in push force taken from damage Added: -75% reduction in airblast vulnerability Removed: +50% fire damage resistance on wearer Removed: +30% explosive damage resistance on wearer Info: Debuff damage resistance refers to all direct debuff damage and damage vulnerabilities caused by debuffs such as afterburn, bleed, and Jarate Info: In the context of Jarate, Mark for Death and Lavaburn, the damage ampliciation is reduced accordingly depending on the debuff damage resistance Info: For example, mark for death will only amplify damage by +8.75% instead of +35% Info: Does not affect debuffs that do not deal damage or amplify damage, such as Mad Milk |
+75% debuff damage resistance on wearer -75% reduction in push force taken from damage -75% reduction in airblast vulnerability Alt-Fire: Charge towards your enemies. Gain a critical melee strike after impacting an enemy at distance. |
Splendid Screen |
Added: +50% debuff damage resistance on wearer Added: -50% reduction in push force taken from damage Added: -50% reduction in airblast vulnerability Changed: Charge impact damage increased from +70% to +80% Added: -33% push force on shield bash Removed: +20% fire damage resistance on wearer Removed: +20% explosive damage resistance on wearer Info: Debuff damage resistance refers to all damage caused by debuffs, such as afterburn and bleed Info: Knockback on hit now matches all other shields |
+50% debuff damage resistance on wearer -50% reduction in push force taken from damage -50% reduction in airblast vulnerability +80% increase in charge impact damage +50% increase in charge recharge rate -33% push force on shield bash Alt-Fire: Charge towards your enemies. Gain a critical melee strike after impacting an enemy at distance. |
Tide Turner |
Added: +25% debuff damage resistance on wearer Added: -25% reduction in push force taken from damage Added: -25% reduction in airblast vulnerability Removed: +15% fire damage resistance on wearer Removed: +15% explosive damage resistance on wearer Info: Debuff damage resistance refers to all damage caused by debuffs, such as afterburn and bleed |
+25% debuff damage resistance on wearer -25% reduction in push force taken from damage -25% reduction in airblast vulnerability Full turning control while charging Melee kills refill 75% of your charge meter Taking damage while shield charging reduces remaining charging time Alt-Fire: Charge towards your enemies. Gain a mini-crit melee strike after impacting an enemy at distance. |
Quickiebomb Launcher |
Added: -15% damage to self Removed: Able to destroy enemy stickybombs |
-15% damage to self -0.2 sec faster bomb arm time Max charge time decreased by 70% Up to +35% damage bonus based on charge time -15% damage penalty -50% clip size |
Eyelander |
Changed: Speed from collecting heads is increased from +8% to +10% Changed: Deploy speed increased from -75% to -25% Changed: Holster speed increased from -75% to -25% Removed: -25 max health on wearer Changed: Health from collecting heads is decreased from +15 to -5 per head Removed: +15 health restored on kill Removed: Heads no longer increase shield bash damage Changed: Max heads is decreased from 4 to 3 |
Gives increased speed but decreased health with every head you take. This weapon has a large melee range and deploys and holsters slower. |
Scotsman's Skullcutter |
Changed: Deploy speed increased from -75% to +25% and affects all weapons Changed: Damage increased from +20% to +25% Changed: Move speed increased from -15% to -10% Removed: This weapon holsters 75% slower Changed: Move speed penalty is now passive instead of only while active |
+50% longer melee range +25% damage bonus +25% faster deploy speed on wearer -10% slower move speed on wearer |
Ullapool Caber |
Added: The warhead replenishes itself over 60 seconds Changed: Deploy speed increased from -100% to -50% Changed: Explosion is now centered on the target Changed: Explosion damage increased from 75 to 80 Added: This weapon holsters 50% slower Changed: Damage to self increased from -28% to -20% Changed: Firing speed decreased from -20% to -25% Changed: (Hidden) Damage penalty decreased from -15% to -25% Removed: Explosion damage no longer has damage ramp up Info: In other words, explosion damage will always do full damage to the main target |
-25% slower firing speed This weapon deploys 50% slower This weapon holsters 50% slower The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Added: -25% damage to self when active Removed: 15% damage vulnerability on wearer Added: -30% slower firing speed Removed: Melee kills refill 25% of your charge meter |
When weapon is active: -25% damage to self 0.5 sec increase in charge duration -30% slower firing speed This weapon has a large melee range and deploys and holsters slower. |
Persian Persuader |
Changed: Charge meter restoration on hit increased from +20% to +25% Changed: Primary kills now also refill charge meter Changed: Ammo boxes collected now also heal the wearer for a fixed 15 health Changed: Max primary ammo increased from -80% to -50% Changed: Max secondary ammo increased from -80% to -66% Removed: This weapon deploys 75% slower Removed: This weapon holsters 75% slower Added: -20% damage penalty |
+50% longer melee range Ammo boxes collected give Charge and health Primary kills and melee hits refill 25% of your charge meter -20% damage penalty -50% max primary ammo on wearer -66% max secondary ammo on wearer |
Heavy
Heavy - Class Changes | |
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|
Weapon | Changes | New statistics |
---|---|---|
Natascha |
Added: Hold Fire to load up to four shells Added: +125% bullets per shot Added: +53% faster move speed while spun up Removed: -25% damage penalty Removed: -30% slower spin up time Added: -221% slower firing speed Added: -72% max primary ammo on wearer Added: This weapon deploys 50% slower Added: This weapon holsters 50% slower Added: -5.6% minimum fall off damage penalty Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up Changed: Alt-Fire now holds onto the current clip without firing Info: Loads up 2 ammo at a time, resulting in a maximum clip size of 8 Info: Has a reload time of 0.4 seconds per shell Info: Normally has a firing speed of 0.25 seconds, but it has a firing speed of 0.6 seconds on the final shell per barrage |
Hold Fire to load up to four shells Release Fire to unleash the barrage +125% bullets per shot +53% faster move speed while spun up -221% slower firing speed -72% max primary ammo on wearer This weapon deploys 50% slower This weapon holsters 50% slower -5.6% minimum fall off damage penalty Alt-Fire: Holds onto the current clip without firing |
Brass Beast |
Added: +50 health restored on kill Added: +20% more accurate Changed: Spin up time is increased from -50% to -40% Changed: Damage decreased from +20% to +10% Removed: -20% damage resistance when below 50% health and spun up |
+10% damage bonus +20% more accurate +50 health restored on kill -40% slower spin up time -60% slower move speed while deployed |
Tomislav |
Added: +33% faster spin down time Changed: Spin up time is increased from +20% to +33% Removed: +20% more accurate Removed: Silent Killer: No barrel spin sound |
+33% faster spin up time +33% faster spin down time -20% slower firing speed |
Huo-Long Heater |
Added: Flame ring damage and health regeneration continuously increases while spun up Added: +4 health regeneration to all nearby teammates that are within 480 HU of the wearer while spun up Changed: Damage penalty now only affects non-burning players and buildings Changed: Flame ring radius increased from 160 to 240 HU Changed: Ammo consumption per second decreased from 4 to 3 Changed: Damage vs burning players decreased from +25% to +15% Changed: Damage decreased from -10% to -15% Changed: Flame ring height decreased from 32 to 10.56 HU Changed: Ammo drain now happens gradually instead of being tied to when the flame ring is created Info: Flame ring damage and health regeneration increases up to +200% upon being spun up for 3 seconds Info: Flame ring damage and health regeneration is capped at 36 damage per second and +12 health regenerated per second Info: Flame ring damage bonus only affects direct damage, not afterburn Info: The wearer himself is not affected by the health regeneration |
Creates a ring of flames while spun up +4 health regeneration to all nearby teammates while spun up Flame ring damage and health regeneration continuously increases while spun up +15% damage bonus vs burning players -15% damage penalty vs non-burning players and buildings Consumes an additional 3 ammo per second while spun up |
Sandvich |
Changed: Cooldown can also be instantly recharged through medium health packs |
Eat to regain up to 300 health. Alt-fire: Share a Sandvich with a friend (Medium Health Kit) |
Dalokohs Bar |
Added: +33% faster consumption speed Added: The wearer can move freely while consuming the lunchbox Added: Chocolates consumed grant additional health regeneration equal to 4% of the target's max health per second for 10 seconds Changed: (Hidden) Charge recharge rate decreased from +66% to +20% Removed: Adds +50 max health for 30 seconds Info: In other words, cooldown is increased from 10 to 24 seconds Info: While consuming a lunchbox, the wearer still cannot do anything else besides walking Info: The wearer is healed for a total of 100 + 140 health over 10 seconds, and teammates are healed for 100 + 40% of their max health |
+33% faster consumption speed The wearer can move freely while consuming the lunchbox Eat to gain up to 100 health + 40% of the target's max health. Alt-fire: Share chocolate with a friend (Small Health Kit) that also grants additional regeneration |
Buffalo Steak Sandvich |
Added: Eat to regain up to 300 health Added: +66% faster consumption speed Added: Food meter builds with damage done and/or time Added: Immunity to all push force taken during the buff Added: +25 health restored on hit while under the buff Changed: Speed boost is increased from +30% to +40% during the buff Changed: Allows the wearer to switch to non primary weapons after 6 seconds while under the buff Changed: Lunchbox consumption speed is instant while under the buff Removed: (Hidden) 20% damage vulnerability while under the buff Removed: 103% speed threshold during the buff Added: Spawning, resupply and health packs do not affect the Food meter Added: Food meter starts half charged Changed: Cooldown increased from 30 to 40 seconds Removed: After consuming, attacks mini-crit Changed: Buff duration increased from 16 seconds to being indefinite until the wearer switches to the primary weapon Info: Melee damage has a 100% rage amplification, allowing it to charge the Food meter twice as fast Info: 1500 damage is required to charge the Food meter Info: The speed cap removal only affects weapons that give the wearer speed, such as the GRU and Eviction Notice, all other external speed boosts are still limited by the speed cap |
+66% faster consumption speed Food meter builds with damage done and/or time Spawning, resupply and health packs do not affect the Food meter Food meter starts half charged Eat to regain up to 300 health. After consuming, move speed is increased, lunchbox consumption time is instant, and the player is immune to all knockback and restores +25 health on hit, but only melee weapons can be used. Lasts indefinitely until the player deploys a primary weapon. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Second Banana |
Changed: Fixed a bug where this weapon has +66% charge recharge rate instead of +50% Info: In other words, cooldown is increased from 10 to 15 seconds |
+50% increase in charge recharge rate -33% healing effect Eat to gain health Alt-fire: Share banana with a friend (Small Health Kit) |
