User:EtherealT/Derek5220's Modified Balance Sheet

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Summary

Link to original document

Overall Changes
  • Random critical hits are now disabled by default for almost all weapons unless specified.
  • All networking commands are removed and replaced with presets

Multi-Class

Multi Class - Class Changes
  • Pictogram plus.png Changed: All melees now hit all targets within its hitbox
  • Pictogram minus.png Changed: All damage is calculated off hitbox instead of the collision box
  • Pictogram comment.png Changed: All equipped melees are visible on player models at all time
  • Pictogram comment.png Changed: All pickups are based on stock ammo
  • Pictogram comment.png Info: Small health packs would only heal 26 health to a Spy that equipped the Conniver's Kunai
  • Pictogram comment.png Info: In other words, medium ammo pickups would always restore 100 ammo on a Minigun as it has a base ammo count of 200, regardless of any ammo bonuses or penalties
Weapon Changes New statistics
Reserve Shooter
Reserve Shooter
Pictogram plus.png Changed: Deploy speed increased from +20% to +25%
Pictogram minus.png Added: -10% damage penalty
Pictogram minus.png Changed: Clip size decreased from -34% to -66%
Pictogram comment.png Changed: Mini-crits are now gained through hitting an enemy target with the wearer's primary weapon within 1 second instead of targets launched airborne by explosions
Pictogram comment.png Info: Mini-crits can only trigger if the damage within the last second is direct damage, meaning that afterburn cannot trigger mini-crits
Pictogram plus.png Mini-crits targets that are hit with the wearer's primary weapon within the last second

Pictogram plus.png This weapon deploys 25% faster

Pictogram minus.png -66% clip size

Pictogram minus.png -10% damage penalty

B.A.S.E. Jumper
B.A.S.E. Jumper
Pictogram plus.png Added: +75% fall damage resistance on wearer upon deactivating the parachute
Pictogram minus.png Changed: Parachute automatically breaks after floating for 14 seconds
Pictogram minus.png Changed: (Hidden) Air control decreased from -50% to -90%
Pictogram comment.png Changed: Falling speed while deployed decreased from 112 to 64 HU
Pictogram plus.png +75% fall damage resistance on wearer upon deactivating the parachute

Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent for up to 14 seconds.
Pain Train
Pain Train
Pictogram plus.png Added: +40% ammo from packs on wearer
Pictogram plus.png Added: +40% health from packs on wearer
Pictogram minus.png Changed: Bullet damage vulnerability increased from 10% to 15%
Pictogram plus.png +1 capture rate on wearer

Pictogram plus.png +40% ammo from packs on wearer

Pictogram plus.png +40% health from packs on wearer

Pictogram minus.png 15% bullet damage vulnerability on wearer

Scout

Scout - Class Changes
  • Pictogram plus.png Changed: Additional jumps no longer nullify horizontal speed if no directional input is pressed
Weapon Changes New statistics
Shortstop
Shortstop
Pictogram plus.png Added: Reloading this weapon automatically reloads pistols and vice versa
Pictogram plus.png Changed: Reload time decreased from 1.52 to 1.005 seconds
Pictogram minus.png Changed: Knockback vulnerability is increased from +20% to +25%
Pictogram minus.png Changed: Knockback vulnerability is now passive instead of only while active
Pictogram minus.png Removed: Alt-Fire to reach and shove someone!
Pictogram plus.png Reloading this weapon automatically reloads pistols and vice versa

Pictogram minus.png +25% increase in push force taken from damage and airblast

Holds a 4-shot clip and reloads its entire clip at once.
Soda Popper
Soda Popper
Pictogram plus.png Changed: Activating Hype mode now also instantly reloads this weapon's entire clip at once
Pictogram minus.png Removed: +25% faster reload time
Pictogram minus.png Removed: This weapon reloads its entire clip at once
Pictogram plus.png +50% faster firing speed

Pictogram plus.png On Hit: Builds Hype

Pictogram minus.png -66% clip size

When Hype is full, Alt-Fire to activate Hype mode to instantly refill its clip and gain multiple air jumps.
Baby Face's Blaster
Baby Face's Blaster
Pictogram plus.png Removed: -34% clip size
Pictogram plus.png Removed: Boost reduced on air jumps
Pictogram minus.png Added: Jump height decreased with Boost
Pictogram minus.png Added: Boost decays over time
Pictogram minus.png Changed: Base move speed decreased from -10% to -15%
Pictogram comment.png Changed: Boost drain when hit rescaled from 4% Boost per 1 damage taken to a fixed drain rate regardless of damage taken
Pictogram comment.png Info: Jump height decreases linearly as Boost increases, up to -50% when Boost is full
Pictogram comment.png Info: Upon being hit, Boost decays at a rate of 20% per second until the wearer damages a target, in which Boost decay will revert back to its standard rate
Pictogram comment.png Info: Boost has a standard decay rate of 5% per second
Pictogram comment.png Info: Due to the decrease in base speed, max speed is decreased from 173% to 170%
Pictogram plus.png On Hit: Builds Boost

Pictogram plus.png Run speed increased with Boost

Pictogram minus.png Jump height decreased with Boost

Pictogram minus.png Boost rapidly decays when hit

Pictogram minus.png Boost decays over time

Pictogram minus.png -15% slower move speed on wearer

Back Scatter
Back Scatter
Pictogram plus.png Changed: Mini-crits from behind no longer have a range threshold
Pictogram plus.png Changed: Successful hits from behind now grant the wearer an additional mini-crit boosted shot
Pictogram plus.png Changed: Accuracy increased from -20% to +20%
Pictogram minus.png Added: -30% slower firing speed
Pictogram plus.png Mini-crits targets when fired at their back

Pictogram plus.png On Hit From Behind: 100% mini-crits on the next shot

Pictogram plus.png +20% more accurate

Pictogram minus.png -34% clip size

Pictogram minus.png -30% slower firing speed

Bonk! Atomic Punch
Bonk! Atomic Punch
Pictogram plus.png Changed: The wearer can now switch weapons while under the buff
Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you when the effect ends.
Crit-a-Cola
Crit-a-Cola
Pictogram plus.png Added: Drink meter builds with damage done and/or time
Pictogram plus.png Added: Drink to cleanse the wearer of all debuffs
Pictogram plus.png Changed: The wearer now gains a speed boost while under the buff
Pictogram plus.png Changed: The wearer now gains 35% damage resistance while under the buff
Pictogram plus.png Removed: Each attack sets Mark-For-Death for 5 seconds while under the buff
Pictogram minus.png Added: Spawning and resupply do not affect the Drink meter
Pictogram minus.png Added: Drink meter starts empty
Pictogram minus.png Added: -25 max health on wearer
Pictogram minus.png Added: The wearer is inflicted with bleed upon the buff ending based on damage taken during the buff
Pictogram minus.png Changed: Cooldown increased from 22 to 60 seconds
Pictogram comment.png Info: Requires 500 damage dealt to recharge the Drink meter
Pictogram comment.png Info: Every 20 damage taken during the buff is converted into 1 second of bleed upon the buff ending
Pictogram plus.png Drink meter builds with damage done and/or time

Pictogram minus.png Spawning and resupply do not affect the Drink meter

Pictogram minus.png Drink meter starts empty

Pictogram minus.png -25 max health on wearer

Drink to cleanse the wearer of all debuffs. After consuming, the wearer gains a speed boost, damage resistance is increased and attacks mini-crit. Damage taken during the buff will cause the wearer to suffer from bleed.
Mad Milk
Mad Milk
Pictogram plus.png Changed: Cooldown is now reduced for every ally extinguished
Pictogram minus.png Added: Spawning and resupply do not affect the Milk meter
Pictogram minus.png Added: Milk meter starts empty
Pictogram minus.png Changed: Health regained from damage is decreased from 60% to 40%
Pictogram plus.png Extinguishing teammates reduces cooldown by -20%

Pictogram minus.png Spawning and resupply do not affect the Milk meter

Pictogram minus.png Milk meter starts empty

Players heal 40% of the damage done to an enemy covered with milk. Can be used to extinguish fires.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
Pictogram minus.png Added: -50% max secondary ammo on wearer
Pictogram plus.png +15% faster firing speed

Pictogram plus.png On Hit: Gain up to +3 health

Pictogram minus.png -25% clip size

Pictogram minus.png -50% max secondary ammo on wearer

Flying Guillotine
Flying Guillotine
Pictogram plus.png Added: 100% critical hits vs targets with <51% health
Pictogram plus.png Changed: Recharge time decreased from 5.1 to 5 seconds
Pictogram plus.png Changed: Cooldown reduction decreased from -29.4% to -100%
Pictogram minus.png Changed: Base damage decreased from 50 to 30
Pictogram comment.png Info: Cooldown reduction now only triggers on kill with any weapon instead of long distance hits
Pictogram plus.png 100% critical hits vs targets with <51% health

Pictogram plus.png On Kill With Any Weapon: Instantly resets the cooldown on this weapon

Bat
Bat
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Sandman
Sandman
Pictogram plus.png Added: On Projectile Hit: Recharge time is decreased based on distance traveled
Pictogram plus.png Changed: Projectile now also grants the wearer a speed boost on hit
Pictogram plus.png Removed: -15 max health on wearer
Pictogram minus.png Added: -15% damage penalty
Pictogram minus.png Added: -15% lesser jump height on wearer
Pictogram comment.png Info: Speed boost duration scales identically to the slow duration, and ranges from 1-4 seconds depending on distance
Pictogram comment.png Info: Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1351.94 HU
Pictogram plus.png Alt-Fire: Launches a ball that slows opponents and grants the wearer a speed boost

Pictogram plus.png On Projectile Hit: Recharge time is decreased depending on distance traveled

Pictogram minus.png -15% damage penalty

Pictogram minus.png -15% lesser jump height on wearer

Candy Cane
Candy Cane
Pictogram plus.png Added: +50% health from packs on wearer
Pictogram plus.png Changed: Explosive damage vulnerability decreased from 25% to 20%
Pictogram plus.png On Kill: A small health pack is dropped

Pictogram plus.png +50% health from packs on wearer

Pictogram minus.png 20% explosive damage vulnerability on wearer

Sun-on-a-Stick
Sun-on-a-Stick
Pictogram plus.png Added: On Hit: Transfers current afterburn to the victim
Pictogram plus.png Changed: Fire damage resistance increased from +25% to +50%
Pictogram plus.png Changed: Fire damage resistance is now passive instead of only while active
Pictogram minus.png Added: +200% afterburn duration vulnerability on wearer
Pictogram minus.png Changed: Fire damage resistance now only affects afterburn damage instead of all fire damage
Pictogram minus.png Removed: 100% critical hit vs burning players
Pictogram comment.png Info: In other words, the wearer takes -50% afterburn damage per tick, but afterburn lasts 3x as long on the wearer, resulting in a net +50% afterburn damage taken if the afterburn is not extinguished
Pictogram plus.png On Hit: Transfers current afterburn to the victim

Pictogram plus.png +50% afterburn damage resistance on wearer

Pictogram minus.png +200% afterburn duration vulnerability on wearer

Pictogram minus.png -25% damage penalty

Fan O'War
Fan O'War
Pictogram plus.png Added: +200% longer melee range while airborne
Pictogram plus.png Added: On Hit While Airborne: Air jumps are reset
Pictogram minus.png Changed: Debuff duration decreased from 15 to 12 seconds
Pictogram comment.png Info: Double jumps are reset if the wearer hits a target with this weapon while airborne, allowing the wearer to air jump instantly again
Pictogram plus.png Crits whenever it would normally mini-crit

Pictogram plus.png On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits

Pictogram plus.png +200% longer melee range while airborne

Pictogram plus.png On Hit While Airborne: Air jumps are reset

Pictogram minus.png -75% damage penalty

Atomizer
Atomizer
Pictogram plus.png Removed: -15% damage vs players
Pictogram plus.png Removed: This weapon deploys 50% slower
Pictogram minus.png Added: -50% slower firing speed
Pictogram minus.png Added: This weapon holsters 100% slower
Pictogram plus.png Grants Triple Jump while deployed

Pictogram plus.png Melee attacks mini-crit while airborne

Pictogram minus.png -50% slower firing speed

Pictogram minus.png This weapon holsters 100% slower

Wrap Assassin
Wrap Assassin
Pictogram plus.png Added: On Projectile Hit: Recharge time is decreased depending on distance traveled
Pictogram plus.png Changed: Damage increased from -65% to -50%
Pictogram minus.png Removed: +25% increase in recharge rate
Pictogram comment.png Info: Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1238.94 HU
Pictogram plus.png Alt-Fire: Launches a festive ornament that shatters causing bleed

Pictogram plus.png On Projectile Hit: Recharge time is decreased depending on distance traveled

Pictogram minus.png -50% damage penalty

Soldier

Soldier - Class Changes
  • Pictogram plus.png Changed: Base self damage resistance triggers when blast jumping even if an enemy target is also hit
  • Pictogram comment.png Info: Does not affect other sources of external self damage resistance, such as the Gunboats
Weapon Changes New statistics
Black Box
Black Box
Pictogram plus.png Changed: Health gain on hit now scales based on targets hit at once
Pictogram comment.png Info: In other words, hitting two enemies at once for 90 damage would heal the wearer for +40 health for example
Pictogram comment.png Info: Lifesteal percentage and health gained per target is unchanged
Pictogram plus.png On Hit: Gain up to +20 health per attack

Pictogram minus.png -25% clip size

Liberty Launcher
Liberty Launcher
Pictogram plus.png Added: No damage fall off
Pictogram minus.png Added: No damage ramp up
Pictogram minus.png Removed: +25% clip size
Pictogram plus.png +40% projectile speed

Pictogram plus.png -25% blast damage from rocket jumps

Pictogram plus.png No damage fall off

Pictogram minus.png -25% damage penalty

Pictogram minus.png No damage ramp up

Cow Mangler 5000
Cow Mangler 5000
Pictogram minus.png Added: On Alt-Fire: Weapon cannot be fired until it is fully reloaded again
Pictogram plus.png Does not require ammo

Pictogram plus.png Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec

Pictogram minus.png Deals only 20% damage to buildings

Pictogram minus.png Minicrits whenever it would normally crit

Pictogram minus.png On Alt-Fire: Weapon cannot be fired until it is fully reloaded again

Beggar's Bazooka
Beggar's Bazooka
Pictogram plus.png Added: -1 degree random projectile deviation per rocket loaded in the clip
Pictogram minus.png Changed: Base random projectile deviation increased from +3 to +4 degrees
Pictogram plus.png Hold Fire to load up to three rockets

Pictogram plus.png Release Fire to unleash the barrage

Pictogram plus.png -1 degree random projectile deviation per rocket loaded in the clip

Pictogram minus.png -20% explosion radius

Pictogram minus.png +4 degrees random projectile deviation

Pictogram minus.png Overloading the chamber will cause a misfire

Pictogram minus.png No ammo from dispensers when active

Air Strike
Air Strike
Pictogram plus.png Changed: Projectile speed on this weapon is also increased by +25% while blast jumping
Pictogram plus.png Removed: -20% explosion radius while blast jumping
Pictogram minus.png Changed: Explosion radius decreased from -10% to -15%
Pictogram minus.png Changed: On Kill bonuses are now only granted if the wearer is explosive jumping during the kill instead of being universal
Pictogram comment.png Changed: Killing targets now instantly refills clip instead of increasing clip size permanently
Pictogram plus.png -15% blast damage from rocket jumps

Pictogram plus.png Increased attack speed and projectile speed while blast jumping

Pictogram plus.png Kills while blast jumping instantly refill clip

Pictogram minus.png -15% damage penalty

Pictogram minus.png -15% explosion radius

Buff Banner
Buff Banner
Pictogram plus.png Added: +10% faster firing speed on all weapons
Pictogram plus.png Changed: Buff now also provides +25% faster reload time while activated
Pictogram plus.png +10% faster firing speed on all weapons

Provides an offensive buff that causes nearby team members to do mini-crits and gain +25% faster reload speed. Rage increases through damage done.
Battalion's Backup
Battalion's Backup
Pictogram plus.png Changed: Damaging buildings now also contribute towards charging the Rage meter
Pictogram plus.png Changed: Sentry damage resistance increased from +50% to +60%
Pictogram minus.png Changed: General damage resistance decreased from +35% to +30%
Pictogram plus.png +20 max health on wearer

Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 60% and 30% from all other sources. Rage increases through damage done to players and buildings.
Mantreads
Mantreads
Pictogram plus.png Added: +25% clip size on primary weapon
Pictogram plus.png Changed: Push force resistance now applies to all enemy sources besides damage and airblasts
Pictogram plus.png -75% reduction in push force taken from enemy sources

Pictogram plus.png Deals 3x falling damage to the player you land on

Pictogram plus.png 200% increased air control when blast jumping

Pictogram plus.png +25% clip size on primary weapon

Righteous Bison
Righteous Bison
Pictogram plus.png Changed: Base damage increased from 20 to 25
Pictogram plus.png Changed: Projectile speed increased from 1200 to 2000 HU
Pictogram plus.png Does not require ammo

