Team Fortress 2

Team Fortress 2

38 ratings
ALL weapons ALL the time ALL classes ALL TF2
By They'll never expect Lu7ky! and 1 collaborators
This is a guide always in progress but containing all weapons and how to use them.
   
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Now updating!
Now has new Pyro weapons and Banana!

Will add more of the changes from the previous edits soon.
Qualities
Intro
As with all items there are specific qualities to weapons. All you need to know is that they do not affect your weapon function what-so-ever, their purpose is purely for show.

Decorated
These weapons come in rarities shown by color there are in order of rarity from common to highest rarity:
  • Civilian Can be strange
  • Freelance Can be strange
  • Mercenary Can be strange and/or unusual
  • Commando Can be strange and/or unusual
  • Assassin Can be strange or and/unusual
  • Elite Can be strange and/or unusual
They also come in different grades of wear from least to most:
  • Battle scarred
  • Well worn
  • Field tested
  • Minimal wear
  • Factory new
All of these can also be festivized.

Normal or Stock/ Stock and strange
These weapons have a grey border. These are your original weapons and can be viewed by checking a special box in the inventory screen. Strange variants are rare but made available by a temporary glitch in the system.

Unique
These weapons have a yellow border. These are the most common as they are available from drops, crafting, unboxing and more.

Vintage/ Vintage and strange
These weapons have a blue border. These were obtainable through having items before a certain time period. Strange versions are obtainable by applying a strangifier to an already vintage weapon.

Genuine/ Genuine and strange
These weapons have a green border. These are obtainable only through promotion. Strange versions are obtainable by applying a strangifier to an already genuine weapon.

Haunted
The only weapon available in haunted form is the Bat Outta Hell, obtainable at Halloween by obtaining voodoo cursed souls and crafting them into piles of curses which you then open/ search through (this is a random chance). Or via the Steam Community Market.

Strange
These weapons have an orange border. These are obtainable by uncrating or applying a strangifier to a unique quality weapon. All strange weapons count kills, while lunchboxes count amount of eaten, mediguns count assists and some throw-ables count amount of enemies soaked.

Unusual/ Unusual and strange
These weapons have a purple border. These are obtainable by highly rare chance through uncrating Gun Mettle crates. Strange versions are obtainable by extremely rare chance. The one exception to this rule is the Unusual Horseless Headless Horsemann's Headtaker obtainable through crafting the Unusual Scrap Metal obtained from defeating the Horseless Headless Horsemann in melee at Halloween.

Collector's/ Collector's and strange
These weapons have a red border. These are obtainable by completing a Collector's Kit for that specfiic weapon. To do this you need to apply 200 of that weapon in unique, craft-able, trad-able quality to the kit by double-clicking it in your backpack. Strange versions are obtainable by applying a strangifier to an already collector's weapon.

Community/ Self-made
These weapons have a light green border. These are obtainable through valve only. Reasons are decided by Valve but mostly involve greatly helping the community such as adding an item that gets accepted into Team Fortress 2. I am not sure whether or not these can be made strange as they are quite rare.

Valve
These weapons have a magenta border. These are obviously made only for Valve employees and have considerable stat boosts and a unique unusual effect called "flying bits".

Weapon Availability
Craftable
Craftable weapons are able to be re-crafted into new items.
Uncraftable
Uncraftable weapons are not able to be re-crafted into new items and will show in your backpack as such.
Tradable
Tradable weapons can be traded to other players.
Untradable
Untradable weapons can not be traded to other players and will show in your backpack as such.
Marketable
Marketable weapons can be put on the Steam Community Market and sold for steam funds.
Unmarketable
Unmarketable weapons can not be put on the Steam Community Market.

Kill streaks
Killstreak weapons show how many kills or assists (from certain weapons) are obtained in a single life via a single load-out (only killstreak weapons are counted).
There are 3 types.
Regular/ Killstreak
These weapons only have a counter this is shown next to your kills in the kill feed and the total of all killstreak weapons in a life in the bottom corner.
Specialised
These weapons have a sheen or glow to them they come in 7 colors:
  • Mean Green
  • Agonizing Emerald
  • Deadly Daffodil
  • Manndarin
  • Villainous Violet
  • Hot Rod
  • Team Shine Which is actually 2 colors, red and blue making the total 8.
Professional
These weapons in addition to having their specialised sheen have eye effects that occur after 5 kill streak kills and upgrade after 10. The effects are:
  • Tornado
  • Cerebral Discharge
  • Fire Horns
  • Flames
  • Singularity
  • Hypno-beam
  • Incinerator