Killing Gloves of Boxing |
Added: This weapon deploys 30% faster Changed: Firing speed decreased from -20% to -30% Changed: Critical duration decreased from 5 to 4 seconds |
On Kill: 4 seconds of 100% critical chance This weapon deploys 30% faster -30% slower firing speed |
Gloves of Running Urgently |
Changed: Health drain upon being deployed is decreased from -20 to -10 |
+30% faster move speed on wearer This weapon holsters 50% slower Maximum health is drained while item is active |
Warrior's Spirit |
Removed: 30% damage vulnerability while active Added: Honorbound: Once drawn sheathing marks you for death for 6 seconds unless it kills. |
+30% damage bonus +50 health restored on kill Honorbound: Once drawn sheathing marks you for death for 6 seconds unless it kills. |
Fists of Steel |
Changed: Holster time increased from -100% to -75% Removed: +100% damage from melee sources while active Added: -25% health from all sources on wearer Added: -25% maximum overheal on wearer Changed: Health from all sources decreased from -40% to -75% while active Changed: Maximum overheal decreased from -40% to -75% while active Changed: Damage from ranged sources increased from -40% to -30% Changed: The wearer now gains reduced health from all sources while active instead of just from healers Info: The health restoring penalties stack with each other additively, adding up to -100% health from all sources and -100% maximum overheal while active |
-30% damage from ranged sources while active This weapon holsters 75% slower -75% health from all sources while active -75% maximum overheal while active -25% health from all sources on wearer -25% maximum overheal on wearer |
Eviction Notice |
Added: +33% faster deploy speed on wearer Changed: Damage penalty decreased from -60% to -20% Changed: Speed boost on hit increased from 3 to 6 seconds Removed: Maximum health is drained while item is active Added: -25 max health on wearer Changed: Firing speed decreased from +40% to +20% Removed: +15% faster move speed on wearer Info: Deploy speed bonus affects all weapons |
+33% faster deploy speed on wearer +20% faster firing speed On Hit: Gain a speed boost -25 max health on wearer -20% damage penalty |
Holiday Punch |
Added: 100% critical hits vs debuffed targets Added: This weapon deploys 40% slower Added: This weapon holsters 40% slower Changed: Invulnerable targets can no longer be forced to laugh from this weapon |
Critical hit forces victim to laugh Always critical hit from behind On Hit: Force enemies to laugh who are also wearing this item 100% critical hits vs debuffed targets This weapon deploys 40% slower This weapon holsters 40% slower Critical hits do no damage |
Engineer
Engineer - MvM Changes | |
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|
Weapon | Changes | New statistics |
---|---|---|
Frontier Justice |
Added: +20% increased damage to your sentry's target Changed: Sentries that have an assist kill with its owner now grants 2 revenge crits Changed: Revenge crit threshold decreased from 35 to 9 Added: The wearer's hands will now have a critical glow visually if there are revenge crits ready Added: An aggressive version of the Dueling Banjo theme will be played near the wearer if there are revenge crits ready Info: The Dueling Banjo theme is less aggressive if this weapon is holstered |
Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed. +20% increased damage to your sentry's target -50% clip size Revenge crits are lost on death |
Widowmaker |
Added: +12.5% max metal capacity on wearer Removed: +10% increased damage to your sentry's target |
On hit: Damage dealt is returned as ammo No reload necessary +12.5% max metal capacity on wearer Per shot: -30 ammo Uses metal for ammo |
Pomson 6000 |
Added: On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 2 seconds Changed: Projectile now passes through teammates Changed: Projectile size is increased by +100% Changed: Base projectile speed increased from 1200 to 1800 HU/s Removed: Deals only 20% damage to buildings Removed: (Hidden) -34% clip size Removed: (Hidden) -28% slower firing speed Added: -50% damage penalty Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Changed: Damage type changed from bullet to fire damage Info: Clip size penalty is no longer hidden |
Does not require ammo Projectile cannot be deflected On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits -50% damage penalty |
Rescue Ranger |
Removed: Self mark for death when hauling buildings Removed: Alt-Fire: Use 100 metal to pick up your targeted building from long range |
Fires a special bolt that can repair friendly buildings -34% clip size -50% max primary ammo on wearer 4-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Added: -66% self damage from the wearer's own Sentry Gun Added: Resupply does not affect the Shield meter Added: Shield cannot be repaired Changed: Wrangler shield now breaks upon absorbing 2x of the sentry's base health as damage Added: Press your reload key to toggle aim assist while active Info: Shield has a cooldown of 20 seconds Info: The shield cannot be repaired manually, and can only be repaired through waiting for 40 seconds while holstered Info: Damage absorbed by the shield is not affected by damage resistance, meaning that if a wrangled sentry takes 100 damage, the shield will take 100 damage while the sentry will take 34 damage Info: Damage resistance piercing weapons ignores the damage resistance and deals full damage to the shield and sentry |
-66% self damage from the wearer's own Sentry Gun Resupply does not affect the Shield meter Shield cannot be repaired Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage and repairs by 66%, and can absorb up to 200% of the sentry's health before breaking, disabling it for 20 seconds. Sentries are disabled for 3 seconds after becoming unwrangled. Press your reload key to toggle aim assist while active |
Short Circuit |
Added: 100% mini-crits vs wet players Changed: Ammo per shot decreased from -5 to -3 Changed: Alt-Fire cost decreased from 65 to 50 metal Changed: Alt-Fire base damage increased from 15 to 20 Changed: Projectile lifetime increased from 1 to 1.5 seconds Changed: Alt-Fire projectile can now damage the same target multiple times Changed: Firing speed on alt-fire decreased from 0.5 to 1.5 seconds Removed: Alt-Fire no longer consumes projectiles Changed: Primary fire now fires hitscan bullets that is identical to the pistol instead of electric arcs Changed: Projectile can now also inflict self damage upon contact with surfaces Changed: Damage type changed from bullet to fire damage Info: Despite the increased projectile lifetime, overall range remains the same Info: The projectile rapidly decelerates after 1.5 seconds Info: Damage penalty is no longer hidden |
Alt-Fire: Launches an energy ball that damages targets in its vicinity on hit. Costs 50 metal. 100% mini-crits vs wet players No reload necessary -33% damage penalty Per Shot: -3 ammo Uses metal for ammo |
Southern Hospitality |
Added: +7 health regenerated per second to all nearby teammates Added: +300% Dispenser range Added: +25% max health on Dispensers Added: +3 health healed per second on Dispensers Removed: 20% fire damage vulnerability on wearer Added: -50% slower construction speed on wearer Added: Swapping melee weapons will reduce -50 metal invested in upgrading on all buildings Removed: On Hit: Bleed for 5 seconds Info: In other words, base construction time is increased from 10.5 to 15.75 seconds Info: Health regeneration buff has a range of 256 HU Info: Buildings will automatically self destruct if it is at level 1 and has less than 50 metal in its upgrading progress Info: Buildings will downgrade by 1 level if it is level 2-3, and has less than 50 metal invested in its upgrading progress |
+7 health regenerated per second to all nearby teammates +300% Dispenser range +25% max health on Dispensers +3 health healed per second on Dispensers -50% slower construction speed on wearer |
Jag |
Removed: -33% damage penalty vs buildings Changed: Repair rate decreased from -20% to -40% Changed: The universal damage penalty now also affects buildings |
Construction hit speed boost increased by 30% +15% faster firing speed -40% slower repair rate -25% damage penalty |
Eureka Effect |
Added: +33% increase in charge recharge rate on Teleporters Changed: Construction hit speed boost increased from -50% to -30% Removed: -50% metal cost when constructing or upgrading teleporters |
Press your reload key to choose to teleport to spawn or your exit teleporter +33% increase in charge recharge rate on Teleporters Construction hit speed boost decreased by 30% 20% less metal from pickups and dispensers |
Sentry Gun |
Changed: Base metal cost decreased from 130 to 125 metal |
Base construction cost decreased from 130 to 125 metal |
Dispenser |
Changed: Dispenser build speed increased by 100% |
Dispenser build speed decreased from 21 to 10.5 seconds |
Teleporter |
Changed: Teleporter build speed increased by 100% |
Teleporter build speed decreased from 21 to 10.5 seconds |
Medic
Medic - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Blutsauger |
Added: On Hit Teammate: Apply Mending for up to 2 seconds Changed: Hitting teammates now also heals the wearer Removed: -2 health regenerated per second on wearer Added: -33% damage penalty Added: -25% max primary ammo on wearer Info: Buff duration decreases the further away the wearer is from the target, and does not work past 512 HU |
On Hit: Gain up to +3 health On Hit Teammate: Apply Mending for up to 2 seconds -33% damage penalty -25% max primary ammo on wearer Fires special bolts that deals damage and heal teammates based on distance traveled This weapon will reload automatically when not active |
Crusader's Crossbow |
Added: On Hit Teammate: Apply Mending for up to 10 seconds based on distance Added: -33% heal rate Added: -20% slower reload time Changed: Healing is now fixed instead of scaling based on distance Info: Buff duration decreases the closer the wearer is from the target, capping at 3 seconds at close range |
On Hit Teammate: Apply Mending for up to 10 seconds based on distance -33% heal rate -20% slower reload time Fires special bolts that deals damage and heal teammates This weapon will reload automatically when not active |
Overdose |
Added: +10.1% faster reload time Changed: ÜberCharge to speed ratio is decreased from 5:1 to 3.75:1 Changed: Base projectile speed increased from 1000 to 2400 HU Added: -20% max primary ammo on wearer Changed: Damage decreased from -15% to -20% Changed: Now uses a miniature version of Crossbow projectiles instead of syringes Info: In other words, max speed is reached at 75% ÜberCharge, but any additional ÜberCharge will not increase speed further Info: Miniature Crossbow projectiles do not have random projectile deviation and are smaller in size than their counterparts |
+10.1% faster reload time -20% damage penalty -20% max primary ammo on wearer While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Quick-Fix |
Changed: ÜberCharge rate increased from +10% to +30% Changed: Switching patients during ÜberCharge no longer reduces ÜberCharge duration Changed: Self push force from mirror blast jumping and shield charges is decreased by -33% Changed: ÜberCharge build rate penalty threshold decreased from 142.5% to 120% Added: Press your reload key to mirror blast jumps and shield charges Info: Blast jump mirroring is off by default Info: In other words, ÜberCharge build rate now slows down when the patient has more than 120% health |
+40% heal rate +30% ÜberCharge rate -50% max overheal ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects Press your reload key to toggle and mirror blast jumps and shield charges of patients. |
Vaccinator |