Pictogram plus.png Projectile penetrates enemy targets

Pictogram plus.png Projectile cannot be deflected

Pictogram minus.png Deals only 20% damage to buildings

Shovel
Shovel
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Equalizer
Equalizer
Pictogram plus.png Added: Damage to self decreases as the user becomes injured
Pictogram plus.png Added: Environmental damage resistance increases as the user becomes injured
Pictogram plus.png Changed: Max damage bonus based on missing health increased from +224% to +294%
Pictogram plus.png Changed: Healing from Medic sources is increased from -90% to -50%
Pictogram minus.png Changed: Healing penalty from Medic sources is now passive instead of while active
Pictogram comment.png Changed: Base damage penalty is no longer hidden
Pictogram comment.png Info: Final damage is increased from 33-107 to 33-130 depending on health threshold
Pictogram comment.png Info: Max self reduction damage and environmental damage resistance is -99% at 1 health
Pictogram comment.png Info: Environmental damage resistance refers to damage not caused by players, such as drowning damage
Pictogram plus.png Damage increases as the user becomes injured

Pictogram plus.png Damage to self decreases as the user becomes injured

Pictogram plus.png Environmental damage resistance increases as the user becomes injured

Pictogram minus.png -50% less healing from Medic sources

Pictogram minus.png -50% damage penalty

Disciplinary Action
Disciplinary Action
Pictogram plus.png Changed: Hitting a teammate now also increases their firing speed by +25%
Pictogram plus.png Changed: Buff duration on teammate increased from 2 to 2.5 seconds
Pictogram minus.png Added: This weapon deploys 75% slower
Pictogram minus.png Added: This weapon holsters 75% slower
Pictogram minus.png Changed: No longer grants a speed boost to the wearer upon hitting a teammate
Pictogram minus.png Changed: Damage decreased from -25% to -66%
Pictogram minus.png Changed: Melee range decreased from +70% to +50%
Pictogram plus.png On Hit Teammate: Boosts their firing speed by +25% and grants them a speed boost for several seconds

Pictogram minus.png -66% damage penalty

This weapon has a large melee range and deploys and holsters slower.
Escape Plan
Escape Plan
Pictogram minus.png Added: -50% damage penalty
When weapon is active:

Pictogram plus.png Move speed increases as the user becomes injured

Pictogram minus.png You are marked for death while active, and for short period after switching weapons

Pictogram minus.png -90% less healing from Medic sources

Pictogram minus.png -50% damage penalty

Pyro

Pyro - Class Changes
  • Pictogram plus.png Changed: Successful airblasts reduces the delay between airblasting and primary fire from 0.75 to 0.375 seconds
  • Pictogram plus.png Changed: Afterburn duration now scales exponentially instead of linearly
  • Pictogram minus.png Changed: Base flamethrower afterburn duration decreased from 4 to 3.38 seconds
  • Pictogram minus.png Changed: Base Flare Gun afterburn duration decreased from 7.5 to 4.6 seconds
  • Pictogram minus.png Removed: Airblast no longer mini-crit boosts projectiles
  • Pictogram comment.png Info: In other words, while the flame particles required to reach maximum afterburn is decreased from 15 to 13 particles, afterburn duration is lower on average, only breaking even at 12 flame particles
  • Pictogram comment.png Info: Because of the afterburn changes, Flare Guns can no longer increases afterburn duration to 10 seconds upon hitting a burning target without flamethrowers or other friendly Pyros
  • Pictogram comment.png Info: Airblasts count as being successful if it successfully knocks back an enemy target, reflects a projectile or extinguishes a teammate
  • Pictogram comment.png Info: Airblasts still removes damage fall off upon successfully reflecting projectiles
Weapon Changes New statistics
Backburner
Backburner
Pictogram plus.png Changed: Critical hits now linger for 1 second after hitting a target from behind
Pictogram plus.png Changed: Airblast cost decreased from +150% to +100%
Pictogram minus.png Added: -25% flamethrower range
Pictogram plus.png 100% critical hits for 1 second when firing from behind

Pictogram plus.png Extinguishing teammates restores 20 health

Pictogram minus.png +100% airblast cost

Pictogram minus.png -25% flamethrower range

Degreaser
Degreaser
Pictogram plus.png Changed: Afterburn damage increased from -66% to -50%
Pictogram plus.png This weapon deploys 60% faster

Pictogram plus.png This weapon holsters 30% faster

Pictogram plus.png Extinguishing teammates restores 20 health

Pictogram minus.png -50% afterburn damage penalty

Pictogram minus.png +25% airblast cost

Phlogistinator
Phlogistinator
Pictogram plus.png Added: Alt-Fire: Extinguish teammates to gain Mmmph
Pictogram plus.png Added: Up to +200% damage bonus based on Mmmph
Pictogram plus.png Removed: No airblast
Pictogram minus.png Added: Mmmph decays over time
Pictogram minus.png Added: Alt-Fire cannot reflect projectiles
Pictogram minus.png Added: -100% push force vs players on Alt-Fire
Pictogram minus.png Added: +50% airblast cost
Pictogram minus.png Added: -50% base afterburn duration
Pictogram minus.png Added: -25% damage penalty
Pictogram minus.png Changed: Fire damage from other non-primary weapons no longer charge Mmmph unless it is afterburn damage
Pictogram minus.png Removed: Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds
Pictogram minus.png Removed: Invulnerable while 'Mmmph' taunting
Pictogram comment.png Changed: Fires an accurate solid beam of fire instead of flame particles
Pictogram comment.png Info: Alt-Fire functions identically to the alt-fire function on the normal Manmelter, and consumes ammo at a rate of 30 per second
Pictogram comment.png Info: Every tick of direct fire damage increases Mmmph by +2%, and every afterburn tick increases Mmmph by +5%
Pictogram comment.png Info: Extinguishing teammates increases Mmmph by +20%, and Mmmph passively decays at a rate of -12.5%
Pictogram comment.png Info: The solid beam of fire travels instantly and has no particle box dimensions, using hitscan hitboxes instead
Pictogram comment.png Info: The afterburn duration penalty also directly affects the base afterburn duration on hit, from 3.38 to 1.69 seconds
Pictogram plus.png Build 'Mmmph' by dealing damage

Pictogram plus.png Up to +200% damage bonus based on Mmmph

Pictogram minus.png Mmmph decays over time

Pictogram minus.png Alt-Fire cannot reflect projectiles

Pictogram minus.png -100% push force vs players on Alt-Fire

Pictogram minus.png +50% airblast cost

Pictogram minus.png -50% base afterburn duration

Pictogram minus.png -25% damage penalty

Fires an accurate solid beam of fire instead of flame particles

Alt-Fire: Extinguish teammates to gain Mmmph.
Dragon's Fury
Dragon's Fury
Pictogram plus.png Changed: Damage bonuses now trigger regardless of where the projectile hits the target instead of just the center of the projectile
Pictogram plus.png Changed: Fixed bugs where projectiles may have inconsistencies with geometry, and is less likely going to have collisions with corners, railings and Payload carts
Pictogram plus.png Removed: -50% repressurization rate on Alt-Fire
Pictogram minus.png Changed: Projectile hitbox size decreased from 45 to 8 HU
Pictogram plus.png Extinguishing teammates restores 20 health

Pictogram plus.png Deals +200% damage to burning players

Pictogram plus.png +50% repressurization rate on hit

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.
Flare Gun
Flare Gun
Pictogram comment.png Changed: Damage bonus rescaled from a critical hit to a fixed +200% damage bonus
Pictogram plus.png +200% damage bonus vs burning players

This weapon will reload when not active
Detonator
Detonator
Pictogram plus.png Added: +10% self damage force
Pictogram plus.png Changed: Damage penalty now only affects players instead of being universal
Pictogram minus.png Changed: Damage decreased from -25% to -35%
Pictogram plus.png 100% mini-crits vs burning players

Pictogram plus.png +10% self damage force

Pictogram minus.png -35% damage vs players

Pictogram minus.png +50% damage to self

Alt-Fire: Detonate flare.

This weapon will reload automatically when not active.
Manmelter
Manmelter
Pictogram plus.png Added: +50% faster reload time
Pictogram minus.png Added: On Alt-Fire: -100% slower reload time on the next shot
Pictogram minus.png Removed: +50% projectile speed
Pictogram minus.png Removed: Extinguishing teammates restores 20 health
Pictogram comment.png Changed: Alt-Fire now causes the weapon to charge up over 1 second to increase damage and projectile speed instead of extinguishing teammates
Pictogram comment.png Info: Damage bonus is capped at +100% and projectile speed is capped at +50% after 1 second of charging
Pictogram comment.png Info: In other words, alt-fire functions similarly to the alt-fire function on the Cow Mangler, except it does not slow down the wearer on use
Pictogram plus.png +50% faster reload time

Pictogram plus.png Does not require ammo

Pictogram plus.png Alt-Fire: A charged shot that has +100% damage bonus and +50% projectile speed

Pictogram minus.png On Alt-Fire: -100% slower reload time on the next shot

This weapon will reload automatically when not active.
Scorch Shot
Scorch Shot
Pictogram plus.png Changed: Self damage force increased from -35% to -25%
Pictogram plus.png Changed: Damage penalty now only affects players instead of being universal
Pictogram minus.png Added: Damage decreased from -35% to -65%
Pictogram comment.png Changed: Hitting burning players now increases explosion radius by +100% when the projectile hits the ground instead of inflicting mini-crits
Pictogram plus.png +100% explosion radius vs burning players

Pictogram plus.png Flare knocks back target on hit and explodes when it hits the ground

Pictogram plus.png Increased knockback on burning players

Pictogram minus.png -65% damage vs players

Pictogram minus.png -25% self damage force

This weapon will reload automatically when not active.
Gas Passer
Gas Passer
Pictogram plus.png Added: +50% afterburn damage bonus
Pictogram plus.png Changed: Damaging an enemy while they are covered in gas will deal 10 damage
Pictogram plus.png Changed: Gas debuff cannot have its duration reduced or cleansed from most sources
Pictogram plus.png Changed: Base cooldown decreased from 60 to 40 seconds
Pictogram plus.png Changed: Damage required to build Gas decreased from 750 to 400
Pictogram plus.png Changed: Targets coated in gas are considered to be wet
Pictogram minus.png Changed: Gas duration decreased from 10 to 6 seconds
Pictogram comment.png Info: The only possible ways to cleanse off afterburn inflicted from the Gas Passer are the resupply cabinet and submerging in water
Pictogram plus.png Gas meter builds with damage done and/or time

Pictogram plus.png +50% afterburn damage bonus

Pictogram minus.png Spawning and resupply do not affect the Gas meter

Pictogram minus.png Gas meter starts empty

Creates a horrific visible gas that coats enemies with a flammable material, which then deals additional damage and ignites into afterburn if they take damage (even enemy Pyros!)
Thermal Thruster
Thermal Thruster
Pictogram plus.png Changed: Holster speed increased from -60% to +20% while in flight
Pictogram minus.png Added: Wearer cannot carry the intelligence briefcase or PASS Time JACK
Pictogram plus.png Push enemies back when you land (force and radius based on velocity)

Pictogram minus.png 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. You holster your weapons 20% faster while flying, and you deal 3x falling damage to anyone you land on!
Fire Axe
Fire Axe
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Axtinguisher
Axtinguisher
Pictogram plus.png Removed: This weapon holsters 35% slower
Pictogram comment.png Changed: Afterburn duration is now directly converted into a flat damage bonus based on remaining afterburn duration
Pictogram comment.png Info: Afterburn duration is capped at +200% at 10 seconds of afterburn
Pictogram comment.png Info: In other words, damage is decreased between 0.5-6 seconds of afterburn, breaks even at 6.5 seconds, and inflicts more damage when the target has 7-10 seconds of afterburn
Pictogram comment.png Info: Final damage is rescaled from 86-167 to 66-179
Pictogram plus.png Mini-crits burning targets and extinguishes them

Pictogram plus.png Damage increases based on remaining duration of afterburn

Pictogram plus.png Killing blows on burning players grant a speed boost

Pictogram minus.png -33% damage penalty

Homewrecker
Homewrecker
Pictogram plus.png Added: On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds
Pictogram plus.png Added: -75% reduction in push force taken from all sources while active
Pictogram plus.png Changed: Building damage bonus increased from +100% to +200%
Pictogram minus.png Added: -25% slower firing speed
Pictogram minus.png Removed: Damage removes Sappers
Pictogram plus.png +200% damage vs buildings

Pictogram plus.png On Hit Sapper: Sapper damage is decreased by -100%

Pictogram plus.png -75% reduction in push force taken from all sources while active

Pictogram minus.png -25% damage vs players

Pictogram minus.png -25% slower firing speed

Back Scratcher
Back Scratcher
Pictogram plus.png Added: -40% slower overheal decay
Pictogram plus.png Added: Health gained from all sources can overheal the wearer while active
Pictogram minus.png Removed: +50% health from packs on wearer
Pictogram plus.png +25% damage bonus

Pictogram plus.png -40% slower overheal decay

Pictogram plus.png Health gained from all sources can overheal the wearer while active

Pictogram minus.png -75% health from healers on wearer

Sharpened Volcano Fragment
Sharpened Volcano Fragment
Pictogram plus.png Added: 100% of all afterburn damage dealt with this weapon is returned to the wearer as health
Pictogram plus.png Added: Killing blows on burning players heal the wearer based on the remaining afterburn duration upon the target's death
Pictogram minus.png Changed: Damage decreased from -20% to -67%
Pictogram comment.png Info: Healing on kill scales at a rate of 8 health per 1 second of afterburn remaining on the target when they were killed
Pictogram comment.png Info: In other words, healing caps at 80 health on kill if the target has 10 seconds of afterburn remaining
Pictogram plus.png On Hit: target is engulfed in flames

Pictogram plus.png 100% of all afterburn damage dealt with this weapon is returned to the wearer as health

Pictogram plus.png Killing blows on burning players heal the wearer based on the remaining afterburn duration upon the target's death

Pictogram minus.png -67% damage penalty

Third Degree
Third Degree
Pictogram plus.png Changed: Players connected by any area of effect buff and dispenser heal beams are also hit
Pictogram plus.png Added: +25% faster move speed while the wearer is overhealed
Pictogram minus.png Added: -75% maximum overheal on wearer
Pictogram plus.png All players connected via healing sources or area of effect buffs are hit

Pictogram plus.png +25% faster move speed while the wearer is overhealed

Pictogram minus.png -75% maximum overheal on wearer

Neon Annihilator
Neon Annihilator
Pictogram plus.png Added: +15% faster move speed while the wearer is wet
Pictogram plus.png Changed: The wearer can now land critical hits if they are wet themselves
Pictogram minus.png Changed: Damage penalty is now universal instead of only affecting players
Pictogram minus.png Changed: Damage decreased from -20% to -25%
Pictogram minus.png Removed: Damage removes Sappers
Pictogram plus.png +15% faster move speed while the wearer is wet

Pictogram plus.png 100% critical hit vs wet players or while the wearer is wet

Pictogram minus.png -25% damage penalty

Hot Hand
Hot Hand
Pictogram plus.png Added: Gain a 2 second speed boost while being hit with players who are also wearing this item
Pictogram plus.png Changed: Speed boost on hit increased from 1 to 2 seconds
Pictogram minus.png Changed: Fixed a bug where the damage penalty is -14% instead of -20%
Pictogram plus.png Gain a speed boost when you hit an enemy player

Pictogram plus.png Gain a speed boost while being hit with players who are also wearing this item

Pictogram minus.png -20% damage penalty

Demoman

Demoman - Class Changes
  • Pictogram plus.png Changed: Grenades no longer tumble through the air upon being fired until they land
  • Pictogram plus.png Changed: Base self damage resistance triggers when blast jumping even if an enemy target is also hit
  • Pictogram comment.png Info: Does not affect other sources of external self damage resistance, such as the Chargin' Targe
Weapon Changes New statistics
Loch-n-Load
Loch-n-Load
Pictogram plus.png Added: +20% faster firing speed
Pictogram plus.png Added: This weapon reloads its entire clip at once
Pictogram minus.png Changed: Clip size decreased from -25% to -50%
Pictogram minus.png Changed: Explosion radius decreased from -25% to -40%
Pictogram minus.png Removed: +20% damage vs buildings
Pictogram plus.png +25% projectile speed

Pictogram plus.png +20% faster firing speed

Pictogram minus.png -50% clip size

Pictogram minus.png -40% explosion radius

Pictogram minus.png Launched bombs shatter on surfaces

This weapon reloads its entire clip at once
Ali Baba's Wee Booties
Ali Baba's Wee Booties
Pictogram plus.png Changed: Charge meter now also refills on primary and secondary kills
Pictogram plus.png Changed: Passive speed boost no longer requires a shield equipped to take effect
Pictogram plus.png +25 max health on wearer