Added: ÜberCharge now increases damage of a selected damage type by +20% Changed: ÜberCharge now provides resistance towards all damage types Changed: Base ÜberCharge duration increased from 2.5 to 3 seconds Changed: ÜberCharge rate on Overhealed patients is increased from -33% to -25% Changed: ÜberCharge rate decreased from +67% to +50% Changed: Base ÜberCharge damage resistance decreased from 75% to 20% Removed: The wearer and their patient can no longer interact with objectives while ÜberCharging Changed: Healing now provides the target with a constant +10% damage bonus to the selected damage type Changed: Expending more charges of Über meters at a time will increase damage resistance and allow multiple damage types to be boosted at once, up to 3 bars Changed: ÜberCharge gradually drains upon being used instead of instantly depleting Info: 1 bar of ÜberCharge grants 20% damage resistance and boosts one damage type, 2 bars of ÜberCharge grant 40% damage resistance and boosts two damage types, and 3 bars of ÜberCharge grant 60% damage resistance and and boosts three damage types Info: Each ÜberCharge instance has its own individual duration that cannot be refreshed through stacking Info: The damage bonus from ÜberCharge does not stack with the passive damage resistance and overrides it instead Info: The same damage type bonuses from ÜberCharges does not stack with itself |
+50% ÜberCharge rate Press your reload key to cycle through damage types. While healing, provides you and your target with a constant 10% damage bonus to the selected damage type. -25% ÜberCharge rate on Overhealed patients -66% Overheal build rate. ÜberCharge provides a 3 second resistance bubble that provides a base 20% damage resistance, +20% damage bonus to the selected damage type and 100% crit damage resistance to the Medic and Patient. Expending more ÜberCharge meters at once will increase the damage resistance and allow multiple damage types to be boosted at once. |
Ubersaw |
Added: This weapon deploys 33% faster Added: This weapon holsters 33% faster Removed: -20% slower firing speed Added: -50% damage penalty Added: Spawning and resupply do not affect the Heal meter Added: Heal meter starts empty Changed: ÜberCharge gain on hit is based on Heal bar Info: Requires 20 seconds of constant healing to charge the Heal bar Info: Only healing from Mediguns count towards the Heal bar Info: Targets at full health do not contribute towards the Heal bar Info: Heal bar is depleted upon successfully hitting a target Info: Heal bar to ÜberCharge gain ratio is 4:1, thus having an empty Heal bar will not grant the wearer any ÜberCharge at all on hit |
Build Heal by healing done with Mediguns On Hit: Up to 25% ÜberCharge added depending on Heal This weapon deploys 33% faster This weapon holsters 33% faster -50% damage penalty Spawning and resupply do not affect the Heal meter Heal meter starts empty |
Vita-Saw |
Added: +25% faster deploy speed on wearer Added: +2 health regenerated per second on wearer Removed: -10 max health on wearer Added: -10% slower move speed on wearer Removed: A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. Info: The move speed penalty also affects the speed mirroring while healing a faster patient, resulting in the wearer moving slower than their patient Info: The passive health regeneration is affected by the health regeneration bonus when the wearer is healing a patient Info: Deploy speed bonus affects all weapons |
+25% faster deploy speed on wearer +2 health regenerated per second on wearer -10% slower move speed on wearer |
Amputator |
Changed: Alt-Fire taunt is now a buff that lasts for 9 seconds that lingers even after the taunt ends Changed: The wearer and all teammates' passive health regeneration is instantly maxed during the taunt and does not decrease until the taunt ends Changed: Taunt health regeneration decreased from +25 to +20 health per second Removed: +3 health regenerated per second while active Info: Passive health regeneration is reset if a teammate or the wearer takes damage while not under the taunt, even if the buff is still lingering |
Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Solemn Vow |
Added: Allows you to see all allies through obstacles while active Added: This weapon deploys 50% slower Changed: Firing speed decreased from -10% to -25% Info: Teammate highlight does not affect disguised enemy Spies |
Allows you to see enemy health Allows you to see all allies through obstacles while active This weapon deploys 50% slower -25% slower firing speed |
Sniper
Sniper - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Huntsman |
Changed: Projectile speed increased from 1812.1-2600 to 2265.1-3250 HU Changed: Mad Milk, Jarate, Gas and Cola can now dip arrows, causing them to inflict debuffs Changed: A wider variety of weapons are now eligible for dipping arrows with debuffs Changed: The wearer can now dip their own arrows with debuffs Changed: Arrow debuff duration decreased from 7.5 to 4 seconds Changed: Arrows now follow the same hit registration as hitscan bullets Info: There is no limit to the amount of a debuffs a single arrow can have, allowing several sources of debuffs to stack with each other independently Info: The Cow Mangler, Righteous Bison, Pomson 6000 and Short Circuit can now ignite arrows Info: Mad Milk, Jarate, Gas Passer and the Soda Popper each provide their own respective debuffs through dipping arrows Info: The Sydney Sleeper is also able to dip an arrow in Mad Milk Info: Non-Afterburn debuffs last for up to 2 arrows |
No changes. |
Sydney Sleeper |
Added: +20% clip size Added: +20% max primary ammo on wearer Added: On Scoped Headshot: Apply Mad Milk for 3 seconds Changed: Extinguishing teammates now also heals the teammate for 30 health Removed: No headshots Added: -40% damage penalty Changed: Debuff duration decreased from 2-5 to 2 seconds Removed: +25% charge rate Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. Changed: Inflicts Mad Milk on hit instead of Jarate Info: The debuff duration on headshots does not stack with the debuff duration on scoped hits Info: The wearer does not benefit from Mad Milk inflicted from this weapon only Info: As such, the wearer's secondary and melee weapon still benefits from Mad Milk inflicted by this weapon |
+20% clip size +20% max primary ammo on wearer On Scoped Hit: Apply Mad Milk for 2 seconds On Scoped Headshot: Apply Mad Milk for 3 seconds Extinguishing teammates restores 30 health to the teammate -40% damage penalty |
Bazaar Bargain |
Added: +25% faster reload time Added: +20% max primary ammo on wearer Changed: Base charge rate decreased from -50% to -33% Added: -40% clip size Removed: Each scoped headshot kill increases the weapon's charge rate by 25% Added: Press your reload key to reload and consume all Bargain to get increased charge rate, but decreased damage for the next clip Info: Bargain caps at 3 charges Info: While Bargain is activated, the wearer can still build up Bargain Info: Charge rate scales at -14.3% at 1 Bargain, +20% at 2 Bargains and +100% at 3 Bargains Info: Damage penalty scales at -11% at 1 Bargain, -22% at 2 Bargains, -33% at 3 Bargains |
Gain Bargain on scoped headshot kills +25% faster reload time +20% max primary ammo on wearer -40% clip size Base charge rate decreased by 33.3% Press your reload key to reload and consume all Bargain to get increased charge rate, but decreased damage for the next clip |
Machina |
Added: +20% max primary ammo on wearer Added: No reload necessary Added: Charge is kept if weapon is unscoped or holstered Removed: Cannot fire unless zoomed Added: -66% slower firing speed Added: -33% damage penalty Added: Charge decays over time while unscoped or holstered Changed: Tracer rounds are even brighter Removed: On Full Charge: Projectiles penetrate players Changed: Firing at full charge now fires another shot after the first with a small delay Info: The second shot is identical to the first shot, and will consume additional ammo Info: The second shot has a 0.5 second delay before it is fired Info: Charge decays at a rate of 15% per second while unscoped or holstered |
On Full Charge: A second shot is immediately fired Charge is kept if weapon is unscoped or holstered +20% max primary ammo on wearer No reload necessary -66% slower firing speed -33% damage penalty Charge decays over time while unscoped or holstered Fires bright tracer rounds |
Hitman's Heatmaker |
Added: No flinching when aiming and when below 30% charge Added: On Scoped Headshot: Outlines the target for 4 seconds Added: +20% clip size Removed: -20% damage on body shot Added: -70% charge damage penalty Added: -40% slower move speed while scoped in Added: -40% max primary ammo on wearer Removed: Gain Focus on kills and assists Info: In other words, fully charged shots have a damage multiplier of 1.6x instead of 3x |
No flinching when aiming and when below 30% charge On Scoped Headshot: Outlines the target for 4 seconds +20% clip size -70% charge damage penalty -40% slower move speed when scoped in -40% max primary ammo on wearer |
Classic |
Changed: Headshots now mini-crit when not fully charged Changed: Body shot damage decreased from -10% to -30% Added: No unscoping after firing |
Charge and fire shots independent of zoom No unscoping after firing Headshots only mini-crit when not fully charged -30% damage on body shot |
Jarate |
Added: Jarate meter builds with damage done and/or time Changed: Cooldown is now reduced for every ally extinguished Changed: Debuff now fully stacks with mark for death Added: Spawning and resupply do not affect the Jarate meter Added: Jarate meter starts empty Changed: Cooldown increased from 20 to 30 seconds Changed: Damage amplified is decreased from 35% to 15% Info: In other words, extinguishing 5 teammates at once will instantly recharge the Jarate meter again Info: Requires 1000 damage dealt to recharge the Jarate meter Info: Despite no longer marking targets for death, Jarate can still nullify any damage penalties from damage fall off Info: Requires 5000 damage dealt to recharge the Jarate meter in MvM |
Jarate meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Jarate meter Jarate meter starts empty Coated enemies take 15% more damage from all sources and bypasses damage fall off penalties. Can be used to extinguish fires. |
Razorback |
Added: Battery meter builds with kills and/or time Added: Press your special attack key on full Battery to fire Energizing rounds while scoped in Added: Energizing rounds create an energizing circle around the main target on hit for 8 seconds Added: Energizing circle radius increases up to +150% based on charge level Removed: -100% maximum overheal on wearer Added: Spawning and resupply do not affect the Battery meter Added: Battery meter starts empty Changed: Cooldown increased from 30 to 40 seconds Removed: Blocks a single backstab attempt Info: Teammates within the energizing circle receive a speed boost and +5 health regenerated per second Info: The wearer will get an assist if a teammate gets a kill inside the circle, and it stacks fully with any special on hit effects with other sniper rifles or the Huntsman Info: Requires 5 kills to recharge the Battery meter Info: Base energizing circle radius is 146 HU, and can scale up to 365 HU based on charge level Info: The energizing circle is centered around any surface or player it hits |
Battery meter builds with kills and/or time Press your special attack key on full Battery to fire Energizing rounds while scoped in Energizing rounds create an energizing circle around the main target on hit Teammates within the energizing circle receive a speed boost and +5 health regenerated per second Energizing circle radius increases based on charge level Spawning and resupply do not affect the Battery meter Battery meter starts empty |