Pictogram plus.png +200% increase in turning control while charging

Pictogram plus.png +10% faster move speed on wearer

Pictogram plus.png On Kill: Gain +25% charge meter

Iron Bomber
Iron Bomber
Pictogram plus.png Changed: Grenades no longer bounce nor roll
Pictogram plus.png Changed: Grenade fuse time decreased from -30% to -40%
Pictogram plus.png Changed: Explosion radius penalty now only triggers on direct hits instead of being universal
Pictogram minus.png Changed: Explosion radius decreased from -15% to -25%
Pictogram plus.png Grenades do not bounce nor roll

Pictogram plus.png -40% fuse time on grenades

Pictogram minus.png -25% explosion radius on direct hits

Chargin' Targe
Chargin' Targe
Pictogram plus.png Added: -25% blast damage from blast jumps
Pictogram minus.png Added: 0.25 sec decrease in charge duration
Pictogram plus.png +50% fire damage resistance on wearer

Pictogram plus.png +30% explosive damage resistance on wearer

Pictogram plus.png -25% blast damage from blast jumps

Pictogram minus.png 0.25 sec decrease in charge duration

Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
Scottish Resistance
Scottish Resistance
Pictogram plus.png Added: +25% faster reload time
Pictogram plus.png Added: No damage fall off
Pictogram plus.png Changed: Arm time decreased from +0.8 to +0.2 seconds
Pictogram minus.png Added: Bombs only start arming upon sticking to a surface or being airborne for over 5 seconds
Pictogram minus.png Removed: +25% faster firing speed
Pictogram comment.png Changed: Stickybombs are only detonated under the wearer's feet if the wearer is airborne
Pictogram comment.png Changed: Stickybomb detonation search pattern is changed from a cone to a cylinder
Pictogram comment.png Info: Cylinder search patterns allow for more precise detonations
Pictogram plus.png +25% faster reload time

Pictogram plus.png +50% max secondary ammo on wearer

Pictogram plus.png +6 max pipebombs out

Pictogram plus.png Detonates stickybombs near the crosshair and directly under your feet while airborne

Pictogram plus.png Able to destroy enemy stickybombs

Pictogram plus.png No damage fall off

Pictogram minus.png Bombs only start arming upon sticking to a surface or being airborne for over 5 seconds

Pictogram minus.png 0.2 sec slower bomb arm time

Tide Turner
Tide Turner
Pictogram plus.png Removed: Taking damage while shield charging reduces remaining charging time
Pictogram minus.png Removed: +15% fire damage resistance on wearer
Pictogram minus.png Removed: +15% explosive damage resistance on wearer
Pictogram plus.png Full turning control while charging

Pictogram plus.png Melee kills refill 75% of your charge meter

Alt-Fire: Charge toward your enemies and remove debuffs. Gain a mini-crit melee strike after impacting an enemy at distance.
Quickiebomb Launcher
Quickiebomb Launcher
Pictogram plus.png Changed: Clip size increased from -50% to -40%
Pictogram minus.png Added: -4 max pipebombs out
Pictogram minus.png Changed: Damage bonus based on charge decreased from +35% to +25%
Pictogram plus.png Able to destroy enemy stickybombs

Pictogram plus.png -0.2 sec faster bomb arm time

Pictogram plus.png Max charge time decreased by 70%

Pictogram plus.png Up to +25% damage based on charge

Pictogram minus.png -15% damage penalty

Pictogram minus.png -40% clip size

Pictogram minus.png -4 max pipebombs out

Bottle
Bottle
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Scotsman's Skullcutter
Scotsman's Skullcutter
Pictogram plus.png Changed: Damage increased from +20% to +25%
Pictogram plus.png Changed: Move speed penalty no longer takes effect while the wearer is charging
Pictogram minus.png Changed: Move speed decreased from -15% to -20%
When weapon is active:

Pictogram plus.png +25% damage bonus

Pictogram minus.png -20% slower move speed while not charging

This weapon has a large melee range and deploys and holsters slower
Ullapool Caber
Ullapool Caber
Pictogram plus.png Added: Can now replenish the warhead from large ammo kits
Pictogram plus.png Changed: Deploy speed increased from -100% to -50%
Pictogram plus.png Changed: Explosion damage increased from 75 to 100
Pictogram plus.png Removed: -20% slower firing speed
Pictogram minus.png Added: +33% blast damage from blast jumps
Pictogram minus.png Changed: Base melee damage is no longer applied on explosions
Pictogram minus.png Changed: Damage decreased from -15% to -20%
Pictogram comment.png Changed: Explosion now occurs at the point of impact instead of being inside the wearer
Pictogram comment.png Changed: Damage penalty is no longer hidden
Pictogram comment.png Info: Final damage on hit while warhead is intact is decreased from 55 + 75 to 0 + 100 damage
Pictogram comment.png Info: The explosion on hit is identical to a direct hit with the stock Grenade Launcher
Pictogram comment.png Info: Large ammo kits completely restore the warhead, but medium or small ammo kits have no effect
Pictogram minus.png This weapon deploys 50% slower

Pictogram minus.png +33% blast damage from blast jumps

Pictogram minus.png -20% damage penalty

The first hit will cause an explosion

High-yield Scottish face removal. A sober person would throw it...
Claidheamh Mòr
Claidheamh Mòr
Pictogram plus.png Changed: Charge duration increase is now passive instead of only when active
Pictogram minus.png Changed: Damage vulnerability increased from 15% to 25%
Pictogram comment.png Changed: Damage vulnerability now only applies if the wearer is charging instead of while active
Pictogram plus.png 0.5 sec increase in charge duration

Pictogram plus.png Melee kills refill 25% of your charge meter

Pictogram minus.png 25% damage vulnerability while charging

This weapon has a large melee range and deploys and holsters slower
Persian Persuader
Persian Persuader
Pictogram plus.png Added: -50% respawn time on ammo and health packs picked up by the wearer
Pictogram plus.png Changed: Max primary ammo increased from -80% to -65%
Pictogram plus.png Changed: Max secondary ammo increased from -80% to -65%
Pictogram plus.png Melee hits refill 20% of your charge meter

Pictogram plus.png Ammo boxes collected give Charge

Pictogram plus.png -50% respawn time on ammo and health packs picked up by the wearer

Pictogram minus.png -65% max primary ammo on wearer

Pictogram minus.png -65% max secondary ammo on wearer

This weapon has a large melee range and deploys and holsters slower

Heavy

Heavy - Class Changes
  • Pictogram plus.png Changed: Maximum ramp up damage on Shotguns is increased from 150% to 175%
  • Pictogram plus.png Changed: Base move speed while spun up and not firing is increased from -52% to -41%
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 70
  • Pictogram minus.png Changed: Base move speed while spun up and not firing is decreased from -52% to -58%
  • Pictogram comment.png Added: An additional option is available where the player can invert melee punching controls
Weapon Changes New statistics
Natascha
Natascha
Pictogram plus.png Added: +250% bullets per shot
Pictogram plus.png Added: +90% faster spin down time
Pictogram plus.png Added: +65% faster move speed while deployed
Pictogram plus.png Removed: -25% damage penalty
Pictogram plus.png Removed: -30% slower spin up time
Pictogram minus.png Added: -80% slower firing speed
Pictogram minus.png Added: -75% max primary ammo on wearer
Pictogram minus.png Added: -15% less accurate
Pictogram minus.png Removed: On Hit: 100% chance to slow target
Pictogram minus.png Removed: -20% damage resistance when below 50% health and spun up
Pictogram plus.png +250% bullets per shot

Pictogram plus.png +90% faster spin down time

Pictogram plus.png +65% faster move speed while deployed

Pictogram minus.png -80% slower firing speed

Pictogram minus.png -75% max primary ammo on wearer

Pictogram minus.png -15% less accurate

Brass Beast
Brass Beast
Pictogram plus.png Added: -100% reduction in push force taken from enemy sources when spun up
Pictogram plus.png Changed: Damage resistance no longer has a health requirement to be activated
Pictogram minus.png Changed: Damage decreased from +20% to +15%
Pictogram minus.png Changed: Damage resistance decreased from -20% to -15% while spun up
Pictogram plus.png +15% damage bonus

Pictogram plus.png -15% damage resistance when spun up

Pictogram plus.png -100% reduction in push force taken from enemy sources when spun up

Pictogram minus.png -50% slower spin up time

Pictogram minus.png -60% slower move speed while deployed

Tomislav
Tomislav
Pictogram plus.png Changed: Accuracy increased from +20% to +25%
Pictogram plus.png +20% faster spin up time

Pictogram plus.png +25% more accurate

Pictogram plus.png Silent Killer: No barrel spin sound

Pictogram minus.png -20% slower firing speed

Huo-Long Heater
Huo-Long Heater
Pictogram plus.png Added: +25% faster move speed while deployed
Pictogram plus.png Added: On Hit: Gain a speed boost for up to 1 second
Pictogram minus.png Changed: Damage decreased from -10% to -15%
Pictogram minus.png Removed: +25% damage bonus vs burning players
Pictogram comment.png Info: Speed boost duration starts to decrease past 512 HU, and is based on damage fall off, capping at a speed boost duration of 0.528 seconds at 1024 HU and beyond
Pictogram plus.png Creates a ring of flames while spun up

Pictogram plus.png +25% faster move speed while deployed

Pictogram plus.png On Hit: Gain a speed boost

Pictogram minus.png -15% damage penalty

Pictogram minus.png Consumes an additional 4 ammo per second while spun up

Dalokohs Bar
Dalokohs Bar
Pictogram plus.png Added: The wearer can move slowly while consuming the lunchbox
Pictogram minus.png Changed: Cooldown increased from 10 to 15 seconds
Pictogram comment.png Changed: Now causes all overheal gained by the wearer to not decay instead of increasing max health
Pictogram comment.png Info: The wearer moves at a speed of 45% while consuming the lunchbox, crouching would cause the wearer to be unable to move, as if they have their minigun spun up
Pictogram plus.png The wearer can move slowly while consuming the lunchbox

Eat to gain up to 100 health and causes all received overheal to not decay for 30 seconds.

Alt-fire: Share chocolate with a friend (Small Health Kit)
Buffalo Steak Sandvich
Buffalo Steak Sandvich
Pictogram plus.png Added: Eat to gain up to 150 health
Pictogram plus.png Changed: The wearer may now switch to other weapons while buff is active
Pictogram plus.png Removed: (Hidden) 20% damage vulnerability while effect is active
Pictogram minus.png Added: Consumes an additional 12 primary ammo per second while buff is active
Pictogram minus.png Added: +200% ammo consumed while firing the wearer's primary weapon while buff is active
Pictogram minus.png Added: -75% ammo from all sources while buff is active
Pictogram comment.png Changed: Buff duration rescaled from 16 seconds to being indefinite until the wearer runs out of ammo
Pictogram comment.png Info: Ammo consumption does not affect the ammo drain rate of the Huo-Long Heater
Eat to gain up to 150 health. After consuming, move speed is increased, attacks mini-crit, but the wearer's primary ammo gradually drains, ammo consumption from firing primary weapons is increased, and the wearer receives less ammo from all sources. Lasts indefinitely until the wearer runs out of primary ammo.

Alt-fire: Share with a friend (Medium Health Kit)

Who needs bread?
Second Banana
Second Banana
Pictogram plus.png Added: +5 health regenerated per second while this lunchbox is on cooldown
Pictogram minus.png Changed: Healing effect decreased from -33% to -50%
Pictogram comment.png Changed: Fixed a bug where this weapon's charge recharge rate is incorrectly listed as +50% instead of +66%
Pictogram plus.png +66% increase in charge recharge rate

Pictogram plus.png +5 health regenerated per second while this lunchbox is on cooldown

Pictogram minus.png -50% healing effect

Eat to gain health

Alt-fire: Share banana with a friend (Small Health Kit)
Fists
Fists
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Warrior's Spirit
Warrior's Spirit
Pictogram plus.png Added: Melee hits refill 20% of your max primary ammo
Pictogram plus.png Added: 100% critical damage resistance while active
Pictogram plus.png Added: 100% headshot damage resistance while active
Pictogram plus.png Changed: Damage vulnerability now only affects ranged sources instead of being universal
Pictogram minus.png Added: -25% slower firing speed
Pictogram minus.png Changed: Damage decreased from +30% to +20%
Pictogram minus.png Removed: +50 health restored on kill
Pictogram comment.png Info: Critical damage resistance also provides immunity towards mini-crits
When weapon is active:

Pictogram plus.png +20% damage bonus

Pictogram plus.png Melee hits refill 20% of your max primary ammo

Pictogram plus.png 100% critical damage resistance on wearer

Pictogram plus.png 100% headshot damage resistance on wearer

Pictogram minus.png +30% damage from ranged sources on wearer

Pictogram minus.png -25% slower firing speed

Fists of Steel
Fists of Steel
Pictogram plus.png Removed: -40% health from healers on wearer
Pictogram minus.png Added: -40% ÜberCharge rate for the medic healing you
Pictogram minus.png Changed: Damage from melee sources increased from +100% to +120%
Pictogram minus.png Changed: The overheal penalty is now passive instead of while active
Pictogram plus.png -40% damage from ranged sources while active

Pictogram minus.png +120% damage from melee sources while active

Pictogram minus.png This weapon holsters 100% slower

Pictogram minus.png -40% maximum overheal on wearer

Pictogram minus.png -40% ÜberCharge rate for the medic healing you

Eviction Notice
Eviction Notice
Pictogram plus.png Changed: Firing speed increased from +40% to +60%
Pictogram plus.png Changed: Move speed increased from +15% to +16%
Pictogram plus.png Changed: Damage increased from -60% to -50%
Pictogram plus.png Changed: Move speed bonus is now passive instead of only when active
Pictogram plus.png Removed: Maximum health is drained while item is active
Pictogram minus.png Added: -50% max primary ammo on wearer
Pictogram minus.png Added: -50 max health on wearer
Pictogram plus.png +60% faster firing speed

Pictogram plus.png On Hit: Gain a speed boost

Pictogram plus.png +16% faster move speed on wearer

Pictogram minus.png -50% damage penalty

Pictogram minus.png -50% max primary ammo on wearer

Pictogram minus.png -50 max health on wearer

Holiday Punch
Holiday Punch
Pictogram plus.png Added: Third successful punch in a row always crits
Pictogram minus.png Added: -25% damage penalty
Pictogram plus.png Critical hit forces victim to laugh

Pictogram plus.png Always critical hit from behind

Pictogram plus.png On Hit: Force enemies to laugh who are also wearing this item

Pictogram plus.png Third successful punch in a row always crits

Pictogram minus.png Critical hits do no damage

Pictogram minus.png -25% damage penalty

Engineer

Engineer - Class Changes
  • Pictogram plus.png Added: An additional loadout slot for building unlocks is added
  • Pictogram plus.png Changed: Upgrade cost for buildings is decreased by -100% during the setup period
  • Pictogram plus.png Changed: Base construction hit speed boost is increased by +100% during the setup period
  • Pictogram minus.png Changed: Base Wrench upgrade rate towards buildings that do not belong to the wearer during non-setup periods is decreased by -50%
  • Pictogram minus.png Removed: Wrenches no longer provide a construction hit speed boost upon hitting buildings that do not belong to the wearer during non-setup periods
  • Pictogram comment.png Changed: Building and destroying buildings are now conducted on a single PDA
  • Pictogram comment.png Info: In other words, the Engineer now only has 4 slots, where the Destruction PDA is merged into the Construction PDA
  • Pictogram comment.png Info: After constructing a building, the building option for said building on the PDA slot will be replaced with the destroy option
  • Pictogram comment.png Info: The new loadout slot has no effect on official weapons, and is designed for custom building replacements as detailed in the custom weapons section
Weapon Changes New statistics
Pomson 6000
Pomson 6000
Pictogram plus.png Added: Alt-Fire: A charged shot that boosts buildings and disables sappers for 4 seconds
Pictogram plus.png Changed: Base damage increased from 60 to 65
Pictogram plus.png Changed: Projectile speed increased from 1200 to 2000 HU
Pictogram plus.png Changed: (Hidden) Max damage ramp up increased from -60% to -50%
Pictogram minus.png Removed: On Hit: Victim loses up to 10% Medigun charge
Pictogram minus.png Removed: On Hit: Victim loses up to 20% cloak
Pictogram comment.png Info: Alt-Fire has a charge time of 0.5 seconds and consumes the entire clip, but does not slow down the wearer
Pictogram comment.png Info: When used on a friendly Sentry, sentry rocket firing speed is increased by +50%
Pictogram comment.png Info: When used on a friendly Dispenser, metal output interval is decreased from 5 to 2.5 seconds
Pictogram comment.png Info: When used on a friendly Teleporter, teleportation recharges +50% faster
Pictogram plus.png Does not require ammo

Pictogram plus.png Projectile cannot be deflected

Pictogram plus.png Alt-Fire: A charged shot that boosts buildings and disables sappers for 4 seconds

Pictogram minus.png Deals only 20% damage to buildings

Rescue Ranger
Rescue Ranger
Pictogram plus.png Changed: Alt-Fire metal cost decreased from 100 to 65 metal
Pictogram plus.png Removed: -50% max primary ammo on wearer
Pictogram minus.png Changed: Health to metal ratio when repairing buildings with this weapon is increased from 4:1 to 3:1
Pictogram plus.png Alt-Fire: Use 65 metal to pick up your targeted building from long range

Pictogram plus.png Fires a special bolt that can repair friendly buildings

Pictogram minus.png -34% clip size

Pictogram minus.png Self mark for death when hauling buildings

Pictogram minus.png 3-to-1 health-to-metal ratio when repairing buildings

Wrangler
Wrangler
Pictogram plus.png Changed: Wrangler shield damage reduction increased from 66% to 75%
Pictogram plus.png Changed: Sentry disabling duration upon unwrangling is decreased from 3 to 2 seconds
Pictogram minus.png Added: +25% ammo consumed on Sentry Guns while holstered
Pictogram minus.png Added: This weapon holsters 100% slower
Pictogram minus.png Added: The sentry is now disabled and shielded by the Wrangler if the wearer dies while the Sentry Gun is Wrangled
Pictogram minus.png Changed: Wrangler shield repair reduction increased from 66% to 75%
Pictogram minus.png Changed: Wrangler shields now only reduce bullet and explosive damage instead of all damage types
Pictogram comment.png Info: The sentry is no longer disabled and shielded upon the wearer respawning
Pictogram minus.png +25% ammo consumed on Sentry Guns while holstered

Pictogram minus.png This weapon holsters 100% slower

Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces bullet and explosive damage by 75%, but repairs are also reduced by 75%. Sentries are disabled for 2 seconds after becoming unwrangled, but are disabled throughout your death if you die while the sentry is wrangled until you respawn.
Short Circuit
Short Circuit
Pictogram plus.png Added: Hold Fire to charge up a projectile consuming energy ball
Pictogram plus.png Added: Projectile size increases up to +100% based on charge time
Pictogram minus.png Added: Ammo consumption increases up to +100% based on charge time
Pictogram minus.png Added: No ammo from all sources when active
Pictogram minus.png Changed: Base projectile size is decreased by -50%
Pictogram minus.png Changed: Base ammo per shot increased from -5 to -30
Pictogram minus.png Removed: Fires an electric burst of energy at the target
Pictogram comment.png Info: Has a maximum charge time of 1 second
Pictogram comment.png Info: In other words, the old primary fire function is gone, and is replaced by the energy ball
Pictogram plus.png Hold Fire to charge up a projectile consuming energy ball

Pictogram plus.png Projectile size increases up to +100% based on charge time

Pictogram plus.png No reload necessary

Pictogram minus.png Ammo consumption increases up to +100% based on charge time

Pictogram minus.png Per Shot: -30 ammo

Pictogram minus.png Uses metal for ammo

Pictogram minus.png No ammo from all sources when active

Southern Hospitality
Southern Hospitality
Pictogram plus.png Added: On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds
Pictogram plus.png Added: +30% faster repair rate
Pictogram minus.png Added: -25% slower firing speed
Pictogram comment.png Changed: Damage vulnerability now only applies towards explosive damage instead of fire damage
Pictogram plus.png On Hit: Bleed for 5 seconds

Pictogram plus.png On Hit Sapper: Sapper damage is decreased by -100% for 4 seconds

Pictogram plus.png +30% faster repair rate

Pictogram minus.png -25% slower firing speed

Pictogram minus.png 20% explosive damage vulnerability on wearer

Eureka Effect
Eureka Effect
Pictogram plus.png Added: +100% upgrade rate towards Dispensers and Teleporters
Pictogram plus.png Added: -50% metal cost when constructing Dispensers and Teleporters
Pictogram minus.png Removed: -50% metal cost when constructing or upgrading teleporters
Pictogram plus.png Press your reload key to choose to teleport to spawn or your exit teleporter

Pictogram plus.png +100% upgrade rate towards Dispensers and Teleporters

Pictogram plus.png -50% metal cost when constructing Dispensers and Teleporters

Pictogram minus.png Construction hit speed boost decreased by 50%

Pictogram minus.png -20% less metal from pickups and dispensers

Tele inactive red.png

Teleporter

Pictogram plus.png Added: The wearer and all teammates that touched a teleporter can now activate and use it from up to 52.49 HU away
Pictogram plus.png Touching this building allows the wearer and their teammates to activate teleporters and use it from a small distance away

Medic

Medic - Class Changes
  • Pictogram plus.png Changed: All primary weapons now reload automatically when not active
  • Pictogram plus.png Changed: Max primary ammo increased from 150 to 160
  • Pictogram plus.png Changed: Syringe Gun projectile speed increased from 1000 to 1500 HU
  • Pictogram plus.png Changed: Syringe Guns now pierces through damage resistance effects and bonuses
  • Pictogram plus.png Changed: Crit healing now ramps up instantly instead of linearly
  • Pictogram minus.png Changed: Crit healing ramp up time threshold increased from 10 to 12 seconds
  • Pictogram comment.png Info: In other words, crit healing ramp up now starts at 12 seconds of being out of combat instead of 10 seconds, but it instantly ramps up to 300% healing
Weapon Changes New statistics
Blutsauger
Blutsauger
Pictogram plus.png Changed: Health on hit increased from +3 to +4
Pictogram plus.png Removed: -2 health regenerated per second on wearer
Pictogram minus.png Added: Passive health regeneration is disabled temporarily when hit
Pictogram comment.png Info: Health regeneration takes effect again after 10 seconds of not taking damage from enemies, or if the wearer picks up a health pack
Pictogram plus.png On Hit: Gain up to +4 health

Pictogram minus.png Passive health regeneration is disabled temporarily when hit

Overdose
Overdose
Pictogram plus.png Added: On Hit Teammate: Instantly resets crit heal cooldown
Pictogram plus.png Added: +40% faster firing speed
Pictogram minus.png Added: -75% max primary ammo on wearer
Pictogram minus.png Changed: Damage decreased from -15% to -55%
Pictogram plus.png On Hit Teammate: Instantly resets crit heal cooldown

Pictogram plus.png +40% faster firing speed

Pictogram minus.png -75% max primary ammo on wearer

Pictogram minus.png -55% damage penalty

While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%
Quick-Fix
Quick-Fix
Pictogram plus.png Added: ÜberCharge now also provides immunity to all debuffs for the duration
Pictogram plus.png Added: ÜberCharge can be activated at any time when ÜberCharge is >50%
Pictogram plus.png Changed: Double jumps and rocket packs from patients are now also mirrored
Pictogram minus.png Added: -25% ÜberCharge duration
Pictogram minus.png Removed: +10% ÜberCharge rate
Pictogram comment.png Info: Debuff immunity also affects self debuffs, so Bonk! Atomic Punch users will not be slowed after their buff ends while being ÜberCharged for instance
Pictogram plus.png +40% heal rate

Pictogram plus.png ÜberCharge can be activated at any time when ÜberCharge is >50%

Pictogram minus.png -50% max overheal

Pictogram minus.png -25% ÜberCharge duration

ÜberCharge increases healing to 300% and grants immunity to knockback effects from enemies and all debuffs

Mirror the double jumps, blast jumps and shield charges of patients.
Vaccinator
Vaccinator
Pictogram minus.png Changed: ÜberCharge rate on Overhealed patients decreased from -33% to -40%
Pictogram minus.png Removed: The wearer no longer receives a 10% damage resistance to the selected damage type while healing a patient
Pictogram plus.png +67% Übercharge rate

Pictogram plus.png Press your reload key to cycle through resist types.

Pictogram plus.png While healing, provides your target with a constant 10% resistance to the selected damage type.

Pictogram minus.png -40% ÜberCharge rate on Overhealed patients

Pictogram minus.png -66% Overheal build rate

Übercharge provides a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient.
Bonesaw
Bonesaw
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Übersaw
Ubersaw
Pictogram minus.png Changed: Firing speed decreased from -20% to -40%
Pictogram plus.png On Hit: 25% ÜberCharge added

Pictogram minus.png -40% slower firing speed

Vita-Saw
Vita-Saw
Pictogram plus.png Added: Alt-Fire: Consume one organ to activate ÜberCharge on the wearer for 2 seconds
Pictogram plus.png Added: ÜberCharge continues to take effect on wearer even after holstering the Medigun
Pictogram plus.png Added: +10% faster move speed on wearer
Pictogram minus.png Changed: Max health is decreased from -10 to -25
Pictogram minus.png 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%.
Pictogram comment.png Info: The ÜberCharge on activation is based on, and identical to the Medigun that the wearer is currently equipping
Pictogram comment.png Info: ÜberCharge activated through alt-fire only affects the wearer, and cannot be shared to patients
Pictogram comment.png Info: ÜberCharge activated through alt-fire does not cost any ÜberCharge
Pictogram plus.png Collect the organs of people you hit

Pictogram plus.png Alt-Fire: Consume one organ to activate ÜberCharge on the wearer for 2 seconds

Pictogram plus.png ÜberCharge continues to take effect on wearer even after holstering the Medigun

Pictogram plus.png +10% faster move speed on wearer

Pictogram minus.png -25 max health on wearer

Amputator
Amputator
Pictogram plus.png Changed: Health regeneration rescaled from +3 to +100% of the wearer's current health regeneration
Pictogram plus.png Changed: Health regeneration is now passive instead of only while active
Pictogram minus.png Added: -100% maximum overheal on wearer
Pictogram minus.png Changed: Damage decreased from -20% to -50%
Pictogram comment.png Info: Under normal circumstances, the wearer's health regeneration would be increased from 6-9 to 6-12 health per second
Pictogram plus.png +100% health regenerated per second on wearer

Pictogram plus.png Alt-Fire: Applies a healing effect to all nearby teammates

Pictogram minus.png -100% maximum overheal on wearer

Pictogram minus.png -50% damage penalty

Solemn Vow
Solemn Vow
Pictogram plus.png Added: Allows you to see the location of all teammates when active
Pictogram plus.png Changed: The wearer can now see enemy ammo in addition to enemy health
Pictogram plus.png Removed: -10% slower firing speed
Pictogram minus.png Added: The wearer loudly screams when ÜberCharge is ready
Pictogram minus.png Added: -75% damage penalty
Pictogram comment.png Info: All teammates are highlighted and receive an outline, allowing the wearer to see them through walls
Pictogram comment.png Info: The scream only takes effect at 100% ÜberCharge regardless of secondary equipped, with the scream being identical to when players fall down pits in Halloween maps
Pictogram comment.png Info: Highlight on teammates has an infinite range
Pictogram plus.png Allows you to see the location of all teammates when active

Pictogram plus.png Allows you to see enemy health and ammo

Pictogram minus.png The wearer loudly screams when ÜberCharge is ready

Pictogram minus.png -75% damage penalty

Sniper

Sniper - Primary Changes
  • Pictogram plus.png Changed: Zoom in charge delay decreased from 1.3 to 1 second
  • Pictogram plus.png Changed: Charge rate bonus cap is now removed
  • Pictogram minus.png Added: Sniper scopes gradually glow brighter based on charge
  • Pictogram minus.png Changed: Base ammo decreased from 25 to 18
  • Pictogram minus.png Changed: Base Sniper Rifle damage decreased from 50 to 45
  • Pictogram minus.png Changed: Damage charge rescaled from increasing base damage to increasing damage dealt based on the target's max health
  • Pictogram comment.png Info: In other words, damage is rescaled from 50-150 to 0-20% of the target's max health + 45
  • Pictogram comment.png Info: The glow from sniper scopes is visible to all players, and functions similarly to scope glints
  • Pictogram comment.png Info: Charge rate bonuses may now continue to increase past +100%
Weapon Changes New statistics
Sniper Rifle
Sniper Rifle
Pictogram plus.png Added: On Full Charge: +122% base damage per shot for 2 seconds
Pictogram plus.png On Full Charge: +122% base damage per shot for 2 seconds

Huntsman
Huntsman
Pictogram plus.png Added: On Full Charge: +10% damage per shot for 2 seconds
Pictogram minus.png Changed: Projectiles now damage targets if their hitbox was hit
Pictogram comment.png Info: In other words, projectiles require more precise aim and is more likely to miss
Pictogram plus.png On Full Charge: +10% damage per shot for 2 seconds

Sydney Sleeper
Sydney Sleeper
Pictogram plus.png Added: On Full Charge: 100% mini-crits on the next shot and causes an explosion of Jarate on scoped headshots for 2 seconds
Pictogram plus.png Added: +122% base damage bonus
Pictogram plus.png Added: +40% faster reload time
Pictogram plus.png Changed: Charge rate increased from +25% to +50%
Pictogram plus.png Removed: No headshots
Pictogram minus.png Added: Minicrits whenever it would normally crit
Pictogram minus.png Added: -40% damage on body shot
Pictogram minus.png Removed: On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level.
Pictogram minus.png Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram comment.png Info: Jarate explosion has a radius of 200 HU and a fixed duration of 4 seconds
Pictogram plus.png On Full Charge: 100% mini-crits on the next shot and causes an explosion of Jarate on scoped headshots for 2 seconds

Pictogram plus.png +122% base damage bonus

Pictogram plus.png +50% charge rate

Pictogram plus.png +40% faster reload time

Pictogram minus.png Minicrits whenever it would normally crit

Pictogram minus.png -40% damage on body shot

Bazaar Bargain
Bazaar Bargain
Pictogram plus.png Added: On Full Charge: +122% base damage per shot for 2 seconds
Pictogram plus.png Added: On Scoped Headshot: Instantly refunds 1 ammo
Pictogram minus.png Added: -66% max primary ammo on wearer
Pictogram plus.png On Full Charge: +122% base damage per shot for 2 seconds

Pictogram plus.png On Scoped Headshot: Instantly refunds 1 ammo

Pictogram minus.png -66% max primary ammo on wearer

Pictogram minus.png Base charge rate decreased by 50%

Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%.
Machina
Machina
Pictogram plus.png Added: +120% damage bonus based on victim max health
Pictogram plus.png Added: +67% charge duration
Pictogram plus.png Changed: Charge required for shots to penetrate is decreased from 100% to 50%
Pictogram plus.png Removed: Fires tracer rounds
Pictogram minus.png Added: Charging past 100% charge will cause jamming
Pictogram minus.png Added: -98% base damage penalty
Pictogram minus.png Changed: Penetration cap decreased from infinite to 1 target
Pictogram minus.png Removed: On Full Charge: +15% damage per shot
Pictogram comment.png Info: Damage dealt towards penetrated targets is based on the primary target, resulting in greatly increased damage dealt towards the secondary target if they have less max health than the primary target
Pictogram comment.png Info: When this weapon is jammed, the wearer is forced to unscope and the weapon is unable to scope for 1 second
Pictogram comment.png Info: Charge duration refers to the maximum time this weapon can stay charged, and in this context, 5 seconds
Pictogram comment.png Info: In other words, this weapon's damage is rescaled from 45 + 0-20% target's max health to 1 + 0-88% target's max health
Pictogram plus.png On 50% Charge: Projectiles penetrate one additional player

Pictogram plus.png +120% damage bonus based on victim max health

Pictogram plus.png +67% charge duration

Pictogram minus.png Charging past 100% charge will cause jamming

Pictogram minus.png Cannot fire unless zoomed

Pictogram minus.png -98% base damage penalty

Hitman's Heatmaker
Hitman's Heatmaker
Pictogram plus.png Added: On Scoped Headshot: Gain +20% Focus
Pictogram plus.png Changed: Focus on kill is increased from 33% to 50%
Pictogram plus.png Changed: Focus on assist kills is increased from 11% to 20%
Pictogram plus.png Changed: During Focus, this weapon inflicts additional damage equal to 100% of the target's current health on fully charged scoped headshots
Pictogram plus.png Removed: -20% damage on body shot
Pictogram minus.png Added: -25% slower reload time
Pictogram comment.png Info: Focus gained on headshots does not stack with Focus gained on kill, and will override the Focus gained on headshots
Pictogram plus.png Gain Focus on kills and assists

Pictogram plus.png On Scoped Headshot: Gain +20% Focus

Pictogram plus.png Press 'Reload' to activate focus

Pictogram plus.png In Focus: +25% faster charge, scoped headshots while fully charged inflict additional damage equal to 100% of the target's max health and no unscoping

Pictogram minus.png -25% slower reload time

Classic
Classic
Pictogram plus.png Added: +11% base damage bonus
Pictogram plus.png Added: Damage scales linearly with charge, irrespective of victim max health
Pictogram comment.png Info: In other words, this weapon charges similarly to vanilla Sniper Rifles, where damage scales from 50-150
Pictogram plus.png Charge and fire shots independent of zoom

Pictogram plus.png Damage scales linearly with charge, irrespective of victim max health