Darwin's Danger Shield |
Added: +15 max health on wearer Added: No flinching when aiming and charge is over 50% Added: +14 health restored on kill with any weapon Added: Cleanses all debuffs from the wearer on kill with any weapon Added: -36% max overheal Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn |
+15 max health on wearer No flinching when aiming and charge is over 50% +14 health restored on kill with any weapon Cleanses all debuffs from the wearer on kill with any weapon -36% max Overheal |
Cozy Camper |
Changed: Health regeneration increased from +4 to +5 Changed: Knockback reduction increased from -20% to -33% Removed: No flinching when aiming and fully charged |
+5 health regenerated per second on wearer Knockback reduced by 33% when aiming |
Cleaner's Carbine |
Added: This weapon deploys 30% faster Added: This weapon holsters 30% faster Changed: Clip size increased from -20% to being removed entirely Changed: Firing speed increased from -25% to -15% Added: -40% max secondary ammo on wearer Removed: Dealing damage fills charge meter |
This weapon deploys 30% faster This weapon holsters 30% faster No reload necessary -40% max secondary ammo on wearer -15% slower firing speed |
Tribalman's Shiv |
Added: +25 health restored on kill through bleeding from this weapon Changed: Damage increased from -50% to -33% Changed: Debuff duration increased from 6 to 7 seconds |
On Hit: Bleed for 7 seconds +25 health restored on kill through bleeding -33% damage penalty |
Bushwacka |
Added: On Hit: Marks a target for death, causing all damage taken to be mini-crits for 3 seconds Added: +100% mini-crit damage bonus on wearer Removed: 20% damage vulnerability on wearer Added: -10 max health on wearer Removed: Crits whenever it would normally mini-crit Info: In other words, mini-crits do 1.7x damage instead of 1.35x |
On Hit: Marks a target for death, causing all damage taken to be mini-crits +100% mini-crit damage bonus on wearer -10 max health on wearer |
Shahanshah |
Added: +20% faster firing speed Added: On Hit: Gain a speed boost for 1 second Changed: Damage increased from -25% to -20% Changed: Damage penalty is now permanently active instead of only activating under a health threshold Removed: +25% increase in damage when health <50% of max |
+20% faster firing speed On Hit: Gain a speed boost -20% damage penalty |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Enforcer |
Added: -20% damage resistance while disguised and uncloaked Added: +50% debuff resistance while disguised and uncloaked Changed: Damage bonus while disguised increased from +20% to +50% Added: 0.5 sec increase in cloak fade time Changed: Firing speed decreased from -20% to -25% Removed: Attacks pierce damage resistance effects and bonuses Info: Debuff resistance refers to shortened debuff durations |
+50% damage bonus while disguised -20% damage resistance while disguised and uncloaked +50% debuff resistance while disguised and uncloaked -25% slower firing speed 0.5 sec increase in cloak fade time |
Diamondback |
Added: Gives 3 seconds of mini-crits for each backstab kill Added: +43% mini-crit damage bonus on wearer Added: Attacks pierce damage resistance effects and bonuses Removed: -15% damage penalty Added: This weapon deploys 33% slower Added: This weapon holsters 33% slower Added: -33% clip size Changed: Now grants mini-crits instead of crits on backstab kills Removed: Destroying buildings with the sapper no longer provide crits Changed: Buff now lasts for 3 seconds instead for 1 shot Info: In other words, mini-crits do 1.5x damage instead of 1.35x Info: The mini-crit damage bonus only affects this weapon Info: Resistance penetration affects and fully pierces through Sapper armor |
Gives 3 seconds of mini-crits for each backstab kill +43% mini-crit damage bonus on wearer Attacks pierce damage resistance effects and bonuses This weapon deploys 33% slower This weapon holsters 33% slower -33% clip size |
Your Eternal Reward |
Added: -15% decrease in cloak recharge time Changed: Backstabbing a robot in MvM now instantly disguises the wearer Removed: +33% cloak drain rate Info: Unlike cloak regen bonuses, cloak recharge time reduction decreases the final cloak regeneration time by -15% |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs -15% decrease in cloak recharge time Normal disguises require (and consume) a full cloak meter |
Conniver's Kunai |
Added: -33% slower Overheal decay on wearer Removed: -55 max health on wearer Added: -50% health from packs on wearer Added: -15% cloak duration Changed: Health gain on backstab rescaled from 100% of the target's current health to 50% of the target's max health Changed: Maximum overheal from backstabs decreased from 210 to 185 health Removed: Backstabbing no longer cleanses the wearer of debuffs Changed: Health gain on backstab is rescaled from 1-450 to 55-175 |
On Backstab: Absorbs the health from your victim -33% slower Overheal decay on wearer -50% health from packs on wearer -15% cloak duration Start off with low health Kill somebody with this knife Steal all of their health |
Spy-cicle |
Added: Press your reload key to cleanse all debuffs and gain +8 health regenerated per second as well as +75% debuff resistance on wearer for 5 seconds. Costs 100% Chill. Changed: Knife regeneration upon melting decreased from 15 to 10 seconds Added: On Backstab: -66% Chill Removed: On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds Changed: Knife now melts upon emptying the Chill meter instead of melting in fire Changed: Frost passively regenerates at a rate of 10% per second |
Press your reload key to cleanse all debuffs and gain +8 health regenerated per second as well as +75% debuff resistance on wearer for 5 seconds. Costs 100% Frost. Backstab turns victim to ice On Backstab: -66% Chill Melts when Frost is empty, regenerates in 10 seconds and by picking up ammo |
Dead Ringer |
Added: The wearer can now manually cloak after a 1 second delay Changed: Taking damage during this 1 second delay will now trigger Feign Death Changed: Cloak regen rate increased from +50% to +100% Removed: -50% cloak meter when Feign Death is activated Added: -100% cloak meter upon uncloaking Changed: Initial damage resistance decreased from 75% to 50% Changed: Damage resistance decreased from 65-20% to 50-20% Changed: Cloak duration decreased from +40% to -30% Info: If used with the Enforcer, the cloak fade time extends the delay for activating Feign Death, but does not affect the fade time through cloaking normally Info: Cloaking normally without triggering Feign Death will decrease the cloak fade time by -0.66 seconds Info: Attacking during the 1 second delay will cancel the cloak |
+100% cloak regen rate -100% cloak meter upon uncloaking -30% cloak duration Cloak Type: Feign Death Alt-Fire: Turn invisible after a short delay. If the wearer takes any damage during the delay, a fake corpse is left and the wearer temporarily gains invisibility, speed and damage resistance |
Red-Tape Recorder |
Added: Outlines all nearby enemies and buildings to all allies while attached to an enemy building Changed: Damage increased from -100% to -33% Removed: Reverses enemy building construction Info: Outline has a range of 360 HU Info: The outline debuff does not linger upon enemies exiting its radius |
Outlines all nearby enemies and buildings to all allies while attached to an enemy building -33% sapper damage penalty |
Custom Weapons
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Killer Chiller |
TF2 Workshop Link |
On Hit Teammate: Extinguishes burning players Upon reaching maximum frostburn debuff duration, frostburn is converted into embrittled Airblasting teammates heals them for 40 health -25% damage penalty +100% airblast cost Inflicts frostburn instead of afterburn Embrittled lasts for 7 seconds |
Turbine |
TF2 Workshop Link |
On Max Pressure: Knockback on the wearer while airblasting Extinguishing teammates restores 25 health and refund 25% Pressure +35% projectile speed +20% damage bonus Consumes an additional 50% Pressure per airblast Projectile speed on reflected projectiles decrease as Pressure decreases Airblast push force decreases as Pressure decreases -66% afterburn duration -29% flame radius penalty Pressure passively regenerates at a rate of 17% per second Airblast push force and projectile speed penalty on reflected projectiles cap at -66% at 0% Pressure At max Pressure, self knockback push force is identical to the self knockback push force from the Force-a-Nature In other words, the flame hitbox is decreased from 12 to 8.5, making this weapon require more precision to hit |
Snow Balla |
TF2 Workshop Link |
On Hit: Frostburn for 7.5 seconds On Hit Teammate: Extinguishes burning players Extinguishing teammates restores 20 health to both the wearer and the teammate Projectiles can be airblasted by the wearer to send them flying again for a second hit Airblasted projectiles always mini-crits and deals damage in a radius +50% projectile speed on airblasted projectiles +66% damage bonus This weapon will reload when not active Has a minimum splash damage and debuff duration fall off of -50% Has a cold damage type and a splash radius of 146 HU Airblasted projectiles only refer to the projectiles from this weapon if they were reflected by the wearer Despite the weapon model, this is meant to be a slingshot |
Spitfire |
TF2 Workshop Link |
+35% projectile speed Attacks pierce damage resistance effects and bonuses Fires in bursts of three shots -33.6% explosion radius -33% minimum splash damage fall off penalty -25% max secondary ammo on wearer Does not ignite the target on hit This weapon reloads its entire clip at once Unlike most Flare Guns, this weapon has a clip size of 12 Three ammo is consumed at once per salvo, and this weapon has an explosion damage type Has a firing interval of 0.15 seconds on the first and second shot, and a firing interval of 0.625 seconds on the final shot In other words, this weapon has a max splash damage fall off of -66% |
Avalax |
TF2 Workshop Link |
Alt-Fire: Creates a mist that inflicts Frostburn to enemies for 8 seconds Mist provides +12 health regeneration per second and cleanses debuffs for teammates +108% faster charge rate while cleansing debuffs from teammates -50% slower firing speed This weapon deploys 25% slower This weapon holsters 25% slower Mist has a cooldown of 36 seconds Looking upwards or downwards will deploy the mist where it centers around the wearer Looking forwards will deploy the mist 50 HU in front of the wearer Mist does no direct damage, but inflicts Frostburn that increase in duration the longer a target stays in its radius The debuff cleansing is identical to that of Medigun beams Mist radius is identical to the Gas Passer's cloud |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Bulletproof Battery |
TF2 Workshop Link |
+180% damage bonus Grants Barricade to all allies in a radius while spun up -75% healing from all sources while active -75% bullets per shot -24% minimum damage fall off penalty -19% slower firing speed Fires an accurate projectile instead of bullets Has a minimum damage fall off of 40% instead of the standard 52.8% The projectile is perfectly accurate, doesn't arc and travels at a speed of 2400 HU Barricade has a buff radius of 450 HU |
Molotok |
TF2 Workshop Link |
+733% damage bonus Launched projectiles explode on impact +14% minimum damage fall off bonus -138% slower firing speed -75% bullets per shot -70% max primary ammo on wearer -33% maximum damage ramp up penalty Fires arcing explosive shells instead of bullets Has a maximum damage ramp up of 133% and a minimum damage fall off of 60% Has a minimum explosion damage fall off of 50% Has a 1700 HU projectile speed and a 146 HU explosion radius Projectiles arc slightly more than grenades from grenade launchers The wearer is not affected by the explosions from this weapon |