Pictogram plus.png +11% base damage bonus

Pictogram minus.png No headshots when not fully charged

Pictogram minus.png -10% damage on body shot

Jarate
Jarate
Pictogram plus.png Changed: Cooldown is now reduced for every ally extinguished
Pictogram minus.png Added: Spawning and resupply do not affect the Jarate meter
Pictogram minus.png Added: Jarate meter starts empty
Pictogram minus.png Changed: Cooldown increased from 20 to 30 seconds
Pictogram plus.png Extinguishing teammates reduces cooldown by -20%

Pictogram minus.png Spawning and resupply do not affect the Jarate meter

Pictogram minus.png Jarate meter starts empty

Coated enemies take mini-crits. Can be used to extinguish fires.
Razorback
Razorback
Pictogram plus.png Added: Gain -80% damage resistance for 2 seconds when shield breaks
Pictogram plus.png Added: Gain a speed boost for 2 seconds when shield breaks
Pictogram minus.png Added: Resupply does not affect the shield meter
Pictogram minus.png Removed: Blocks a single backstab attempt
Pictogram comment.png Changed: Shield now breaks when the wearer falls below 50% health instead of upon receiving a backstab
Pictogram plus.png Gain -80% damage resistance when shield breaks

Pictogram plus.png Gain a speed boost when shield breaks

Pictogram minus.png Shield breaks when health <50% of max

Pictogram minus.png -100% maximum overheal on wearer

Pictogram minus.png Resupply does not affect the shield meter

Darwin's Danger Shield
Darwin's Danger Shield
Pictogram plus.png Added: Charge rate on primary weapon increases as the user becomes injured
Pictogram plus.png Added: -20% damage resistance on wearer
Pictogram plus.png Added: +10% greater jump height on wearer
Pictogram minus.png Added: Primary weapons minicrits whenever it would normally crit
Pictogram minus.png Removed: +50% fire damage resistance on wearer
Pictogram minus.png Removed: Immune to the effects of afterburn
Pictogram comment.png Info: The wearer gains +1% charge for every 1.25 health lost
Pictogram comment.png Info: Charge rate bonus caps at +80% when the wearer has 25 health or less
Pictogram plus.png Charge rate on primary weapon increases as the user becomes injured

Pictogram plus.png -20% damage resistance on wearer

Pictogram plus.png +10% greater jump height on wearer

Pictogram minus.png Primary weapons minicrits whenever it would normally crit

Cozy Camper
Cozy Camper
Pictogram plus.png Added: -50% debuff resistance on wearer
Pictogram plus.png Changed: Flinch reduction now scales linearly based on charge
Pictogram comment.png Changed: Knockback resistance rescaled from 20% to 0-100% based on charge level
Pictogram comment.png Info: In other words, debuff resistance shortens debuff durations
Pictogram comment.png Info: Flinch reduction scales at a rate of 0-100% based on charge level
Pictogram plus.png +4 health regenerated per second on wearer

Pictogram plus.png -50% debuff resistance on wearer

Pictogram plus.png Aim flinching reduced by up to 100% based on charge when aiming

Pictogram plus.png Knockback reduced by up to 100% based on charge when aiming

Cleaner's Carbine
Cleaner's Carbine
Pictogram plus.png Added: +100% more accurate
Pictogram minus.png Changed: Clip size decreased from -20% to -40%
Pictogram plus.png Dealing damage fills charge meter.

Pictogram plus.png Secondary fire when charged grants mini-crits for 8 seconds.

Pictogram plus.png +100% more accurate

Pictogram minus.png -40% clip size

Pictogram minus.png -25% slower firing speed

Kukri
Kukri
Pictogram plus.png Added: Can randomly score critical hits
Pictogram plus.png Can randomly score critical hits

Tribalman's Shiv
Tribalman's Shiv
Pictogram plus.png Added: +15% faster move speed while active if no enemies are around the wearer
Pictogram minus.png Added: -15% slower move speed while active if there are enemies around the wearer
Pictogram minus.png Changed: Bleed duration decreased from 6 to 5 seconds
Pictogram minus.png Changed: Damage decreased from -50% to -75%
Pictogram comment.png Info: The speed bonus takes effect if there are no enemies within 734.91 HU
Pictogram comment.png Info: The speed penalty takes effect if there are enemies within 419.94 HU
Pictogram comment.png Info: The speed bonus or penalty will take effect even if the enemy is not within the wearer's line of sight as long as they are within range, including cloaked and disguised enemies
Pictogram plus.png On Hit: Bleed for 5 seconds

Pictogram plus.png +15% faster move speed while active if no enemies are around the wearer

Pictogram minus.png -15% slower move speed while active if there are enemies around the wearer

Pictogram minus.png -75% damage penalty

Bushwacka
Bushwacka
Pictogram plus.png Removed: 20% damage vulnerability while active
Pictogram minus.png Added: Self mark for death for 5 seconds when hit while active
Pictogram comment.png Info: The self mark for death debuff takes effect after a damage instance is dealt
When weapon is active:

Pictogram plus.png Crits whenever it would normally mini-crit

Pictogram minus.png Self mark for death for a period when hit

Shahanshah
Shahanshah
Pictogram plus.png Changed: Damage increased when health <50% of max from +25% to full critical hits
Pictogram minus.png Changed: Damage penalty is now universal instead of only when health is >50% of max
Pictogram minus.png Changed: Damage decreased from -25% to -40%
Pictogram plus.png 100% critical hits when health <50% of max

Pictogram minus.png -40% damage penalty

Spy

Spy - Class Changes
  • Pictogram plus.png Added: Melee kills suppress enemy killfeed entries
  • Pictogram plus.png Added: Invis Watch cloak regen ramps up after 7 seconds of being uncloaked
  • Pictogram plus.png Changed: The wearer is no longer affected by the highlight outline upon enemies respawning
  • Pictogram plus.png Changed: Base move speed while moving backwards increased from 96% to 107%
  • Pictogram plus.png Changed: Base Revolver damage increased from 40 to 48
  • Pictogram plus.png Changed: Base Revolver spread recovery time decreased from 1.25 to 1 second
  • Pictogram plus.png Changed: Revolver minimum fall off damage increased from 52.8% to 62.5%
  • Pictogram plus.png Changed: Base Invis Watch cloak duration increased from 10 to 12 seconds
  • Pictogram minus.png Changed: Revolver maximum ramp up damage decreased from 150% to 125%
  • Pictogram minus.png Changed: Base Invis watch cloak regen rate decreased from 3.33% to 1.5%
  • Pictogram comment.png Info: Invis Watch cloak regen rate ramps up to 10% cloak per second after 7 seconds
  • Pictogram comment.png Info: In other words, the final time required to regenerate cloak is decreased from 30 to 15.95 seconds
Weapon Changes New statistics
Ambassador
Ambassador
Pictogram plus.png Added: +100% more accurate
Pictogram plus.png Added: Almost no damage fall off
Pictogram plus.png Changed: Headshots no longer have a 1 second cooldown after firing
Pictogram plus.png Removed: -15% damage penalty
Pictogram plus.png Removed: Critical damage is affected by range
Pictogram minus.png Added: -50% critical damage penalty
Pictogram minus.png Added: No damage ramp up
Pictogram minus.png Changed: Firing speed decreased from -20% to -40%
Pictogram comment.png Info: In other words, this weapon does not suffer from bullet spread after firing
Pictogram comment.png Info: Despite the description, damage fall off only starts taking effect after 2000 HU, in which minimum damage fall off immediately takes effect
Pictogram comment.png Info: Critical hits now do 2x damage instead of 3x
Pictogram plus.png +100% more accurate

Pictogram plus.png Crits on headshot

Pictogram plus.png Almost no damage fall off

Pictogram minus.png -50% critical damage penalty

Pictogram minus.png -40% slower firing speed

Pictogram minus.png No damage ramp up

L'Etranger
L'Etranger
Pictogram plus.png Changed: Cloak on hit increased from +15% to +20%
Pictogram minus.png Added: -25% cloak regen rate
Pictogram minus.png Changed: Damage decreased from -20% to -25%
Pictogram plus.png +40% cloak duration

Pictogram plus.png +20% cloak on hit

Pictogram minus.png -25% damage penalty

Pictogram minus.png -25% cloak regen rate

Enforcer
Enforcer
Pictogram plus.png Added: 100% mini-crits vs the player in which the wearer is disguised as
Pictogram plus.png Changed: Damage increased from +20% to +30%
Pictogram plus.png Changed: Damage bonus is now permanently active instead of only while disguised
Pictogram plus.png Changed: This weapon can now properly pierce through and ignore Sapper armor
Pictogram minus.png Added: -34% clip size
Pictogram minus.png Changed: Firing speed decreased from -20% to -100%
Pictogram plus.png +30% damage bonus

Pictogram plus.png 100% mini-crits vs the player in which the wearer is disguised as

Pictogram plus.png Attacks pierce damage resistance effects and bonuses

Pictogram minus.png -100% slower firing speed

Pictogram minus.png -34% clip size

Diamondback
Diamondback
Pictogram plus.png Added: Gives one guaranteed mini-crit for each kill assist
Pictogram plus.png Changed: Critical hits gained with this weapon now also cause the next shot to not consume any ammo
Pictogram plus.png Changed: Any kills can now cause this weapon to gain a critical hit instead of only on backstab kills
Pictogram plus.png Changed: Damage increased from -15% to -10%
Pictogram minus.png Added: -50% clip size
Pictogram minus.png Added: +33% cloak drain rate
Pictogram comment.png Info: Requires the wearer to at least have 1 shot in the clip to fire this weapon, even if there are critical hits stored
Pictogram plus.png Gives one guaranteed critical hit and causes the next shot to not consume any ammo for each building destroyed with your sapper attached or player kill

Pictogram plus.png Gives one guaranteed mini-crit for each kill assist

Pictogram minus.png -50% clip size

Pictogram minus.png +33% cloak drain rate

Pictogram minus.png -10% damage penalty

Your Eternal Reward
Your Eternal Reward
Pictogram plus.png Added: Disguise is not lost upon attacking
Pictogram plus.png Removed: +33% cloak drain rate
Pictogram minus.png Added: +50% cloak fade time
Pictogram minus.png Added: +50% decloak fade time
Pictogram comment.png Info: Disguises break normally if the wearer attacks with a non-melee weapon
Pictogram plus.png Upon a successful backstab against a human target, you rapidly disguise as your victim

Pictogram plus.png Silent Killer: No attack noise from backstabs

Pictogram plus.png Disguise is not lost upon attacking

Pictogram minus.png +50% cloak fade time

Pictogram minus.png +50% decloak fade time

Pictogram minus.png Normal disguises require (and consume) a full cloak meter

Big Earner
Big Earner
Pictogram plus.png Changed: Cloak on kill increased from +30% to +50%
Pictogram plus.png Changed: Max health increased from -25 to -20
Pictogram plus.png +50% cloak on kill

Pictogram plus.png Gain a speed boost on kill

Pictogram minus.png -20 max health on wearer

Dead Ringer
Dead Ringer
Pictogram plus.png Added: +10% faster move speed on wearer
Pictogram plus.png Added: 1 sec decrease in decloak fade time
Pictogram plus.png Added: Killing blows on players that triggered Feign Death instantly refunds all cloak
Pictogram plus.png Changed: Cloak regen rate increased from +50% to +66%
Pictogram plus.png Changed: Triggering cloak now always ensures the wearer remains at least 1 health
Pictogram plus.png Removed: -50% cloak meter when Feign Death is activated
Pictogram minus.png Added: -100% cloak meter upon uncloaking
Pictogram minus.png Changed: Cloak duration decreased from +40% to -40%
Pictogram comment.png Info: Only one target can instantly refund all cloak at a time, and activating Feign Death without killing the player that previously triggered Feign Death will cause said player to no longer refund all cloak
Pictogram plus.png +66% cloak regen rate

Pictogram plus.png +10% faster move speed on wearer

Pictogram plus.png 1 sec decrease in decloak fade time

Pictogram plus.png Killing blows on players that triggered Feign Death instantly refunds all cloak

Pictogram minus.png -100% cloak meter upon uncloaking

Pictogram minus.png -40% cloak duration

Cloak Type: Feign Death

Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance
Red-Tape Recorder
Red-Tape Recorder
Pictogram plus.png Added: +100% building disable duration after being destroyed
Pictogram plus.png Added: All nearby buildings in a small area are sapped
Pictogram minus.png Added: Buildings cannot be sapped by this weapon again for 2 seconds after having its Sapper removed
Pictogram comment.png Changed: Buildings now automatically rebuild itself to their original level before being sapped upon the sapper being destroyed
Pictogram comment.png Info: Buildings cannot be boosted with a Wrench to accelerate its process while rebuilding
Pictogram comment.png Info: Can reach and affect buildings up to 160 HU away
Pictogram plus.png Reverses enemy building construction

Pictogram plus.png +100% building disable duration after being destroyed

Pictogram plus.png All nearby buildings in a small area are sapped

Pictogram minus.png -100% sapper damage penalty

Pictogram minus.png Buildings cannot be sapped by this weapon again briefly after having its Sapper removed

Custom Weapons

Scout Custom Weapons

Weapon Workshop Link Statistics
User EtherealT extrainnings.png
Extra Innings
TF2 Workshop Link
Pictogram plus.png On Hit: bullets hit is returned as ammo

Pictogram plus.png No reload necessary

Pictogram plus.png +200% ammo from all sources on wearer

Pictogram minus.png -90% max primary ammo on wearer

Pictogram minus.png -10% bullets per shot

Pictogram info.png Hitting 1-4 bullets restores 1 ammo, hitting 5-9 bullets restores 2 ammo
User EtherealT akeembo.png
Akeembo
TF2 Workshop Link
Pictogram plus.png +100% clip size on secondary weapon

Pictogram plus.png +100% max secondary ammo on wearer

Pictogram plus.png +100% max secondary misc ammo on wearer

Pictogram info.png Secondary misc ammo refers to all consumables and throwables on the secondary slot

Pictogram info.png Visually, the wearer would be dual equipping whatever secondary they have equipped

Pictogram info.png The clip size, max secondary ammo and max secondary misc ammo is technically not increased, as the user is just holding both weapons at the same time, resulting in an increased clip size and ammo capacity only if they fire both weapons

Pictogram info.png Primary fire would cause the secondary on the wearer's right hand to fire, and alt-fire would cause the secondary on the wearer's left hand to fire
User EtherealT mulemutilator.png
Mule Mutilator 600
TF2 Workshop Link
Pictogram plus.png Does not require ammo

Pictogram minus.png -34% clip size

Pictogram minus.png Deals only 20% damage to buildings

Pictogram minus.png Launched projectiles shatter on surfaces

Fires a single energy slug that explodes after a short distance instead of bullets

Pictogram info.png Projectile automatically explodes after 400 HU

Pictogram info.png Has a base damage of 60 and a maximum ramp up of 175%, and a minimum damage fall off of 52.8%

Pictogram info.png Has a projectile speed of 2250 HU
User EtherealT backupbattery.png
Backup Battery
TF2 Workshop Link
Pictogram plus.png This weapon deploys 50% faster

Fires a close range blast of 15 bullets

Pictogram info.png Has a base damage of 6, a pellet count of 15 and a bullet spread of 24:1

Pictogram info.png Has no damage ramp up or fall off

Pictogram info.png Has a 12 second cooldown on use
User EtherealT secretsanta.png
Secret Santa
TF2 Workshop Link
Pictogram plus.png -60% respawn time on ammo and health packs picked up by the wearer

Pictogram plus.png Ammo and health packs picked up by the wearer are boosted when they respawn

Pictogram plus.png +10 max health on wearer

Pictogram minus.png The wearer cannot pick up boosted packs

Pictogram info.png Boosted packs are upgraded into their next level when they respawn

Pictogram info.png For instance, a small ammo pack will respawn as a boosted medium ammo pack

Pictogram info.png Large packs cannot be boosted
User EtherealT luncheon.png
Luncheon Loiterer
TF2 Workshop Link
Pictogram plus.png +150% effect duration

Eat to become Sticky for 20 seconds. While Sticky, the wearer gains +15% greater jump height and can stick to other objects or players while crouched.

Pictogram info.png Surfaces include any surface that the wearer has collision with, such as walls, ceilings or pipes

Pictogram info.png Can stick to both teammates and enemy players, allowing the wearer to be carried along if the teammate or enemy player blast jumps
User EtherealT jupiterjr.png
Jupiter Jr.
TF2 Workshop Link
Pictogram plus.png On Hit: Victim receives +200% gravity for 3 seconds

Pictogram plus.png +200% greater knockback on hit

Pictogram minus.png +25% gravity on wearer while holstered

Pictogram info.png Gravity causes the wearer to have decreased jump height, increase fall speed and take increased fall damage

Soldier Custom Weapons

Weapon Workshop Link Statistics
User EtherealT temperfly.png
Temper Fly
TF2 Workshop Link
Pictogram plus.png Projectiles become Primed shortly after being fired

Pictogram plus.png Alt-Fire: Redirects all Primed projectiles to travel to the wearer's crosshair is pointing and gain +150% projectile speed

Pictogram plus.png +25% faster firing speed

Pictogram minus.png -75% base damage penalty

Pictogram minus.png -60% base projectile speed

Pictogram minus.png -25% slower reload time

Pictogram info.png Primed projectiles gain +300% damage bonus

Pictogram info.png Projectiles can only be Primed 0.4 seconds after being fired

Pictogram info.png Primed projectiles can only be redirected once
User EtherealT martiallauncher.png
Martial Launcher
TF2 Workshop Link
Pictogram plus.png Alt-Fire: Launches the wearer towards the direction where they are looking at. Costs 1 ammo and 90 health.