Ammo Rezerv |
TF2 Workshop Link |
+25% faster consumption time Use to place down a supply box that restores 100% ammo, 100 metal and 20% of a player's max health to the wearer and any teammate who touches it, and blocks enemy fire Can absorb up to 120 damage before breaking Supply box health gradually decreases at a rate of -20 health per second after being deployed The supply box is identical in size to the Dispenser, but is laid down horizontally instead of vertically The wearer can bump into, and jump on top of the supply box, similarly to an Engineer's Dispenser The wearer and all teammates can only gain one instance of ammo, metal and health from each individual supply box Unlike most lunchboxes, this lunchbox is instantly recharged through picking up small or medium ammo packs while ammo is full instead |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Scrapper |
TF2 Workshop Link |
50% of all damage dealt is returned to the wearer as metal +25 max metal on wearer +20% more accurate -88% max secondary ammo on wearer -33% damage penalty No ammo from dispensers on wearer |
Nailhead |
TF2 Workshop Link |
Spawning and resupply do not affect the Nail meter Nail meter starts empty Consume 50 metal to throw and deploy a nail turret that covers a small area in piercing nails, harming both the wearer and all enemy players if they step on it. Lasts 8 seconds. Deals 40 damage per second if stepped on Has a cooldown of 36 seconds The nail turret has 160 health and can be destroyed by attacking it Nail turret health gradually decreases at a rate of -20 health per second after being deployed The nail turret is thrown similarly to the Gas Passer, and it has a radius that is also identical to Gas Passer's cloud The wearer has no self damage resistance and takes full damage from the nails The throwable has a projectile speed that is less than Jarate |
Medic Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Implanter |
TF2 Workshop Link |
On Hit: A Seed Bomb is planted inside the target -15% heal rate Only one instance of Seed Bomb can be on a target at a time |
MvM Changes
The MvM section is 4 months outdated as of 25th January 2023, and the author is on a hiatus, proceed with care! |
Modified classes' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Level | Notes | |
+25% Melee Resistance | All classes | 225 | 3 | Take less damage from melee weapons. | |
+2 Health Regen | 150 | 6 | Regenerates health every second. Max upgrade increased from 5 to 6 Cost decreased from 200 to 150 | ||
+5 Metal Regen | Engineer | N/A | N/A | Moved to the Engineer's building upgrade section |
Modified primary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
+20% Reload Speed | Scout | Soldier | 300 | 4 | Cost increased from 250 to 300 |
Demoman | |||||
+10% Firing Speed | Scout | Soldier | 150 | 4 | Cost decreased from 200 to 150 |
Demoman | |||||
+10% Firing Speed | Scout | 150 | 3 | Cost decreased from 200 to 150 Max level decreased from 4 to 3 | |
-50% Hype Requirement | Scout | 325 | 2 | Decreases the damage required to charge up Hype. At level 2, Hype is permanently active. | |
+1 Air Jump | 200 | 1 | Allows the wearer to triple jump passively. | ||
+25% Damage | Scout
|
400 | 4 | Also affects damage from Colablood. | |
Extreme Radiation | 600 | 1 | +50% Colablood duration and +25% Colablood damage. All enemy players hit by the splash are now debuffed by Colablood for 1 second. | ||
+25% Blast Radius | 125 | 4 | |||
+25% Damage | Scout | 350 | 4 | Cost decreased from 400 to 350 | |
On Kill: Boost cannot be decreased for 4 seconds | 100 | 1 | Boost does not drain on air jumps or upon taking damage. | ||
+40% Switch Time | Scout | 75 | 1 | This weapon now deploys and holsters 40% faster. | |
+50% Clip Size | Soldier | 400 | 4 | Renamed from +2 Clip Size to +50% Clip Size | |
Rocket Specialist | Soldier | 600 | 1 | +15% rocket speed. On direct hits: rocket does maximum damage, stuns target, and blast radius increased by +15%. Cost increased from 300 to 600 Max level decreased from 4 to 1 | |
Shredder Rockets | Soldier | 400 | 1 | +15% rocket speed. On direct hits: rocket does maximum damage and stuns target. Replaces the Rocket Specialist upgrade Has a 0.66 second stun duration, which is +30% longer than Rocket Specialist | |
Projectile Penetration | 400 | 1 | Projectiles penetrate enemy players, tanks, buildings and projectile shields, triggering an explosion for every penetration. | ||
+25% Damage | Soldier | 400 | 4 | Damage upgrades now also increase maximum healing per rocket | |
Healing Share | 400 | 1 | At full health, all healing received on hit will be divided amongst teammates. Has a range of 450 HU Only health received on hit from this weapon is affected, external sources or health on kill upgrades do not heal teammates Heals one teammate at a time, with priority given to teammates with the lowest health | ||
+25 Damage | Soldier | 400 | 4 | Unlike most other upgrades, this increases damage by a flat +25 per point | |
+25% Blast Radius | 150 | 2 | |||
No Reload Necessary | 600 | 1 | Rockets are now directly fired from reserve ammo. Cost increased from 250 to 600 Max level decreased from 3 to 1 Renamed from Reload Speed to No Reload Necessary | ||
+25 Health On Kill | 200 | 4 | |||
Concussive Blasts | 300 | 3 | Rockets stun targets on hit. Stun duration increased by +50% per point. Replaces the Rocket Specialist upgrade Unlike most other rocket launcher upgrades, this weapon does not require a direct hit to stun targets | ||
+10% Firing Speed | 200 | 1 | Cost decreased from 200 to 150 Max level decreased from 4 to 1 | ||
Bonk Rockets | Soldier | 600 | 1 | Rockets bounce off targets on a direct hit and explodes when it hits the ground. Explosion ignores splash damage fall off and has a +25% blast radius. Replaces the Rocket Specialist upgrade The initial hit has a -25% damage penalty and will briefly stun the target on hit | |
Stunning Blasts | Soldier | 700 | 1 | On direct hits: rocket does maximum damage and stuns target. Replaces the Rocket Specialist upgrade Has a 0.33 second stun duration, which is -33% shorter than Rocket Specialist Charged shots stun for 0.665 seconds and do not require a direct hit to stun targets Stun duration on non-direct hits with charged shots stays at 0.33 seconds | |
+25% Blast Radius | 200 | 2 | |||
+50% Clip Size | Soldier | 250 | 4 | Cost decreased from 400 to 250 | |
+20% Reload Speed | 400 | 3 | Cost increased from 250 to 400 | ||
+50% Ammo Capacity | 400 | 4 | Cost increased from 250 to 400 | ||
Napalm Shower | Soldier | 600 | 1 | +10% bonus damage against burning targets. On direct hits: rockets ignore splash damage fall off, slows the main target, and engulfs all targets in flames for 3 seconds. Replaces the Rocket Specialist upgrade Has a 0.875 second slow duration Afterburn deals 16 damage per second to all nearby targets and 24 damage per second to the main target Afterburn damage fully scales with damage upgrades | |
+25% Damage | Pyro | 400 | 4 | Damage upgrades now also increases afterburn damage | |
+25% Burn Time | Pyro | N/A | N/A | Removed | |
Counterblast | Pyro | 300 | 2 | Successfully deflecting a projectile or extinguishing a teammate grants a +25% deploy speed, +25% holster speed and +25% damage bonus to all non-primary weapons for 4 seconds per point. | |
Supporting Fire | Pyro | 400 | 1 | +100% afterburn damage. Afterburn now also inflicts a 7% damage vulnerability towards all non-fire damage. Cost increased from 250 to 400 Max level decreased from 4 to 1 Renamed from Burn Damage to Supporting Fire | |
+25% Damage | Pyro | 400 | 4 | Damage upgrades now also increases afterburn damage and damage dealt from extinguishing a target with airblasts | |
Flameblast | 250 | 4 | Airblasted projectiles inflict 2 seconds of afterburn on hit per point. Additionally, +25% airblast force and +50% damage dealt from extinguishing targets per point. Does not affect healing received from extinguishing teammates Replaces the Airblast Force upgrade | ||
+25% Damage | Pyro | 300 | 4 | Cost decreased from 400 to 300 | |
+50% Ammo Capacity | 185 | 3 | Cost decreased from 250 to 185 | ||
+25 Health On Kill | 150 | 4 | Cost decreased from 200 to 150 | ||
Counterblast | 225 | 2 | Successfully deflecting a projectile or extinguishing a teammate grants a +25% deploy speed, +25% holster speed and +25% damage bonus to all non-primary weapons for 4 seconds per point. | ||
Supporting Fire | 300 | 1 | +100% afterburn damage. Afterburn now also inflicts a 7% damage vulnerability towards all non-fire damage. Cost increased from 250 to 300 Max level decreased from 4 to 1 Renamed from Burn Damage to Supporting Fire | ||
+25% Airblast Force | Pyro | 75 | 4 | Cost decreased from 100 to 75 | |
Heavy Burn | Pyro | 400 | 1 | +200% afterburn damage and +100% afterburn duration. Cost increased from 250 to 400 Max level decreased from 4 to 1 Renamed from Burn Time to Heavy Burn | |
+25% Burn Damage | Pyro | N/A | N/A | Removed | |
Countersurge | 375 | 2 | Successfully destroying a projectile or extinguishing a teammate heals for an additional 10 health and 2 ammo per point. Additionally, Shockblast recharge rate is increased by +25% for 4 seconds per point. | ||
Counterpressure | Pyro | 350 | 2 | Successfully deflecting a projectile or extinguishing a teammate grants +20% repressurization rate for 4 seconds per point. | |
+25% Damage Bonus | Pyro | 325 | 4 | Cost decreased from 400 to 325 | |
Frostbite | 325 | 1 | Debuffing a target with Embrittled will also deal an additional 60 damage to all nearby robots. Affects all weapons that can inflict Embrittled Has a 200 HU explosion radius | ||
+25% Projectile Speed | Demoman | 150 | 3 | Now stacks additively with the base projectile speed bonus | |
+20% Reload Speed | N/A | N/A | Removed | ||
+25 Max Health | Demoman | 125 | 1 | ||
+10% Movement Speed | 100 | 1 | |||
+20% Jump Height | 50 | 1 | |||
+20% Damage | Demoman | 500 | 4 | Damage bonus increased from +20% to +25% | |
+100% Mini-Crit Damage | 675 | 1 | Mini-crit damage multiplier is increased from 1.35x to 1.7x | ||
Destroy Projectiles | Heavy | N/A | N/A | Removed | |
+10% Firing Speed | Heavy | 400 | 4 | Fixed a bug where the firing speed increase does not match the actual upgrade Cost increased from 350 to 400 | |
Stunning Rage | Heavy | 350 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to stun targets on hit. Max level decreased from 3 to 2 Damage requirement increased to 5000 Renamed from Knockback Rage to Stunning Rage Buff lasts for 4 seconds per point Stun lasts for 0.2 seconds and works identically to the Rocket Specialist stun Fully affects giant robots | |
+1 Projectile Penetration | Heavy | 350 | 3 | Cost decreased from 400 to 350 | |
+10% Firing Speed | 350 | 4 | Fixed a bug where the firing speed increase does not match the actual upgrade | ||
Heartfelt Rage | Heavy | 450 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to deal damage and stun targets in a large radius around the wearer. Max level decreased from 3 to 2 Cost increased from 350 to 450 Damage requirement increased to 4000 Replaces the Knockback Rage upgrade Has a range of 900 HU and a stun duration of 2 seconds per point Has a base damage of 125 per point and ignores all damage resistances Only slows giant robots instead of stunning them Damage dealt through activating Rage does not increase healing received upon spinning down nor charges Rage | |
+10% Firing Speed | Heavy | 500 | 4 | Fixed a bug where the firing speed increase does not match the actual upgrade Cost increased from 350 to 500 | |
+1 Projectile Penetration | 500 | 3 | Cost increased from 400 to 500 | ||
Primal Rage | 350 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to gain 10% damage resistance, slow targets on hit and destroy projectiles mid-flight. Max level decreased from 3 to 2 Damage requirement increased to 6250 Replaces the Knockback Rage upgrade Buff lasts for 4 seconds per point Slow lasts for 2 seconds Projectile destruction rate is identical to the level 2 Destroy Projectiles upgrade in vanilla | ||
+1 Projectile Penetration | Heavy | 325 | 3 | Cost decreased from 400 to 325 | |
+40% Switch Time | 100 | 1 | This weapon now deploys and holsters 40% faster. | ||
+40% Spin Time | 200 | 1 | This weapon now spins up and spins down 40% faster. | ||
Silent Rage | 350 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to gain a speed boost, invisibility and apply a 15% damage vulnerability debuff on hit. Max level decreased from 3 to 2 Damage requirement increased to 3750 Replaces the Knockback Rage upgrade Buff lasts for 4 seconds per point Damage vulnerability debuff lasts for 0.25 seconds Nothing can reveal the wearer while invisible, including attacking, taking damage or receiving debuffs | ||
Stronger Flames | Heavy | 400 | 2 | +200% flame ring damage and afterburn per point. Additionally, +34% radius and +17% heal rate from the flame ring per point. Max level decreased from 3 to 2 Replaces the Projectile Penetration upgrade The range upgrade affects both the flame ring and health regeneration aura Flame ring height is not affected | |
Burning Rage | 400 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to engulf targets in flames and penetrate enemy players, tanks, buildings and projectile shields on hit, as well as piercing through damage resistance effects and bonuses. Max level decreased from 3 to 2 Cost increased from 350 to 400 Damage requirement increased to 5000 Replaces the Knockback Rage upgrade Buff lasts for 4 seconds per point Afterburn lasts for 2 seconds Afterburn damage from Burning Rage does not charge Rage, but all damage from the flame ring charges Rage | ||
+50% Ammo Capacity | Heavy | 200 | 3 | Cost decreased from 250 to 200 | |
+25% Projectile Speed | Heavy | 200 | 1 | ||
Projectile Penetration | 550 | 1 | Projectiles penetrate enemy players, tanks, buildings and projectile shields, and also pierces through damage resistance effects and bonuses. No longer has a projectile penetration limit Projectiles now also penetrate through tanks, buildings and projectile shields Projectiles now pierces through damage resistances and bonuses Cost increased from 400 to 550 Max level decreased from 3 to 1 | ||
Guardian Angel | 350 | 3 | +10% damage resistance while spun up and +20% Protected radius per point. The wearer gains an additional 7% damage resistance for every ally under the Protected buff and receives +300% healing from all sources while active. Replaces the Knockback Rage upgrade Unlike most Rage upgrades, this upgrade is passive and permanently active The healing bonus stacks fully with the base healing penalty, resulting in the base healing penalty being negated | ||
+25% Projectile Speed | Heavy | 250 | 1 | ||
+25% Blast Radius | 400 | 2 | Max level decreased from 3 to 2 Replaces the Projectile Penetration upgrade | ||
Slowing Rage | 400 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to slow targets on hit. Max level decreased from 3 to 2 Cost increased from 350 to 400 Damage requirement increased to 6250 Replaces the Knockback Rage upgrade Buff lasts for 4 seconds per point Slow lasts for 2 seconds | ||
+25% Projectile Speed | Heavy | 150 | 1 | ||
-25% Pressure Build Time | 100 | 2 | |||
+25 Health On Kill | 150 | 4 | Cost decreased from 200 to 150 | ||
Stunning Rage | 300 | 2 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to stun targets on hit. Cost decreased from 350 to 300 Max level decreased from 3 to 2 Damage requirement increased to 5000 Renamed from Knockback Rage to Stunning Rage Buff lasts for 4 seconds per point Stun lasts for 0.2 seconds and works identically to the Rocket Specialist stun Fully affects giant robots | ||
+20% Reload Speed | Engineer | 150 | 3 | Cost decreased from 250 to 150 | |
+25% Damage | Engineer | 200 | 4 | ||
+10% Firing Speed | 75 | 4 | Cost decreased from 100 to 75 | ||
+10% Firing Speed | Engineer | 150 | 4 | Cost increased from 100 to 150 | |
Projectile Penetration | Engineer | 275 | 1 | Projectiles now trigger an explosion for every penetration Cost increased from 200 to 275 | |
+25% Damage | 275 | 4 | |||
+10% Firing Speed | Medic | N/A | N/A | Removed | |
+50% Ammo Capacity | N/A | N/A | Removed | ||
+25 Health On Kill | Medic | N/A | N/A | Cost decreased from 200 to 100 | |
+50% Clip Size | Medic | N/A | N/A | Removed | |
Projectile Penetration | Medic | 300 | 1 | ||
Mad Milk Syringes | 400 | 1 | Syringes deliver a highly concentrated dose of Mad Milk for 4 seconds that can overheal the wearer and all teammates. Base duration increased to 4 seconds Healing from Mad Milk from this weapon can now overheal the wearer and all teammates Cost increased from 200 to 400 Overheal amount and duration scales with Overheal Expert Has a base overheal amount of 150% | ||
+25 Health On Kill | Medic | 350 | 1 | Cost decreased from 200 to 125 Max level decreased from 4 to 3 | |
Projectile Penetration | 350 | 1 | |||
Mad Milk Syringes | 350 | 1 | Syringes deliver a highly concentrated dose of Mad Milk for 4 seconds that can overheal the wearer and all teammates. Base duration increased to 4 seconds Healing from Mad Milk from this weapon can now overheal the wearer and all teammates Cost increased from 200 to 350 Overheal amount and duration scales with Overheal Expert Has a base overheal amount of 150% | ||
+2 Clip Size | Medic | N/A | N/A | Removed | |
+20% Reload Speed | N/A | N/A | Removed | ||
Projectile Penetration | 300 | 1 | Cost decreased from 400 to 300 | ||
Mad Milk Syringes | 400 | 1 | Syringes deliver a highly concentrated dose of Mad Milk for 4 seconds that can overheal the wearer and all teammates. Overheal amount and duration scales with Overheal Expert Has a base overheal amount of 150% | ||
+10% Firing Speed | Medic | 100 | 4 | Cost decreased from 200 to 100 | |
Passive Reload | 100 | 1 | This weapon now reloads its entire clip at once. | ||
Furious Milk | 400 | 1 | Syringes deliver a highly concentrated dose of Furious Milk. Duration increases per hit to a max at 8 seconds. Now inflicts Furious Milk instead of Mad Milk Max debuff duration increased from 4 to 8 seconds Cost increased from 200 to 400 Each hit applies 0.6 seconds of Furious Milk Renamed from Mad Milk Syringes to Furious Milk | ||
Siphon Seed | Medic | 300 | 1 | Seed Bombs now heal the wearer and all teammates before it blooms into Healing Flowers and allows all teammates to heal for 40% of the damage done to enemies while debuffed by Seed Bomb. Replaces the Mad Milk Syringes upgrade The healing from Seed Bomb has no limit, unlike Healing Flowers Healing from Siphon Seed does not stack with Mad Milk or Furious Milk, and it fully overrides Mad Milk while Furious Milk overrides Seed Bomb Siphon Seed does not dispel Mad Milk or Furious Milk, and vice versa | |
Overgrown Blooms | 400 | 2 | Healing Flowers no longer have a healing limit and deal damage to all nearby targets per point. +50% radius, +30% heal rate, +25% duration per point. Replaces the Projectile Penetration upgrade Healing Flowers deal 24 damage per second to enemies within its healing radius per point | ||
+15% Recharge Rate | 250 | 1 | |||
+25% Damage | Sniper | 400 | 4 | Damage bonus increased from +25% to +33% Does not affect healing from killing a Tagged target with the Machina | |
+1 Projectile Penetration | 250 | 3 | Projectiles penetrate an additional enemy player and slow enemies on hit. Rank increases slow strength (15% / 30% / 45%). Now applies a brief slow on hit Max level increased from 1 to 3 Cost decreased from 400 to 275 Penetration threshold decreased from infinite to +1 Slow lasts for 3 seconds | ||
+100% Clip Size And Ammo Capacity | 250 | 3 | Ammo capacity increased from +50% to +100% Now also increases clip size by +100% | ||
Explosive Headshot | 300 | 3 | Headshots (lethal or otherwise) damage enemies near target. Rank increases damage (65 / 98 / 130) and explosion radius. Cost decreased from 350 to 300 Explosion radius on level 2-3 increased from 175-200 to 200-250 HU Explosion no longer inflicts a brief slow Base explosion damage decreased from 150 to 65 20% of all damage dealt with Explosions contributes towards charging Jarate If Projectile Penetration is purchased, all enemies around the main target is also slowed | ||
+20% Reload Speed | 75 | 4 | Cost decreased from 250 to 75 Max level increased from 3 to 4 | ||
+10% Firing Speed | 50 | 6 | |||
+25% Damage | Sniper | 300 | 4 | Cost decreased from 400 to 300 | |
Piercing Arrows | 400 | 1 | Projectiles penetrate enemy players, tanks, buildings and projectile shields, as well as piercing through damage resistance effects and bonuses. Renamed from Projectile Penetration to Piercing Arrows | ||
Serration | 300 | 3 | Targets bleed for 6 seconds and are slowed on hit. +400% bleed damage per second and -15% move speed slow per point. Cost increased from 200 to 300 Renamed from Bleed On Hit to Serration | ||
Triple Shot | 350 | 2 | Fires two additional arrows at once. Secondary arrows have a -50% damage penalty. Secondary arrows can trigger on hit effects Secondary arrow damage penalty affects Serration | ||
Gain a Speed Boost On Kill | 100 | 2 | Speed boost lasts for 2 seconds per point. |
Modified secondary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
+25% Damage | Scout | Engineer | 200 | 2 | |
+10% Firing Speed | Scout | Soldier | 75 | 4 | Cost decreased from 100 to 75 |
Pyro | Heavy | ||||
Engineer | Spy | ||||
Powerplant | Scout | 200 | 1 | +50% cash collection radius and +25% health from cash while under the buff. | |
Sugar Rush | 200 | 1 | +1 air jump, +20% move speed and -30% decrease in push force taken from damage and airblast while under the buff. | ||
+15% Recharge Rate | Scout | 175 | 4 | Cost decreased from 250 to 175 | |
100% Mini-Crits For Primary Weapon | 150 | 1 | Buff no longer prematurely expires after attacking with a primary weapon. | ||
+11% Damage On All Weapons | 250 | 1 | Only applies while under the buff. | ||
Healthier Radiation | 200 | 1 | +50% health restored upon consumption or upon being shared to a friend, and grants overheal. Teammates can be overhealed for up to 150% health The wearer can be overhealed for up to 600% health | ||
-25% Speed On Target | Scout | Sniper | 600 | 1 | The slow from this upgrade now stacks multiplicatively with other sources of the same upgrade Cost increased from 200 to 600 Slow decreased from -35% to -25% In other words, the slow from Mad Milk now stacks with Jarate The slow from multiple sources of Mad Milk or multiple sources of Jarate do not stack however |
+25% Damage | Scout | Spy | 200 | 3 | |
+50% Clip Size | Scout | 150 | 4 | Cost decreased from 200 to 150 | |
+200% Air Control While Airborne | 75 | 1 | |||
+10% Firing Speed | Scout | Soldier | 75 | 4 | Cost decreased from 100 to 75 Max level increased from 2 to 4 |
Pyro | Heavy | ||||
+15% Recharge Rate | Scout | Heavy | 200 | 4 | Cost decreased from 250 to 200 |
+100% Max Secondary Ammo | Scout | 100 | 4 | Gives the wearer one extra projectile per level. | |
Deeper Wounds | 200 | 4 | +50% damage and +50% bleed damage per point. Inflicts Heavy Bleeding instead of Bleed on hit. | ||
+20% Reload Speed | Soldier | Pyro | 150 | 3 | Cost decreased from 250 to 150 |
Heavy | |||||
+25% Damage | Soldier | Pyro | 200 | 4 | |
Heavy | Sniper | ||||
+25% Buff Duration | Soldier | 300 | 2 | Cost increased from 250 to 300 | |
+25 Max Health | Soldier | 200 | 2 | ||