Pictogram plus.png +25% explosion radius on the first shot in the clip

Pictogram plus.png +25% projectile speed on the last shot in the clip

Pictogram minus.png -50% clip size

Pictogram minus.png -50% slower reload time

This weapon reloads its entire clip at once

Pictogram info.png Alt-Fire functions identically to a standard rocket jump in terms of horizontal and vertical velocity

Pictogram info.png Alt-Fire has no cooldown, but costs 90 health per use
User EtherealT tatteredtreasure.png
Tattered Treasure
TF2 Workshop Link
Pictogram plus.png +16% faster move speed on wearer

Provides a buff that causes ammo to not be consumed while attacking, +50% health from all sources and +25% faster meter build rate. Rage increases over time.

Pictogram info.png Passively recharges in 30 seconds and starts empty like all banners

Pictogram info.png Despite ammo not being consumed while attacking, the wearer and their teammates cannot attack if they have no ammo in the clip or reserves

Pictogram info.png Meter build rate affects all meters in the game, including Medi Guns and meters that charge via damage

User EtherealT privatepineapple.png
Private Pineapple
TF2 Workshop Link
Pictogram plus.png On Projectile Hit: Recharge time is decreased depending on distance traveled

Throw at enemies to give them a hard hit on the head and show them what for!

Pictogram info.png Despite appearances, the projectiles do not actually explode and function similarly to the Flying Guillotine

Pictogram info.png Has a max ammo capacity of 4 and a recharge time of 12 seconds, in which the wearer gains all ammo back

Pictogram info.png Has a base damage of 60 and an attack interval of 0.625 seconds

Pictogram info.png Cooldown reduction starts at -10% if the projectile hits at 300 HU, and gradually scales to -100% cooldown reduction at 1351.94 HU

Pictogram info.png Has a projectile speed of 3000 HU and has an arc that is identical to the Flying Guillotine

Pictogram info.png The recharge time starts counting the moment the wearer's reserve ammo is not full, but it resets if the wearer attacks with this weapon before this weapon is recharged
User EtherealT trashmansthrasher.png
Secondhand Scavenge
TF2 Workshop Link
Pictogram plus.png Reloading this weapon automatically reloads primary weapons and vice versa

Pictogram plus.png On Hit: Instantly reloads 1 ammo into the clip

Pictogram plus.png On Kill: 100% of this weapon's clip is returned to the wearer as ammo

Pictogram minus.png -33% slower reload time

This weapon shares and matches the clip size of the wearer's primary weapon, as well as using primary ammo

Pictogram info.png Killing someone with this weapon restores up to 3-5 ammo depending on the primary weapon equipped and whether the wearer equipped the Mantreads

Pictogram info.png In other words, this weapon shares the same clip and reserve ammo with the wearer's primary weapon

Pictogram info.png Equipping the Beggar's Bazooka causes the wearer to start with with an empty clip, but reloading this weapon and switching to the Beggar's Bazooka will cause the Beggar's Bazooka to be instantly loaded and fired upon switching

Pictogram info.png Equipping the Cow Mangler 5000 causes the wearer to have a base reserve ammo of 0 on this weapon, but a clip size of 4
User EtherealT radiosilencer.png
Radio Silencer
TF2 Workshop Link
Pictogram plus.png On Hit: +25% faster firing speed on all weapons for 3 seconds

Pictogram plus.png +200% more rage gained from damage with this weapon

Pictogram minus.png -25% max primary ammo on wearer

Pictogram minus.png -20% damage penalty

This weapon has a large melee range and deploys and holsters slower

Pictogram info.png Firing speed bonus only affects the wearer

Pictogram info.png Rage amplification does not affect the Tattered Treasure, which recharges passively over time
User EtherealT buffaloprodder.png
Buffalo Prodder
TF2 Workshop Link
Pictogram plus.png On Hit Vs Buildings: Disables buildings for 2 seconds

Pictogram plus.png On Hit: Gain a speed boost for 3 seconds

Pictogram minus.png -25% damage vs players

User EtherealT freeflyer.png
Free Flyer
TF2 Workshop Link
When weapon is active:

Pictogram plus.png +100% increased air control on wearer

Pictogram plus.png -10% slower fall speed on wearer

Pictogram minus.png -40% slower firing speed

Pyro Custom Weapons

Weapon Workshop Link Statistics
User EtherealT atomicrange.png
Atomic Range
TF2 Workshop Link
Pictogram minus.png Projectile cannot penetrate targets

Pictogram minus.png -100% afterburn duration

Pictogram minus.png No airblast

Fires an accurate solid beam of fire instead of flame particles

Pictogram info.png The solid beam of fire travels instantly and has no particle box dimensions, using hitscan hitboxes instead
Afterburner.png
Pilot Flight
TF2 Workshop Link
Pictogram plus.png +75% repressurization rate on Alt-Fire

Pictogram plus.png -75% airblast cost

Pictogram plus.png +25% projectile speed

Pictogram minus.png 0.625 sec delay before primary fire or alt-fire can be used

Pictogram minus.png Airblasted projectiles cannot be crit boosted

Pictogram minus.png -40% max primary ammo on wearer

Pictogram info.png Airblast cooldown effectively decreased from 0.75 to 0.1875 seconds

Pictogram info.png Airblasted projectiles can also not be mini-crit boosted as well

Pictogram info.png The delay functions similarly to the Heavy's Minigun, where the delay is only reset if the wearer stops firing for 0.625 seconds
User EtherealT immolator.png
Immolator
TF2 Workshop Link
Pictogram plus.png On Hit: Gain +1.5% Immolation

Pictogram plus.png Up to +25% faster move speed based on Immolation

Pictogram plus.png +25% ammo regenerated per second on wearer

Pictogram plus.png Killing blows or consistent direct damage over time on enemies causes them to violently explode

Pictogram minus.png On Full Immolation: Wearer is engulfed in flames

Pictogram minus.png -75% max primary ammo on wearer

Pictogram minus.png -20% flamethrower range

Alt-Fire: Consume 40% Immolation to extinguish all nearby teammates that are on fire

Pictogram info.png Ammo does not constantly regenerate, and only starts regenerating after the wearer stops attacking for 0.75 seconds

Pictogram info.png Upon killing a target or if a target is being attacked for over 2 seconds, the target explodes, inflicting 100 damage to the victim and all enemies in a radius of 78.7 HU

Pictogram info.png The wearer has no self damage resistance against the explosion caused by enemy players exploding

Pictogram info.png The explosion has a splash damage fall off of 50%

Pictogram info.png +25% move speed is obtained upon Immolation being full, but the wearer is ignited until Immolation falls below 100%

Pictogram info.png Alt-Fire has identical range to an airblast, except it affects all teammates around the wearer, and has a cooldown of 0.75 seconds

User EtherealT thelahunginjeet.png
Thelahunginjeet
TF2 Workshop Link
Pictogram minus.png +50% Alt-Fire cost

Fires blobs of fire that arc instead of flame particles

Alt-Fire: Fires a continuous wall of fire that destroys bullets and projectiles

Pictogram info.png Taunting allows the wearer to extinguish all nearby teammates, with the taunt duration and radius being identical to the Armageddon taunt from the Rainblower

Pictogram info.png Has a base damage of 20 and an attack interval of 0.105 seconds

Pictogram info.png Has a projectile speed of 1200 HU and projectiles can penetrate enemy players

Pictogram info.png Projectile arc is identical to Demoman's Grenade Launchers

Pictogram info.png Alt-Fire can be maintained by consuming ammo every second

Pictogram info.png Alt-Fire has a width and height of 104.98 HU, and is generated in front of the wearer

Pictogram info.png Coming into contact with the wall of flames will cause the wearer to take damage and be inflicted with afterburn

Pictogram info.png Flame wall has a base damage of 13 and a damage interval of 0.075 seconds, and inflicts 3.38 seconds of afterburn on hit that ramps up to 10 seconds if they continue to be damaged, identical to flamethrowers
User EtherealT victorianblast.png
Victorian Blast
TF2 Workshop Link
Pictogram plus.png On Hit: Embeds the target for 3 seconds

Pictogram plus.png Igniting Embedded targets activates the Embedded projectile to inflict additional damage and extends afterburn duration by 4 seconds

Fires large bolts instead of flame particles

Pictogram info.png Has a firing speed of 0.625 seconds and a reload time of 0.87 seconds, similar to the stock Shotgun

Pictogram info.png Has a base damage of 60 and a projectile speed of 3000 HU

Pictogram info.png Triggering the Embedded projectile inflicts an additional 15 damage on the target

Pictogram info.png Has a clip size of 4 and a reserve ammo count of 32

Pictogram info.png Cannot be equipped with the Huttabaloo
User EtherealT huttabaloo.png
Huttabaloo
TF2 Workshop Link
Pictogram plus.png +50% projectile speed

Pictogram plus.png On Hit: Embeds the target for 6 seconds

Pictogram plus.png Igniting Embedded targets activates the Embedded projectile to inflict additional damage

Pictogram minus.png Does not ignite the target on hit

Pictogram info.png Has a firing speed of 0.625 seconds and a reload time of 0.87 seconds, similar to the stock Shotgun

Pictogram info.png Has a base damage of 30 and a projectile speed of 3000 HU

Pictogram info.png Triggering the Embedded projectile inflicts an additional 30 damage on the target

Pictogram info.png Has a clip size of 3 and a reserve ammo count of 32

Pictogram info.png Successive hits on this weapon refresh the debuff duration

Pictogram info.png Cannot be equipped with the Victorian Blast
User EtherealT calefactor.png
Calefactor
TF2 Workshop Link
Pictogram plus.png On Hit Burning Player: Gain +8 health regeneration per second for up to 10 seconds

Pictogram minus.png On Hit: Extinguishes currently burning players

Pictogram minus.png -50% damage vs non-burning players

Pictogram minus.png -50% clip size

Pictogram info.png Health regeneration duration scales based on the target's remaining afterburn duration, up to 10 seconds of health regeneration if the target has 10 seconds of afterburn left

Pictogram info.png Health regeneration buff does not stack with each other, but any greater instances of the buff will override shorter instances

Pictogram info.png For instance, a 3 second health regeneration buff will be replaced by a 8 second health regeneration buff
User EtherealT chimneysweeper.png
Chimney Sweeper
TF2 Workshop Link
Pictogram plus.png On Hit: Causes the target to be covered in Gas for 10 seconds

Pictogram plus.png +50% bullets per shot

Pictogram plus.png +25% faster firing speed

Pictogram minus.png -50% damage penalty

Pictogram minus.png -33% clip size

Pictogram info.png Targets are only covered in Gas if 5-15 bullets hit the target

Pictogram info.png Gas debuff is identical to the debuff from the Gas Passer

User EtherealT burnwarden.png
Burn Warden
TF2 Workshop Link
When weapon is active:

Pictogram plus.png Converts all afterburn into mini-crits towards ignited players by the wearer

Pictogram minus.png Wearer is engulfed in flames if there are ignited players by the wearer

Pictogram minus.png Cannot switch weapons while engulfed in flames

Pictogram info.png The wearer can be technically extinguished through normal means, but afterburn will be reapplied so long as there are ignited players by the wearer on the field
Backpack Baleful Beacon.png
Baleful Beacon
TF2 Workshop Link
Pictogram plus.png Gain faster move speed and recover a portion of the wearer's ammo upon taking damage while active

Pictogram plus.png Move speed bonus lingers for 4 seconds upon holstering

Pictogram minus.png -25% max primary ammo on wearer

Pictogram minus.png -10% base slower move speed on wearer

This weapon has a large melee range and deploys and holsters slower

Pictogram info.png 2% primary and secondary ammo are gained for every 1 health lost, up to 100% primary and secondary ammo gained when the wearer takes 50 damage

Pictogram info.png Move speed is increased by +2% for every 1 health lost, up to +50% faster move speed when the wearer takes 25 damage

Pictogram info.png Move speed is capped at +50%

Demoman Custom Weapons

Weapon Workshop Link Statistics
User EtherealT knoblobber.png
Knob Lobber
TF2 Workshop Link
Pictogram plus.png Grenades stick onto players and surfaces

Pictogram plus.png +67% damage on non-direct hits

Pictogram minus.png Grenades do not explode on impact

Pictogram minus.png -15% projectile speed

Pictogram info.png The damage bonus on non-direct hits cancels out the base -40% damage penalty on non-direct hits, resulting in rollers having no damage penalty
User EtherealT ionbrute.png
Ion Brute
TF2 Workshop Link
Pictogram plus.png Does not require ammo

Pictogram plus.png Projectiles are unaffected by gravity

Pictogram plus.png -80% fuse time on grenades

Pictogram minus.png -50% explosion radius on direct hits

Pictogram minus.png -50% damage vs buildings

Pictogram minus.png -10% damage on non-direct hits

Pictogram info.png In conjunction with the base -40% damage penalty on non-direct hits, rollers from this weapon have a damage penalty of -49%
User EtherealT hyperpropeller.png
Hyper Propeller
TF2 Workshop Link
Pictogram plus.png Increased projectile speed and explosion radius based on the wearer's current move speed

Pictogram plus.png Launched bombs explode on surfaces

Pictogram minus.png -25% base explosion radius

Pictogram minus.png -20% base projectile speed

Pictogram info.png Projectile speed is increased by +1 HU for every 1 HU of move speed the wearer has, and explosion radius is increased by 0.26 HU for every 1 HU of move speed the wearer has

Pictogram info.png Without any speed bonuses or penalties, base projectile speed is increased by +280 HU and explosion radius is increased by +72.8 HU

Pictogram info.png Actions such as blast jumping or shield charging can greatly increase the wearer's speed and therefore increase projectile speed and explosion radius
User EtherealT dealanaichter.png
Dealanaichter
TF2 Workshop Link
Pictogram plus.png Stickybombs automatically detonate upon contacting an enemy

Pictogram plus.png +300% projectiles per shot

Pictogram plus.png +30% projectile speed

Pictogram plus.png Max charge time decreased by 50%

Pictogram minus.png +4 degrees fixed projectile deviation

Pictogram minus.png Stickybombs fizzle 5 seconds after landing

Pictogram minus.png -75% clip size

Pictogram minus.png -50% slower reload time

Pictogram minus.png -40% damage penalty

Hold Fire to decrease projectile deviation.

Pictogram info.png As charging decreases projectile deviation, this means that this weapon's projectile speed does not increase from charging

Pictogram info.png In other words, this weapon fires 4 projectiles at once per shot

Pictogram info.png At max charge, this weapon has no random projectile deviation

Pictogram info.png Projectiles immediately explode if an enemy player's hitbox collides with it
User EtherealT softblow.png
Soft Blow
TF2 Workshop Link
Pictogram plus.png Stickybombs automatically detonate upon contacting an enemy or the wearer themselves

Pictogram plus.png -0.5 sec faster bomb arm time

Pictogram plus.png +25% increased knockback

Pictogram minus.png -2 max pipebombs out

Hold alt-fire to unstick all stickybombs from surfaces.

Pictogram info.png As alt-fire causes stickybombs to be unstuck, this means that stickybombs from this weapon can no longer be manually detonated

Pictogram info.png Projectiles only begin to stick to surfaces again if the wearer is no longer holding alt-fire

Pictogram info.png Projectiles immediately explode if a player's hitbox collides with it
User EtherealT souredsquash.png
Soured Squash
TF2 Workshop Link
Pictogram plus.png Charge meter builds with damage done and/or time

Pictogram plus.png +100% increase in charge impact damage

Pictogram minus.png -66% decrease in charge recharge rate

Alt-Fire: Charge toward your enemies and remove debuffs. Causes an explosion after impacting an enemy.

Pictogram info.png Requires 200 damage dealt with any weapon to fully charge the Charge meter, including shield bashes

Pictogram info.png Has a splash radius of 146 HU and a splash damage fall off of 50%

Pictogram info.png The wearer takes no self damage from the explosion on shield bash
User EtherealT falkland.png
Falkland Frequency
TF2 Workshop Link
Pictogram plus.png Highlights enemies within the explosion radius of your stickybombs every second while active

Pictogram minus.png Self mark for death while active

Pictogram minus.png -50% max secondary ammo on wearer

User EtherealT bittersbatter.png
Bitters Batter
TF2 Workshop Link
Pictogram plus.png +50% longer melee range

Pictogram minus.png This weapon deploys 75% slower

Pictogram minus.png This weapon holsters 75% slower

Heavy Custom Weapons

Weapon Workshop Link Statistics
User EtherealT boilingbruiser.png
Boiling Bruiser
TF2 Workshop Link
Pictogram plus.png Hold Alt-Fire to build Pressure

Pictogram plus.png Up to +66% accuracy and +66% faster firing speed based on Pressure

Pictogram plus.png +50% faster move speed while firing

Pictogram plus.png This weapon has no spin up

Pictogram minus.png Primary Fire is disabled if Pressure is empty

Pictogram minus.png Pressure decays over time

Pictogram minus.png -100% slower firing speed

Pictogram minus.png -50% less accurate

Pictogram minus.png -25% slower move speed while holding Alt-Fire

Pictogram info.png Pressure builds at a rate of 40% per second, requiring 2.5 seconds to fully charge Pressure

Pictogram info.png Pressure decays at a rate of 16% per second while firing, and 8% per second if the wearer is not attacking

Pictogram info.png Despite having no spin up, the wearer's move speed is identical to the stock Minigun's move speed while firing, resulting in a total move speed of 48% while firing

User EtherealT wanhuliftoff.png
Wan-Hu Liftoff
TF2 Workshop Link
Pictogram plus.png Hold Alt-Fire to load up to eight rockets

Pictogram plus.png Press Fire to unleash the barrage

Pictogram plus.png +25% faster move speed while deployed

Pictogram plus.png No damage fall off

Pictogram minus.png -80% max primary ammo on wearer

Pictogram minus.png No damage ramp up

Fires explosive fireworks instead of bullets

Pictogram info.png One rocket is loaded every 0.65 seconds, requiring up to 5.2 seconds to load all eight rockets

Pictogram info.png Has a base damage of 40 and an attack interval of 0.25 seconds

Pictogram info.png Projectiles explode on impact, having an explosion radius of 39.37 HU

Pictogram info.png Projectiles function identically to the Flare Gun, and have a splash damage fall off of 50%

Pictogram info.png If the wearer stops holding alt-fire without firing, primary ammo loaded is refunded and the wearer does not fire, and requires having to load up rockets again before firing
User EtherealT doubledeuce.png
Double Deuce
TF2 Workshop Link
Pictogram plus.png +125% bullets per shot

Pictogram plus.png +66% damage bonus

Pictogram plus.png Projectile penetrates enemy targets

Pictogram plus.png This weapon has no spin up

Pictogram minus.png -80% max primary ammo on wearer

Pictogram minus.png -20% less accurate

Pictogram info.png Has a clip size of 2 and has a reload time of 2 seconds

Pictogram info.png As this weapon is based off the Shotgun, it can immediately fire without spinning up, and does not suffer from move speed penalties while firing

Pictogram info.png Has a reload time of 1 second per ammo
User EtherealT boarsbrunch.png
Boar's Brunch
TF2 Workshop Link
Pictogram minus.png Food meter cannot be recharged with health packs

Pictogram minus.png -40 max health on wearer

Eat to regain up to 60 health. After consuming, damage resistance is increased by +75% and any kills instantly reduce the cooldown of all rechargeable lunchboxes by 50%, but any damage taken during this time will be applied to the wearer over time after the effect ends. This debuff can be cancelled if the wearer consumes this lunchbox again before the effect ends. Lasts 16 seconds.

Alt-fire: Share with a friend (Large Health Kit)

Pictogram info.png Recoil damage after the buff ends is applied in the form of a damage over time, inflicting 15% of the absorbed damage towards the wearer per second for 6.66 seconds

Pictogram info.png The wearer can die from the recoil damage
User EtherealT praeletariat.png
Praeletariat
TF2 Workshop Link
Pictogram plus.png +30 max health gained on kill

Pictogram minus.png -40 max health on wearer

Alt-Fire: Gain +60% damage resistance and -60% slower move speed for 2 seconds. After the buff ends, gain up to +50% faster move speed based on damage taken during the buff for 10 seconds.

Pictogram info.png Move speed is increased by +1% for every 1 health lost, up to +50% faster move speed when the wearer takes 50 damage

Pictogram info.png Any weapon can trigger the max health increase on kill, stacking up to 4 times at +120 max health until the wearer dies

Pictogram info.png Alt-Fire has a cooldown of 12 seconds
User EtherealT goshamighty.png
Gosha Mighty
TF2 Workshop Link
Pictogram plus.png Alt-Fire: Launches the wearer forward based on where the wearer is moving towards. Costs 10 ammo.

Pictogram plus.png Projectile cannot be deflected

Pictogram plus.png This weapon has no spin up

Pictogram plus.png +140% faster move speed while firing

Pictogram plus.png No damage fall off

Pictogram minus.png -75% max primary ammo on wearer

Pictogram minus.png No damage ramp up

Fires large cannonballs instead of bullets

Pictogram info.png Has a base damage of 80 and an attack interval of 1 second

Pictogram info.png Has a projectile speed of 1400 HU, and Alt-Fire has a cooldown of 1 second

Pictogram info.png Alt-Fire push force works as if the wearer is airblasted from behind, having a charge distance of 443 HU

Pictogram info.png Projectile arcs and air drag is identical to the Loose Cannon
User EtherealT comradeconquer.png
Comrade and Conquer
TF2 Workshop Link
Pictogram plus.png +10% faster move speed on wearer

Provides a buff that reduces ammo and metal consumption of all weapons by -50% and grants a speed boost. Rage increases through damage done and damage taken.

Pictogram info.png Requires 300 damage dealt or taken to fully charge Rage

Pictogram info.png Buff lasts for 4 seconds, and has a radius of 630 HU

Pictogram info.png Despite the wording, metal consumption for Engineers is reduced in general during the buff, including constructing, upgrading, refilling ammo or metal consumption from a weapon

User EtherealT sovietstockpile.png
Soviet Stockpile
TF2 Workshop Link
Pictogram plus.png +50% max primary ammo on wearer

Alt-fire: Share ammo with a friend (Medium Ammo Kit). Costs 50% primary ammo.
User EtherealT soyuzstyle.png
Soyuz Style
TF2 Workshop Link
Pictogram plus.png Press your reload key to cycle through different modes

Offense Mode:

Pictogram plus.png -25% ammo consumption rate on primary weapon

Pictogram plus.png +25% faster firing speed on primary weapon

Pictogram plus.png +25% longer melee range

Pictogram minus.png -25% healing from all sources

Defense Mode:

Pictogram plus.png +25% damage resistance on wearer

Pictogram plus.png +25% health from all sources on wearer

Pictogram plus.png -100% reduction in push force taken from damage

Pictogram plus.png -100% reduction in airblast vulnerability

Pictogram minus.png +25% ammo consumption rate on primary weapon

Pictogram minus.png -25% slower firing speed on all weapons

Speed Mode:

Pictogram plus.png +25% faster move speed on wearer

Pictogram plus.png +25% faster weapon switch

Pictogram plus.png +25% faster firing speed on melee weapon

Pictogram minus.png 25% damage vulnerability on wearer

User EtherealT powerlunch.png
Power Lunch
TF2 Workshop Link
Pictogram plus.png The wearer can move slowly while consuming the lunchbox

Pictogram plus.png +33% increase in charge recharge rate

Pictogram minus.png -50% slower consumption speed

Pictogram minus.png -50% healing effect

Eat to regain up to 150 health.

Alt-fire: Share a turkey with a friend (Medium Health Kit)

Pictogram info.png The wearer moves at a speed of 45% while consuming the lunchbox, crouching would cause the wearer to be unable to move, as if they have their minigun spun up
User EtherealT javalenin.png
Javalenin
TF2 Workshop Link
Pictogram plus.png Hold Fire to charge your throw

Pictogram plus.png No damage fall off

Pictogram minus.png -83% clip size

Pictogram minus.png -63% max secondary ammo on wearer

Pictogram minus.png No damage ramp up

Fires a bowling ball instead of bullets

Pictogram info.png Has a base damage of 50

Pictogram info.png Charging increases damage by up to +100%

Pictogram info.png Has a base projectile speed of 1812.1 HU, and scales up to 2600 HU at max charge
User EtherealT armeniangothic.png
Armenian Gothic
TF2 Workshop Link
Pictogram plus.png On Hit: Target is pulled towards the wearer

Pictogram plus.png +100% longer melee range

Pictogram plus.png This weapon holsters 50% faster

Pictogram minus.png -100% slower firing speed

Pictogram minus.png -75% damage penalty

Pictogram info.png Hitting an enemy player applies heavy negative knockback, thus pulling them towards the wearer

Engineer Custom Weapons

Weapon Workshop Link Statistics
User EtherealT livingcaliber.png
In Living Caliber
TF2 Workshop Link
Pictogram plus.png 60% of all damage dealt by this weapon is returned to damaged buildings as health

Pictogram plus.png +34% clip size

Pictogram plus.png +20% faster firing speed

Pictogram minus.png -75% max primary ammo on wearer

Pictogram minus.png -40% damage penalty

Pictogram info.png Healing received is divided towards all currently damaged buildings, so a shot that inflicts 50 damage would only heal 10 health across three damaged buildings
User EtherealT popnlockout.png
Pop 'N Lockout
TF2 Workshop Link
Pictogram plus.png No damage fall off

Pictogram minus.png -92% clip size

Pictogram minus.png No damage ramp up

Pictogram minus.png Projectiles fizzle out at long range

Fires an energy beam instead of bullets. This weapon will reload when not active.

Replaces the Dispenser with a Ray Converter

Pictogram info.png Has a base damage of 60 and a reload time of 1.5 seconds

Pictogram info.png Projectile is a perfectly accurate hitscan shot, but fizzles out after travelling for more than 1050 HU
User EtherealT vistafission.png
VistaFission
TF2 Workshop Link
Pictogram plus.png On Hit: damage dealt is returned as ammo

Pictogram minus.png -45% damage penalty

Pictogram minus.png Per Shot: -8 ammo

Pictogram minus.png Uses metal for ammo

Generates an electrical field that damages enemies instead of bullets

Pictogram info.png All targets within a 75 degree radius in front of the wearer are damaged

Pictogram info.png This weapon has a range of 215 HU and a firing interval of 0.15 seconds
User EtherealT overhauls.png
Overhauls
TF2 Workshop Link
Pictogram plus.png The wearer can attack freely when hauling buildings

Pictogram plus.png Buildings remain active and functioning while being hauled

Pictogram minus.png -66% slower firing speed on Sentry Gun while hauling

Pictogram info.png Visually, the building is deployed and active on the wearer's back

Pictogram info.png Deploying the Construction PDA while hauling buildings allows the wearer to place buildings down

Pictogram info.png The wearer is still slowed by -10% while hauling buildings and the buildings are still destroyed if the wearer dies before redeploying
User EtherealT topleveltamer.png
Top-Level Tamer
TF2 Workshop Link
Pictogram plus.png Alt-Fire: Launches a whip that pulls buildings and enemy players

Pictogram plus.png Increased redeploy range while redeploying

Pictogram minus.png -50% slower redeploy speed on wearer

Pictogram minus.png -50% damage penalty

Pictogram info.png Alt-Fire has a projectile speed of 900 HU and a range of 420 HU

Pictogram info.png The wearer can redeploy buildings up to 420 HU away

Pictogram info.png Pulled buildings are packed up and ready to be hauled once it returns to the wearer

Pictogram info.png Pulled enemy players are dragged towards the wearer

Pictogram info.png The whip travels back at a projectile speed of 900 HU, and buildings cannot be hauled until it has returned to the wearer
User EtherealT bigbotany.png
Big Botany
TF2 Workshop Link
Pictogram plus.png Buildings can be affected by positive status effects

Pictogram plus.png +25% Rail Gun and Dispenser range

Pictogram minus.png Buildings can be affected by negative status effects

Pictogram minus.png +0.6 sec increase in sentry detection time

Pictogram info.png All buffs and debuffs that would normally affect a player can now also affect buildings, including healing from Medi Guns and headshots

Pictogram info.png Buildings are still immune to knockback, damage ramp up and damage fall off

Pictogram info.png Visually, buildings will have custom visuals, and Sentry Guns and Dispensers will also receive a screen at their back, allowing headshots to occur

Pictogram info.png The building range affects all types of Dispensers and its replacements, as well as the range bonus on the Kinetic Contraption, but not default Sentry Guns or Mini Sentries

Pictogram info.png The range bonus from this weapon stacks multiplicatively with other sources of range bonuses
User EtherealT radioactive.png
Radioactive Reclaimer
TF2 Workshop Link
Pictogram plus.png Construction hit speed boost increased by 50%

Pictogram plus.png -30% metal cost when constructing buildings

Pictogram plus.png +35 max health on wearer

Pictogram minus.png Building health decays over time if not repaired or upgraded for more than 4 seconds

Pictogram minus.png Wearer cannot manually destroy buildings

Pictogram minus.png -50% max health on buildings

Buildings explode upon being destroyed

Pictogram info.png Upon the building exploding, the wearer and all nearby enemy players will take 100 damage in a 146 HU radius

Pictogram info.png The explosion has a splash damage fall off of 50%, and the wearer can receive knockback from the explosion, allowing blast jumps to occur
User EtherealT metalofman.png
Metal of Man
TF2 Workshop Link
Pictogram plus.png Ammo collected from ammo boxes also refills health

Pictogram plus.png +50% damage resistance on wearer

Pictogram plus.png -50% metal cost on constructing and upgrading buildings

Pictogram minus.png 100% of all damage taken by the wearer is also inflicted towards active buildings

Pictogram minus.png Uses health for metal

Pictogram minus.png -50% slower upgrade rate

Pictogram info.png The metal cost reduction on upgrading buildings cancels out the upgrade rate penalty, resulting in 8 hits to upgrade a building still, but constructing and upgrading buildings will only cost 50% of the metal normally required
Lvl1dispenser.png

Ray Converter

N/A Pictogram plus.png Ammo and health packs in a large radius cannot be collected by the enemy team

Pictogram plus.png -50% respawn time on ammo and health packs in a large radius

Pictogram plus.png All nearby ammo and health packs appear near this building

Pictogram plus.png -30% base metal cost on construction

Pictogram plus.png +25% metal dispensed per instance at level 3

Pictogram plus.png Automatically resupplies all nearby buildings

Pictogram minus.png -100% heal rate

Pictogram minus.png -50% building health

Pictogram minus.png -38% base metal dispensed per instance at level 1

Pictogram minus.png Only dispenses metal towards other buildings

Pictogram info.png In other words, metal dispensed per 5 seconds is rescaled from 40/50/60 to 25/50/75 metal every 5 seconds

Pictogram info.png Metal supplied to nearby buildings is converted into upgrading, healing or resupplying Sentry ammo, as if the wearer is actively hitting buildings with a wrench, using 25/50/75 metal

Pictogram info.png Ammo and health pack disability has a radius of 525/787/1207 HU depending on building level

Pictogram info.png Ammo and health pack respawn timer reduction share the same range as the ammo and health pack disability

Pictogram info.png Ammo and health pack disability no longer takes effect if the Ray Converter is moved outside of the range of nearby ammo and health packs

Pictogram info.png Ammo and health packs that appear near the Ray Converter are linked with the packs in the original location, causing the packs in the original location to disappear if teammates picked up the packs near this building
Lvl1dispenser.png

Waco Wavelength

N/A Pictogram plus.png +1300% dispenser range

Pictogram minus.png -87% ammo supply rate

Pictogram minus.png -70% heal rate

Pictogram minus.png -53% metal dispensed per instance

Pictogram minus.png -36% cloak regen rate

Pictogram minus.png Resupplies and heals teammates after a delay

Pictogram info.png In other words, this building only heals the wearer and teammates once every 5 seconds, instead of regenerating health, ammo and cloak steadily every second

Pictogram info.png The ammo, health, metal and cloak resupply values are a rough estimation, with a more detailed list below

Pictogram info.png Ammo supply is decreased from 100/150/200% ammo in 5 seconds to 10/20/30% ammo, while health regeneration is decreased from 50/75/100 health in 5 seconds to 10/20/40 health

Pictogram info.png Metal dispensed per instance is decreased from 40/50/60 to 10/20/40 metal, and cloak regen is decreased from 25/50/75% cloak in 5 seconds to 20/30/40% cloak
Tele inactive red.png

Power Pistop

N/A Pictogram plus.png Gain a powerful speed bonus upon being stepped on for 12 seconds

Pictogram plus.png Does not require an entrance and exit to activate

Pictogram plus.png +62% faster recharge rate

Pictogram minus.png Speed boost is lost prematurely upon taking damage

Pictogram info.png Rather than a traditional speed boost, the player's speed is set to a base 120/130/140% instead

Pictogram info.png Has a cooldown of 4/2/1 seconds

Pictogram info.png Power Pistops do not affect classes that are faster than the speed bonus being provided, such as Scouts at level 1 and 2 of this building
RED Level 1 Sentry Gun.png

Kinetic Contraption

N/A Pictogram plus.png +120% damage bonus

Pictogram plus.png +25% sentry range

Pictogram plus.png This building is always crit boosted

Pictogram minus.png -350% slower firing speed

Pictogram info.png Has a base damage of 35/45/55 in conjunction with the permanent critical bonus, resulting in a base damage of 105/135/165

Pictogram info.png Has an attack interval of 1.01 seconds and a range of 1375/1650/1925 HU

Pictogram info.png In other words, upgrading this weapon increases base damage and range instead of firing speed and additional weaponry
RED Level 1 Sentry Gun.png

Combat Mini Rail Gun

N/A Pictogram plus.png +25% sentry range

Pictogram plus.png +13% damage bonus

Pictogram plus.png This building is always crit boosted

Pictogram minus.png -260% slower firing speed

Pictogram info.png Only accessible when the Gunslinger is equipped with the Kinetic Contraption

Pictogram info.png Has a base damage of 18 in conjunction with the permanent critical bonus, resulting in a base damage of 54

Pictogram info.png Has an attack interval of 0.81 seconds

Pictogram info.png Unmentioned stats are based off the Mini Sentry

Medic Custom Weapons

Weapon Workshop Link Statistics
User EtherealT bierkrieg.png
Bierkrieg
TF2 Workshop Link
When thrown at teammates, heals them for 40 health and instantly resets crit heal cooldown. When thrown at enemies, healing from all sources is decreased by -35% for 1 second.