Debuff Immunity | 125 | 1 | Grants immunity to all debuffs passively. | ||
+100% Damage | Soldier | Pyro | 200 | 4 | |
+200% Air Control When Blast Jumping | Soldier | 100 | 1 | ||
Skull Crusher | 400 | 1 | Stuns target for 6 seconds and marks them for death for 10 seconds on hit. | ||
+2s Crits On Kill | 350 | 2 | Only triggers from kills on this weapon. | ||
+25 Health On Kill | 100 | 4 | Only triggers from kills on this weapon. | ||
+50% Clip Size | Soldier | 175 | 4 | Cost decreased from 200 to 175 | |
Mini-Crit Projectile Penetration | 400 | 1 | Projectiles penetrate enemy players. Secondary targets that are hit will take mini-crits. Renamed from Projectile Penetration to Mini-Crit Projectile Penetration Mini-crits do not affect the main target | ||
+20% Reload Speed | Soldier | 300 | 3 | Cost increased from 250 to 300 | |
Multihit | 200 | 1 | Projectiles receive a -66% damage penalty, but are able to hit the same target multiple times per projectile. | ||
Infinite Redeploys | Soldier | 300 | 1 | Removes the cooldown meter upon purchasing. | |
Knockback Immunity | 150 | 1 | Grants immunity to push force taken from damage and airblasts while deployed. | ||
Bombing Expert | 400 | 1 | +20% explosion radius and +20% reload speed on non-melee weapons while deployed. | ||
Ground Zero | 300 | 3 | Periodically drops a bomb while deployed, dealing damage and stunning targets on hit. +25% bomb drop rate and +15% explosion radius on bombs per point. Bombs have a base firing speed of 2 seconds per bomb and an explosion radius of 219 HU Bombs have a base damage of 125 and the stun is identical to the stun from Rocket Specialist | ||
+25% Damage | Soldier | Pyro | 175 | 4 | |
+50% Clip Size | Heavy | 250 | 4 | Cost increased from 200 to 250 | |
+25% Burn Damage | Pyro | N/A | N/A | Removed | |
+25% Burn Time | N/A | N/A | Removed | ||
Projectile Penetration | Pyro | 200 | 1 | ||
+20% Reload Speed | Pyro | N/A | N/A | Removed | |
+10% Firing Speed | Pyro | N/A | N/A | Removed | |
+25% Blast Radius | Pyro | 150 | 3 | ||
+25% Self Damage Force | 150 | 2 | |||
+2 Health Regen Per Burning Target | 400 | 2 | Gains +2 health regenerated per second for every target that is currently ignited by this weapon. | ||
+100% Damage | Pyro | 125 | 5 | ||
+100% Damage | Pyro | 250 | 3 | ||
+25% Blast Radius | 75 | 3 | |||
Explode on Ignite | Pyro | N/A | N/A | Removed | |
Stronger Fumes | 350 | 4 | +125% damage and +25% heal rate in gas per point. Also amplifies all damage dealt by the gas debuff | ||
Catalyst Cloud | 525 | 1 | Amplifies and strengthens all other debuffs while debuffed by gas. Afterburn damage per second is increased by +50% Bleed damage per second is increased by +8, +2 health is regenerated per second to the teammates who inflicted bleed and/or gas while the victim is debuffed by bleed Killing a victim debuffed by Mad Milk will restore +25 health to the killer, which can overheal Jarate damage vulnerability is increased by an additional +7.5% +50% Tag debuff duration, the teammate who applied the gassed debuff can also see tagged enemies and apply any on kill effects towards Tagged enemies for their teammate Colablood damage now also disables damage resistances and bonuses Lavaburn victims explode on death, dealing damage based on the damage dealt on the killing blow and inflicting 8 seconds of normal afterburn in a radius, explosion and afterburn damage scale with upgrades Lavaburn explosion damage is based on the damage dealt on the killing blow x 1.5 Lavaburn explosion and its afterburn duration have a minimum splash fall off of 50% +2 health is regenerated per second to the teammates who inflicted Heavy Bleeding and/or gas while the victim is debuffed by Heavy Bleeding for every stack Furious Milk health gained on hit is increased by an additional +5% Killing a victim debuffed by mark for death will restore +40 health to the killer, cannot overheal Any cash dropped by outlined victims are automatically collected -4% slower move speed for every stack of Tamper applied on the victim, stacks with all other slows | ||
Able to re-launch while already in-flight | Pyro | 200 | 1 | Cost decreased from 400 to 200 | |
Stun enemies when you land | 400 | 1 | Stun duration is increased by +25% Cost increased from 300 to 400 | ||
+15% Recharge Rate | 150 | 4 | Cost decreased from 250 to 150 | ||
+25% Damage | 100 | 2 | |||
+1 Max Charge | 200 | 1 | Increases the maximum amount of charges to 3. | ||
Explosion Upon Landing | 350 | 4 | Deals 60 damage to all nearby enemy players upon landing and engulfs them in fire for 8 seconds. +50% damage and afterburn damage per point. Initial damage is not affected by other damage upgrades or flight duration Has the same range as the stun enemies when you land upgrade Deals fixed damage and afterburn duration regardless of distance | ||
+50% Damage | Pyro | 150 | 4 | Also affects damage from Frostburn and Embrittled. | |
Gain A Speed Boost On Hit | 350 | 4 | Speed boost lasts for 2 seconds per point. | ||
Damage Charge | Demoman | 500 | 4 | Up to +200 bonus damage based on charge. Increases maximum bonus damage by +200 based on charge per point. Replaces the Damage upgrade | |
Clusterbombs | 200 | 4 | Stickybombs split into two smaller secondary projectiles upon exploding. Each projectile has -80% damage penalty and -40% blast radius compared to the original stickybomb. Replaces the Clip Size upgrade Secondary projectiles automatically detonate after 0.6 seconds | ||
+25% Blast Radius | 200 | 4 | Replaces the Firing Speed upgrade | ||
No Splash Damage Fall Off | 700 | 1 | Splash damage from stickybombs will always deal full damage regardless of distance. Replaces the Reload Speed upgrade | ||
+2s Slow On Target | 225 | 2 | |||
+20% Damage | Demoman | 400 | 4 | Cost decreased from 500 to 400 | |
+50% Clip Size | 300 | 4 | Cost decreased from 400 to 300 | ||
Up To +50% Damage Based On Charge | 300 | 2 | |||
Quicker Quickies | 150 | 2 | Max charge time is decreased by -33% and bomb arm time is decreased by -0.1 second per point. | ||
Fast Food | Heavy | 75 | 1 | +70% consumption time. This weapon now deploys and holsters 70% faster. | |
+15% Recharge Rate | Heavy | 200 | 4 | Cost decreased from 250 to 200 | |
Fresher Food | 200 | 1 | +50% health restored upon consumption and can overheal. The wearer can be overhealed for up to 150% health | ||
+15% Recharge Rate | Heavy | 250 | 2 | Max level decreased from 4 to 2 | |
+50% Regeneration Duration | Heavy | 125 | 2 | ||
+1 Food Storage | 250 | 1 | Gives the wearer one extra edible. Alt-Fire will throw out all remaining edibles at once | ||
Fresher Food | Heavy | 250 | 1 | +50% health restored upon consumption and can overheal. The wearer can be overhealed for up to 150% health | |
Primal Frenzy | 400 | 1 | Immunity to push force taken from damage and airblast, 100% mini-crits, +10% damage resistance and +10% move speed while under the buff. | ||
+15% Recharge Rate | Heavy | 125 | 4 | Cost decreased from 250 to 125 | |
Potassium Power | 200 | 1 | Gain a speed boost for 3 seconds upon consumption or upon being shared to a friend. Duration refreshes itself if multiple bananas are consumed in quick succession | ||
+1 Banana Capapacity | 125 | 4 | Gives the wearer one extra edible per level. Alt-Fire will throw out all remaining edibles at once | ||
+40% Switch Time | Heavy | 75 | 1 | This weapon now deploys and holsters 40% faster. | |
+200% Supply Box Health | 150 | 4 | |||
Emergency Dispenser | 100 | 4 | The supply box now regenerates ammo, health and metal around it while active. +100% regeneration range and +15% heal rate per point. Heals 15 health per second, regenerates 30% of a target's max ammo every second, regenerates 50 metal every 5 seconds and regenerates 10% cloak every second | ||
+10% Sentry Rocket Speed | Engineer | 100 | 4 | +10% projectile speed and +10% firing speed on sentry rockets per point. | |
Violent Rockets | 250 | 1 | +50% damage on sentry rockets. Rockets now ignore damage fall off. | ||
+20% Shield Damage Resistance | 200 | 1 | Stacks additively with the base damage resistance, resulting in complete damage immunity. | ||
+15% Recharge Rate | 250 | 2 | |||
Circuit Frier | Engineer | 250 | 2 | Projectiles slow targets on hit. +20% projectile size and +20% projectile range but -15% projectile speed per point. Max level increased from 1 to 2 Cost increased from 200 to 300 Replaces the Projectile Penetration upgrade | |
+25 Health On Kill | Engineer | 50 | 4 | Cost decreased from 100 to 50 | |
+50% Clip Size | 300 | 4 | Cost increased from 200 to 300 | ||
+50% Ammo Capacity | 200 | 1 | Cost increased from 125 to 150 | ||
+25% Über Duration | Medic | 250 | 3 | Renamed from +2s Über Duration to +25% Über Duration | |
+25% ÜberCharge Rate | Medic | 250 | 4 | Cost decreased from 300 to 250 | |
Projectile Shield | 250 | 2 | Build energy by healing teammates or healing teammates attacking. When fully charged, press the Special-Attack key to deploy a frontal projectile shield. The shield damages robots who touch it. Level 2 upgrade increases the shield width. Cost decreased from 300 to 250 | ||
+25% Über Duration | 200 | 4 | Cost decreased from 250 to 200 Max level increased from 3 to 4 | ||
Overheal Expert | 225 | 4 | +25% more Overheal, +50% longer duration per point. Cost decreased from 250 to 225 | ||
Healing Mastery | 225 | 4 | +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point. Cost decreased from 250 to 225 | ||
Canteen Specialist | 150 | 4 | Share Canteens with your heal target, +1 duration, -10 price per point (minimum cost: 5). Must confirm upgrade for price reduction to work. Cost decreased from 200 to 150 Max level increased from 3 to 4 | ||
+25% ÜberCharge Rate | Medic | 300 | 2 | Max level decreased from 3 to 2 | |
+25% ÜberCharge Rate | Medic | 225 | 4 | Cost decreased from 300 to 225 | |
+25% Über Duration | 150 | 4 | Cost decreased from 250 to 150 Max level increased from 3 to 4 | ||
+25% ÜberCharge Rate | Medic | 300 | 2 | Max level increased from 1 to 2 | |
No Bullet Spread | Sniper | Spy | 50 | 1 | Projectiles are perfectly accurate no matter what. |
+10% Firing Speed | Sniper | 75 | 5 | Cost decreased from 100 to 75 Max level increased from 4 to 5 | |
No Damage Fall Off | 50 | 1 | |||
+25% Energize Heal Rate | Sniper | 125 | 2 | ||
+25% Energize Radius | 175 | 2 | |||
+10% Movement Speed | 200 | 1 | |||
+25 Max Health | Sniper | 300 | 1 | ||
Debuff Immunity | 375 | 1 | Grants immunity to all debuffs passively. | ||
+2 Health Regen | Sniper | 200 | 1 | ||
-30% Push Force On Wearer | 100 | 2 | Reduces the push force from enemy attacks and airblasts. | ||
+25% Damage | Spy | 100 | 4 | ||
Sharpshooter | 500 | 1 | Critical headshot cooldown removed. Projectiles are perfectly accurate no matter what. Cost increased from 200 to 500 Replaces the Projectile Penetration upgrade | ||
+25% Damage | Spy | 125 | 3 | ||
Projectile Penetration | 250 | 1 | Cost increased from 200 to 250 |
Modified melee weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Deeper Wounds | Scout | 300 | 4 | +50% damage and +50% bleed damage per point. Inflicts Heavy Bleeding instead of Bleed on hit. | |
+2 Health Regen Per Bleeding Target | 225 | 1 | Regenerates health for every target debuffed by Bleed or Heavy Bleeding from this weapon. Can overheal. Has a base overheal amount of 560% | ||
+25 Health On Kill | Scout | Medic | 50 | 4 | Cost decreased from 100 to 50 |
Sniper | |||||
Sweeter Treats | Scout | 125 | 4 | +25% regeneration duration on teammates and -3 second duration on debuffs received per point. | |
Holiday Cheer | 250 | 1 | Cheer charges passively at a rate of 2.5% per second. | ||
+25% Damage | Scout | Soldier | 300 | 4 | |
+50% Status Duration | Scout | 250 | 2 | Speed boost and mark for death on hit/kill lasts +50% longer. Replaces the Health On Kill upgrade | |
+10% Attack Speed | Scout | 150 | 4 | Cost decreased from 200 to 150 | |
+1 Air Jump | 175 | 1 | Allows the wearer to triple jump passively. | ||
-50% Push Force While Active | 100 | 1 | Reduces the push force from enemy attacks and airblasts while deployed. | ||
+100% Max Misc Ammo | Scout | 100 | 1 | Max level decreased from 6 to 1 | |
Deeper Wounds | 200 | 4 | +50% damage and +50% bleed damage per point. Inflicts Heavy Bleeding instead of Bleed on hit with the projectile. Replaces the Recharge Rate upgrade | ||
Volatile Baubles | 400 | 1 | +400% blast radius. Explosion ignores splash damage and duration fall off. | ||
+25 Health On Kill | Soldier | 100 | 1 | Max level decreased from 4 to 1 | |
Kamikaze Expert | 700 | 1 | +50% taunt speed, -80% damage to self and knockback immunity while performing the Kamikaze taunt. +50% damage and blast radius upon successfully taunting. Replaces the Attack Speed upgrade The wearer is still propelled into the air after the explosion | ||
+20% Max Health | 400 | 1 | Instead of a flat health bonus, this applies a percentage health bonus that applies all other health bonus effects. | ||
+25% Damage | Soldier | Pyro | 500 | 4 | |
Cash Collector | Demoman | 300 | 1 | +100% cash collection radius. Collecting cash at full health grants overheal. Replaces the Crits On Kill upgrade | |
Hatch Defender | 250 | 2 | 100% mini-crits vs enemy players that are carrying the bomb or capturing a point. Gain a 3 second speed boost on hit per point. | ||
+25% Damage | Soldier | Demoman | 400 | 4 | No longer hidden on Soldiers No longer hidden if the wearer is not equipping a shield |
+40% Switch Time | 75 | 1 | This weapon now deploys and holsters 40% faster. | ||
+2s Crits On Kill | Soldier | 350 | 2 | No longer hidden on Soldiers | |
+33% Melee Range | Soldier | 75 | 1 | ||
+50% Status Duration | 250 | 2 | Speed boost on hit lasts +50% longer per point. | ||
+25% Damage | Soldier | 275 | 4 | ||
Explosive Gardener | 500 | 1 | Causes an explosion that damages all nearby targets on a critical hit while blast jumping and relaunches the wearer back into the skies again. Explosion damage is the same as the damage dealt on a critical hit with this weapon and scales with damage upgrades Knockback upon explosion is identical to a standard rocket jump's push force, and its push force scales with damage upgrades Explosion damage has a minimum splash damage fall off of 50% The wearer has -80% self damage resistance to this explosion | ||
+25% Damage | Pyro | Demoman | 400 | 4 | |
Heavy | |||||
+25% Damage | Pyro | 300 | 4 | Also affects bonus damage from afterburn. | |
Critical Burns | 400 | 1 | Fully crits burning enemy players. +200% bonus damage converted from afterburn upon hitting burning enemy players. Damage bonus through afterburn increased from 8.52 to 38.37 for every second of afterburn | ||
-30% Push Force On Wearer | Pyro | 100 | 3 | Reduces the push force from enemy attacks and airblasts. | |
+25 Health On Kill | Pyro | 65 | 4 | Cost decreased from 100 to 65 Max level increased from 3 to 4 | |
+10% Attack Speed | 130 | 4 | Cost decreased from 200 to 130 | ||
+25% Damage | 260 | 4 | |||
No Mark For Death On Holster | 80 | 1 | No longer marks the wearer for death for 2 seconds upon holstering. | ||
+25% Damage | Pyro | 300 | 4 | Also affects damage from Lavaburn, but not the fire damage vulnerability. | |
Metal Melter | 325 | 1 | +100% Lavaburn debuff duration. Lavaburn now also inflicts 15% damage vulnerability on the target. | ||
+25 Health On Kill | Pyro | Medic | 75 | 4 | Cost decreased from 100 to 75 |
+25% Damage | Pyro | 400 | 4 | Also affects energy wave damage. | |
Stronger Surge | 300 | 4 | +50% heal rate, +25% projectile range, +25% debuff duration and +15% projectile size per point. | ||
Wave of Lights | Pyro | 275 | 1 | Killing Outlined enemy players will Outline all nearby enemy players. Has a range of 450 HU | |
+2s Crits On Kill | Pyro | 350 | 2 | ||
+25% Damage | 400 | 3 | |||
+25% Damage | Pyro | 400 | 4 | Also affects damage from Frostburn and Embrittled towards wet enemy players. | |
Snap Freeze | 400 | 1 | +25% ice chunk damage. All enemy players hit are briefly stunned on hit. Has a stun duration of 0.6 seconds | ||
+25% Damage | Pyro
|
400 | 4 | Also affects energy wave damage and the damage from Embrittled towards wet enemy players. | |
Cooler Waves | 300 | 4 | +50% heal rate, +25% projectile range, +25% debuff duration and +15% projectile size per point. | ||
+25% Damage | Demoman | 400 | 4 | No longer hidden if the wearer is not equipping a shield | |
+25% Damage | Demoman | 400 | 4 | Max level increased from 3 to 4 No longer hidden if the wearer is not equipping a shield | |
+50% Damage | Demoman | 400 | 4 | Also affects explosion damage. | |
-100% Damage To Self | 100 | 1 | The wearer takes no self damage from this weapon. | ||
+25% Blast Radius | 100 | 3 | |||
+15% Recharge Rate | 250 | 4 | |||
On Hit: -3 Second Cooldown Reduction | 300 | 1 | Each hit reduces the remaining recharge time by 3 seconds. | ||
+25 Health On Kill | Heavy | 100 | 4 | Max level increased from 2 to 4 | |
+25 Health On Kill | Engineer | Spy | 100 | 4 | Cost decreased from 200 to 100 |
+10% Attack Speed | Engineer | 100 | 4 | Cost decreased from 200 to 100 | |
+25 Health On Kill | 50 | 4 | Cost decreased from 200 to 50 | ||
+1 Combat Mini-Sentry Gun | 350 | 2 | |||
+25 Max Health | 350 | 1 | |||
Piercing Minis | 550 | 1 | Sentry projectiles penetrate an additional enemy player and marks targets for death for 0.75 seconds on hit. | ||
Shepard Sentries | 350 | 1 | +20% sentry range. +20% damage to all of the wearer's weapons when they are within range of the wearer's sentry. | ||
-20% Teleport Time | Engineer | 100 | 2 | +20% faster charge recharge time on teleporters and +20% taunt speed while teleporting to a teleporter exit or spawn per point. | |
+10% Attack Speed | Medic | N/A | N/A | Removed | |
Stronger Infusion | Medic | 400 | 1 | +50% firing speed, +33% more overheal, +33% revive rate and +33% shield energy build rate while Infusion is active. Replaces the Firing Speed upgrade | |
+1 Organ Capacity | 325 | 3 | |||
Adaptive Healing | Medic | 100 | 1 | Inherits most upgrades from medi guns onto this weapon. Does not inherit Uber duration or Canteen Specialist Medicating Melody can only start to overheal if there is more than 1 point in Overheal Expert, scaling up to 200% overheal Medicating Melody is able to charge the Projectile Shield energy meter if it is purchased | |
Immovable Musician | 300 | 1 | Gain +15% damage resistance and immunity to push force from enemy attacks and airblasts while taunting. Replaces the Firing Speed upgrade | ||
+25% Taunt Radius | 150 | 2 | |||
Scattershot | Sniper | 300 | 2 | All non-secondary weapons now inflict Heavy Bleeding for 4 seconds on hit. Only the main target is affected by Heavy Bleeding Stacks fully with Serration | |
+2 Health Regen Per Bleeding Target | 400 | 1 | Regenerates health for every target debuffed by Bleed or Heavy Bleeding from this weapon. Can overheal. Has a base overheal amount of 150% | ||
+10% Attack Speed | Sniper | 200 | 6 | Max level increased from 4 to 6 | |
+25% Damage Resistance While Active | 300 | 1 | |||
On Hit: Mark For Death | 125 | 1 | Debuff lasts for 15 seconds. | ||
Headshot Healing | Sniper | 200 | 4 | Scoped headshots heal all nearby teammates near the target for 25 health. +50% max overheal for teammates with Headshot Healing per point. Has a 250 HU radius | |
-25% Cloak Cost | Spy | 150 | 1 | Reduces cloak needed for a disguise from 100% to 75%. | |
+25 Health On Kill | Spy | 150 | 1 | Cost decreased from 200 to 150 Max level decreased from 4 to 1 | |
Debuff Immunity | Spy | 375 | 1 | Grants immunity to all debuffs passively. | |
+5s Crits Upon Knife Melting | 275 | 1 | |||
+15% Recharge Rate | 175 | 4 |
Modified buildings' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Buildings | Cost | Level | Notes | |
Disposable Mini-Dispenser | Engineer | 400 | 1 | Gives the player a disposable mini-dispenser, which is built by choosing to build a dispenser when the player's primary dispenser already exists. This mini-sentry cannot be upgraded or repaired, but costs -25% less metal and builds +100% faster than a normal dispenser. It also has +100% dispenser range, but -33% health, -20% heal rate, and does not dispense metal or ammo. Replaces the +1 Disposable Sentry Gun upgrade Health scales fully with Building Health upgrades | |
+3 Metal Regen | 200 | 4 | Metal per second increased from 5 to 15 per 5 seconds Metal regeneration interval decreased from once every 5 seconds to once every second Max level decreased from 5 to 4 | ||
+5 Building Health Regen | 250 | 4 | All buildings regenerate health every second. | ||
2-Way Teleporters | Teleporter | 225 | 1 | Cost decreased from 250 to 225 | |
Sapper Power | Spy | 400 | 3 | +33% robot sapper radius and +33% robot sapper duration per point. +1 additional stack of Tamper when sapping a robot per point. Upgrading Sappers applies an additional stack of Tamper for each level Level 2-3 sapper radius increased from 225-250 to 240-320 HU Level 1 sapper radius decreased from 200 to 180 HU Cost increased from 350 to 400 Renamed from Robot Sapper Power to Sapper Power | |
Area Sap | Spy | 400 | 3 | +33% robot sapper radius and +33% robot sapper duration per point. Level 2-3 sapper radius increased from 225-250 to 240-320 HU Level 1 sapper radius decreased from 200 to 180 HU Cost increased from 350 to 400 Renamed from Robot Sapper Power to Area Sap | |
Espionage Expert | Spy | 325 | 2 | +20% cloak time, +20% decloak time, +20% cloak duration and +10% disguise speed per point. | |
+15% Recharge Rate | 200 | 2 | |||
+2 Health Regen While Cloaked | Spy | 125 | 2 | ||
Mending Cloak | Spy | 250 | 1 | -50% debuff duration and +14 health regenerated per second while cloaked and not moving. | |
+2 Health Regen While Cloaked | 125 | 1 | |||
Masterful Deceit | Spy | 350 | 2 | +15% damage resistance and +1 second speed boost when feign death is activated per point. +10% disguise speed per point. |
Modified canteens' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Notes | ||
Become Megahealed | All classes | 75 | Megaheals the user for 101 health per second, provides immunity to movement-impairing effects and and puts a Wrangler shield that blocks 75% of incoming damage around your sentry for 5 seconds. Damage reduction from sentry shield is decreased from -90% to -75% Replaces the Become Übercharged canteen Is affected by critical heals, meaning heal rate is further increased if the wearer is out of combat for a certain period of time | ||
Refill Clips and Ammo | 10 | Cost decreased from 25 to 10 Now refills the meters for any meter using energy weapons Now also refills sentry gun ammo | |||
Teleport to Spawn | 25 | Buff duration increased from 5 to 6 seconds Now also provides mini-crits for the buff duration Cost increased from 10 to 25 | |||
Become Speed Boosted | 10 | Makes the user move +40% faster for 15 seconds. | |||
Extra Damage Over Time | 300 | All damage dealt inflicts the Tamper debuff for 10 seconds. Includes damage dealt from sentry guns and projectile shields Unlike most canteens, only one of this canteen type can be held at a time | |||
Self-Reanimate | 0 | Buying back into the game will respawn the user where they previously died, granting a 1.5 second ÜberCharge and creating a 200 damage explosion near the user upon reviving. Increases buyback cost by +40 credits. Unlike most canteens, only two of this canteen type can be held at a time The wearer will respawn at the nearest place where they previously died if they will be stuck inside a robot as a result of respawning The explosion damage is fixed and has no splash damage fall off |