Pictogram info.png Is a throwable like the Mad Milk, and has a 12 second cooldown
User EtherealT gloriousray.png
Glorious Ray
TF2 Workshop Link
Pictogram plus.png Projectiles automatically home onto nearby targets

Pictogram plus.png +25% faster firing speed

Pictogram minus.png Projectiles fizzle 0.5 seconds after being fired

Pictogram minus.png -40% damage penalty

Pictogram info.png Automatically homes onto targets within a 40 degree cone in front of the wearer
User EtherealT preventivecare.png
Preventive Care
TF2 Workshop Link
Pictogram plus.png +125% ÜberCharge rate

Pictogram plus.png +50% Overheal build rate

Pictogram plus.png -25% slower Overheal decay on patient

Pictogram minus.png -25% heal rate

ÜberCharge instantly heals the patient and Medic by 100% of the patient's max health, which can overheal up to 250% health.

Pictogram info.png ÜberCharge cannot be used on teammates holding the intelligence briefcase or PASS Time Jack

Pictogram info.png ÜberCharge is instantly consumed on use
User EtherealT antideathinject.png
Anti-Death Inject
TF2 Workshop Link
Pictogram plus.png +100% longer Medigun range

Pictogram plus.png +60% heal rate

Pictogram plus.png +35% ÜberCharge duration

Pictogram plus.png 10% of all healing done by this weapon is returned to the wearer as health

Pictogram minus.png Medigun does not automatically lock onto patients

Pictogram minus.png Wearer cannot crit heal patients

Pictogram minus.png Healing is affected by range

Pictogram minus.png -50% Overheal build rate

ÜberCharge prevents the Medic and Patient from falling below 10% health while being healed.

Pictogram info.png In other words, this weapon functions similarly to Pyro's Flamethrower, where the wearer has to take aim manually in order to heal teammates

Pictogram info.png The heal beam is hitscan with a projectile hitbox size of 1

Pictogram info.png Healing has a minimum fall off of 50%, reached by healing a target from 900 HU and beyond
User EtherealT apothecarrier.png
Apothecarrier
TF2 Workshop Link
Pictogram plus.png On Hit Teammate: Up to 4% ÜberCharge added

ÜberCharge fires a Plague Bubble that inflicts enemy players with Mad Milk, Jarate and Bleed for 10 seconds on hit.

Fires healing baubles instead of heal beams

Pictogram info.png Unlike most Medi Guns, this weapon has 4 charges and each ÜberCharge costs 25% Über

Pictogram info.png Healing baubles has a base heal of 40 health on hit and an attack interval of 0.8 seconds

Pictogram info.png Healing baubles have a projectile speed of 2000 HU and an explosion radius of 131.2 HU

Pictogram info.png Plague bubbles have a projectile speed of 2000 HU and an explosion radius of 200 HU

Pictogram info.png Healing baubles have no fall off, but the explosion has a splash fall off of 50% and ÜberCharge gain has a splash fall off of 25%

Pictogram info.png Healing baubles and Plague Bubbles have an identical arc to Flare Guns

Pictogram info.png Healing baubles do not require ammo or reloading
User EtherealT herdmensch.png
Herdmensch
TF2 Workshop Link
Pictogram plus.png Press your reload key to toggle to Multiheal mode

Pictogram plus.png Can heal up to three patients at once during Multiheal mode

Pictogram plus.png +10% ÜberCharge rate

Pictogram minus.png -27% ÜberCharge rate while Multiheal mode is active

Pictogram minus.png -10% slower move speed on wearer

Übercharge instantly reloads all clips and provides infinite reserve ammo and causes all weapons to not consume any ammo while firing, as well as +50% faster firing speed and a speed boost to the Medic and Patients.

Pictogram info.png During Multiheal mode, the wearer can build ÜberCharge from all patients at once

Pictogram info.png Activating ÜberCharge also affects all patients if this weapon is in Multiheal mode when ÜberCharge is activated

Pictogram info.png The ÜberCharge rate bonus and penalty stacks with each other, resulting in a net -20% ÜberCharge rate when Multiheal mode is active
User EtherealT peerreview.png
Peer Review
TF2 Workshop Link
Pictogram plus.png ÜberCharge duration is reset if a patient kills while ÜberCharged

Pictogram plus.png +15% Übercharge rate on all weapons

Pictogram minus.png -50% ÜberCharge duration on secondary weapon

Pictogram info.png In other words, the wearer gains +100% ÜberCharge if their patient kills an enemy player while ÜberCharged

Sniper Custom Weapons

Weapon Workshop Link Statistics
User EtherealT aboriginal.png
Aboriginal
TF2 Workshop Link
Pictogram plus.png Charge continues to build even while unscoped

Pictogram plus.png Charge is partially retained until fired

Pictogram plus.png Damage scales linearly with charge, irrespective of victim max health

Pictogram plus.png +275% faster move speed while scoped in

Pictogram plus.png +15% faster move speed on wearer

Pictogram minus.png -50% critical damage penalty

Pictogram minus.png -33% base damage penalty

Pictogram minus.png Fires tracer rounds

Pictogram info.png While unscoped, charge can only build up to 50%

Pictogram info.png Upon unscoping, all of the wearer's charge meter is kept, up to 50%

Pictogram info.png Charge passively starts charging as soon as the wearer spawns, or after the wearer fires this weapon

Pictogram info.png In other words, the wearer is not slowed while scoped in

Pictogram info.png This weapon charges similarly to vanilla Sniper Rifles, where damage scales from 30-100
User EtherealT kangakilla.png
Kanga Killa
TF2 Workshop Link
Pictogram plus.png Charge and fire shots independent of zoom

Pictogram plus.png This weapon has no charge delay

Pictogram plus.png +160% charge rate

Pictogram plus.png +85% faster move speed while scoped in

Pictogram plus.png +50% faster reload time

Pictogram minus.png -50% maximum charge on primary weapon

Pictogram minus.png -35% damage on headshot

Pictogram info.png The damage multiplier at full charge only deals additional damage equal to 10% of the target's max health instead of 20%, and headshots inflict 2.3x damage instead of 3x

Pictogram info.png In other words, this weapon stops charging once it reaches 50% charge
User EtherealT immenace.png
Immenace
TF2 Workshop Link
Pictogram plus.png +78% base damage bonus

Pictogram plus.png Projectile penetrates enemy targets

Pictogram plus.png +30% damage per target penetrated

Pictogram minus.png No headshots when projectile travels too far

Pictogram minus.png -50% max primary ammo on wearer

Fires explosive rounds instead of bullets

Charge increases the distance in which the bullet explodes

Pictogram info.png All enemy players within 120 HU of the explosion take +100% damage from the explosion

Pictogram info.png Charge starts increasing distance after the headshot delay has passed, increasing at a rate of 1200 HU per second

Pictogram info.png As such, this weapon cannot headshot if the distance is over 1000 HU, or after 1.03 seconds of scoping in

Pictogram info.png Has an explosion radius of 146 HU, and the damage bonus from penetrating targets scales additively

Pictogram info.png For example, hitting one target directly increases final damage by +30%, hitting two targets would increase final damage by +60%, etc.

Pictogram info.png Projectile explodes upon firing based on how long the wearer has scoped in for, or it explodes upon reaching a surface

Pictogram info.png Unscoped shots have infinite range, but do not explode on hit
User EtherealT daikyu.png
Daikyu
TF2 Workshop Link
Pictogram plus.png On Full Charge: +20% projectile speed per shot

Pictogram plus.png Projectile penetrates enemy targets and buildings

Pictogram plus.png +10% damage bonus

Pictogram minus.png -50% charge rate

User EtherealT shahsspice.png
Shah's Spice
TF2 Workshop Link
Pictogram plus.png Spice meter builds with damage done

Pictogram minus.png Spawning and resupply do not affect the Spice meter

Pictogram minus.png Spice meter starts empty

When thrown at teammates, cleanses them of all debuffs and grants them immunity to debuffs. When thrown at enemies, damage output is decreased by -35% and the victim cannot inflict critical hits.

Pictogram info.png Requires 500 damage dealt to recharge the Spice meter

Pictogram info.png Buff and debuff duration lasts for 10 seconds
User EtherealT highstakes.png
High Stakes
TF2 Workshop Link
Pictogram plus.png No damage fall off

Pictogram minus.png -84% clip size

Pictogram minus.png -82% slower reload time

Pictogram minus.png -79% max secondary ammo on wearer

Pictogram minus.png No damage ramp up

Fires rocks instead of bullets

This weapon reloads its entire clip at once

Pictogram info.png Has a base damage of 60 and an attack interval of 0.625 seconds
User EtherealT jarofscience.png
Jar of Science
TF2 Workshop Link
Pictogram plus.png +25% increase in recharge rate

Coated enemies are highlighted and can spread the debuff to nearby enemies.

Pictogram info.png Enemies debuffed by this weapon can be seen through walls

Pictogram info.png Debuffed within 200 HU of another unaffected target will pass on the debuff to the previously unaffected player

Pictogram info.png The debuff duration on secondary targets is based on the primary target, so in other words, if the main target is affected by 2 seconds of highlight from this weapon, the debuff passed onto other nearby enemies will also only last for 2 seconds

Pictogram info.png Enemies debuffed by this weapon fizzle out on death
User EtherealT contractkiller.png
Contract Killer
TF2 Workshop Link
Pictogram plus.png Third successful hit in a row always stuns the target for 1 second

Pictogram plus.png +20% faster firing speed

Pictogram minus.png -75% damage penalty

User EtherealT wooedmera.png
Hinterland Hitter
TF2 Workshop Link
Pictogram plus.png On Hit Enemy Projectile: Instantly stops the projectile and stores it

Pictogram plus.png Alt-Fire: Throws out the stored projectile

Pictogram minus.png -50% slower firing speed

Pictogram minus.png -5 max health on wearer

Pictogram info.png The stopped projectile disappears as if it was destroyed

Pictogram info.png Thrown projectiles behave identically to how they were before being stopped, except it has its ramp up reset

Spy Custom Weapons

Weapon Workshop Link Statistics
User EtherealT chargedafront.png
Chargé D'afront
TF2 Workshop Link
Pictogram plus.png +800% bullets per shot

Pictogram minus.png -81% damage penalty

Pictogram minus.png -66% clip size

Pictogram minus.png -63% less accurate

Pictogram minus.png -33% slower reload time

Pictogram info.png Stats are based on the stock Revolver

Pictogram info.png In other words, this weapon has a base damage of 9 and fires 9 bullets per shot
User EtherealT admiredgun.png
Admired Gun
TF2 Workshop Link
Pictogram plus.png Third successful hit in a row grants this weapon crits and causes all shots to not consume any ammo

Pictogram minus.png On Miss: Crits and ammo consumption reduction is lost

Pictogram minus.png -50% clip size

Pictogram minus.png -40% damage penalty

Pictogram info.png Reloading does not cause the buff to expire
User EtherealT intellilectual.png
Intelli-lectual
TF2 Workshop Link
Pictogram plus.png On Hit: Highlights the target for 8 seconds

Pictogram plus.png Disguise is not lost upon firing

Pictogram minus.png -100% slower disguise speed on wearer

Pictogram minus.png -83% clip size

Pictogram info.png Enemies debuffed by this weapon can be seen through walls by the wearer and all teammates
User EtherealT insidejab.png
Inside Jab
TF2 Workshop Link
Pictogram plus.png Attacking with a loaded shot ready fires a bullet that can backstab

Pictogram minus.png Wearer cannot backstab for 10 seconds after attacking

Pictogram minus.png Backstabs do not crit

Pictogram minus.png -50% damage on backstabs

Pictogram minus.png Damage is affected by range

Press your reload key to load a shot and be unable to switch weapons until you attack

Pictogram info.png This weapon has a minimum damage fall off of 20% and reaches minimum damage fall off at 525 HU

Pictogram info.png Damage starts falling off after 48 HU

Pictogram info.png Has a cooldown of 10 seconds, and only begins once the wearer fires the loaded shot

Pictogram info.png This bullet functions identically to a normal bullet, with a base damage of 40 and can backstab for 100% of someone's max health
User EtherealT mainman.png
Main Man
TF2 Workshop Link
Pictogram plus.png +25% faster move speed when disguised as a Scout

Pictogram plus.png Wearer can mimic weapon firing

Pictogram plus.png Disguises do not break on miss

Pictogram minus.png Backstabs do not crit

Pictogram minus.png -85% damage on backstabs

Pictogram info.png In other words, the wearer can pretend to fire a weapon while disguised
User EtherealT beancounter.png
Bean Counter
TF2 Workshop Link
Pictogram plus.png On Hit: Restores cloak based on damage dealt

Pictogram plus.png +25% cloak duration

Pictogram minus.png Cloak does not passively recharge

Pictogram minus.png -100% cloak meter from ammo boxes

Cloak Type: Kinetic

Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies.

Pictogram info.png Every 1 damage dealt grants +1% cloak, up to 100 damage dealt for +100% cloak

Pictogram info.png Cloak gained from damage fully stacks with the cloak gained from the L'Etranger and Big Earner
User EtherealT corporal.png
Corporal Incorporeal
TF2 Workshop Link
Pictogram plus.png All players pass through the wearer directly while cloaked without flickering

Pictogram plus.png Wearer is invulnerable while cloaked

Pictogram plus.png Wearer is immune to all status effects and push force while cloaked

Pictogram minus.png Wearer cannot be affected by buffs while cloaked

Pictogram minus.png Cloak cannot be activated while not full

Pictogram minus.png Wearer cannot manually decloak

Pictogram minus.png No cloak meter from ammo boxes while cloaked

Pictogram minus.png -100% ammo from packs while cloaked

Pictogram minus.png -100% health from packs while cloaked

Pictogram minus.png -20% cloak duration

Cloak Type: Absolute

Alt-Fire: Turn invisible. Cannot attack while invisible.
User EtherealT businessfront.png
Business Front
TF2 Workshop Link
Pictogram plus.png After 6 seconds of being sapped, buildings with health <50% of max are reprogrammed to the opposing team

Pictogram plus.png +500% building disable duration after being destroyed

Pictogram minus.png Converted buildings can receive damage from both teams

Pictogram minus.png -90% decrease in damage when building health <50% of max

User EtherealT briefrespite.png
Brief Respite
TF2 Workshop Link
Pictogram plus.png +700% building disable duration after self destructing

Pictogram plus.png All nearby buildings in an area are sapped

Pictogram minus.png Sapper automatically self destructs after 4 seconds

Pictogram minus.png -100% Sapper damage penalty

Pictogram info.png If the Sapper was removed by players without triggering the self destruction, the building disable duration remains at 0.5 seconds
User EtherealT polaroidmode.png
Polaroid Mode
TF2 Workshop Link
Pictogram plus.png Hold Fire to zoom in and snap a picture, highlighting and marking targets for 8 seconds

Pictogram plus.png +25% damage vs marked targets

Pictogram minus.png This weapon flashes with camera glint upon taking pictures

Replaces the Sapper with a state of the art camera

Pictogram info.png Enemies debuffed by this weapon can be seen through walls and have their health, ammo and meter charges visible

Pictogram info.png Has a zoom in time of 1 second, and zooming in functions identically to scoping in with a Sniper Rifle

Pictogram info.png A picture is automatically taken after the wearer has finished zooming in

Pictogram info.png The wearer can use this weapon while disguised

Pictogram info.png The damage bonus only works on the wearer and their own weapons only

Pictogram info.png Only one player can be highlighted and marked at a time