Spells
Spells are tool items to make your weapons have a unique property, they were obtainable via Scream Fortress 2012 (that's the Team Fortress 2 Halloween update.)
They are visible during Eternaween uses, full moon events and Halloween events but can no longer be found.
The 5 spells are:
  • Exorcism - Can be applied to any weapon apart from stock weapons, it gives off a team colored ghost effect equal to the color of the opponent killed.
  • Squash Rockets - It can be applied to any of Soldier's primary weapons, with the exception of the Stock Rocket Launcher, Cow Mangler 5000 and the Rocket Jumper. When applied to a weapon, it gives the rockets a purple trail and an orange explosion.
  • Spectral Flame - Can be applied to any non-stock Pyro primary weapon. When applied , the flames produced will be a mixture of red and green. Players ignited by the flamethrower will also be surrounded by green flames. When used on the Phlogistinator, the usual "waves of energy" effect is replaced with green, but otherwise normally shaped, flames.
  • Sentry Quad-Pumpkins - Can be applied to any of the Engineer's non-stock melee weapons, it gives the Level 3 Sentry Gun's rockets a purple trail and an orange explosion.
  • Gourd Grenades - Can be applied to any explosive Demoman weapon with the exception of the Sticky Jumper. When applied, any explosion caused by the weapon or the projectiles it shoots will appear orange, in a similar manner to Pumpkin Bombs.
Scout Primary (Scatterguns)
Intro to scatterguns
Think of these as a high powered, high spray shotguns. Get in close!

Baby Face's Blaster
Difficulty of use: [4-6 of 10]


Baby Face's Blaster allows you to move at breakneck speed after dealing some damage. It is highly recommended to use a long range approach before closing in.Try using bleed damage weapons to build up your boost meter.
Double jumps will now reduce your movement speed should you have any extra in your charge bar try to stay grounded or single jump as a dodge. Dodging is super important as you will also lose almost or all of your boost meter with a single hit.

Back Scatter
Difficulty of use: [4-6 of 10]


With Back Scatter you should stay hidden until you wish to attack, being less accurate and having a smaller clip size means you will need to use the feature built in. Get behind and close to an opponent before trying to deal damage as it will always deal mini-crits meaning 2-3 or even 1 hit will kill!

Force a Nature
Difficulty of use: [4-6 of 10]


Triple jump!
The Force a Nature can launch both you and your target in the opposite direction of the gun. You can use this offensively, defensively and as a utility. Push enemies into traps or death chasms; use the first shot to jump away from enemies while still hitting them or shoot downwards to do a triple jump to higher, otherwise unreachable locations.

The first shot will often launch your opponent so fire just one shot at a time and the other after you re-acquire them

Note like the Soda Popper, the reload will replace both shells even when one shell is still available in the ammunition reserve, and the second shot is wasted.

Scattergun (Stock)
Difficulty of use: [4-6 of 10]


My personal strategy against non-bullet / fire type enemies is to run directly at them and directly away repeatedly, firing when literally touching them.

For all other opponents, run circles around them! (Not metaphorically.)
Surround your opponent like Scyther's double team attack! The scout can move faster than most human players can react to, take advantage of this.

Reload on this weapon is extremely fast, when not in combat, reload!
My personal strategy is to reload as soon as you are no longer aiming at your target, that one extra shot can often help finish an opponent.

Shortstop
Difficulty of use: [4-6 of 10]


Reach out and touch faith! Push enemies with a right click, dealing 1 damage, shove opponents off cliffs or out of the spawn doors, or whatever you can imagine. Quickly deal damage with the accelerated fire and reload rates and stay in combat longer, just keep an eye out on ammo.
Keep on firing, Shortstop does the most damage of scatterguns at long to medium range!

Soda Popper
Difficulty of use: [4-5 of 10]


1 jump, 2 jump 3 jump 4! Actually Soda Popper allows more jumps than this. Jump up to 6 times! After filling your charge bar, by being hit, right click to activate the extra jumps.
Note like the Force-A-Nature, the reload will replace both shells even when one shell is still available in the ammunition reserve, and the second shot is wasted so fire both shots at once or save one.
Scout Secondary (Pistols, Lunchboxes and throwing items)
Intro to lunchboxes and throwing items
These are re-chargable 1 stock weapons. That means 1 use then you got to wait.
Fire as normal and use wisely.

Intro to pistols
For those who have played FPSs before this is just as weak in single shot damage as you would expect, it will take several non critical shots to take down even a small opponent.
Luckily the trigger can be held down to fire at the maximum speed and reloading is instant even without letting go of the trigger.

Bonk Atomic Punch
Difficulty of use: [1-5 of 10]


Bonk as it is called allows you to maintain movement speed and reload while placing you under a no fire yet invulnerable state. Use this to distract or pass by enemies regardless of how much damage you would have taken.
You are still susceptible to knock-back however so make sure you stay away from pyros and their air blasts. Do not jump around sentries as they will juggle you in the air keeping you there until your Bonk wears off and you die. Being knocked back while using consuming Bonk will cancel and consume your bonk!

Crit-a-Cola
Difficulty of use: [3-7 of 10]


Receive a little bit (10%) more damage for a time to deal mini-crits and go faster when consumed. Remember you will not start taking extra damage until you fire your weapon. Use this on tougher targets or to get to the front in bigger maps, but know your limits or you will die much faster.
Being knocked back while using consuming Crit-a-Cola will cancel and consume your Cola!

Flying Guillotine
Difficulty of use: [3-6 of 10]


A throwing meat cleaver?! That's right, a deadly one time use weapon your target will bleed for a short time taking more damage after initial impact (increased to a mini crit when at a certain distance and a crit when enemy has been stunned.) So hit and run then hit again to finish off your opponent should they not have already died.
Flying Guillotine has a fall off point where the throw will arc and the weapon will fall to the ground, aim high!

Mad Milk
Difficulty of use: [1 of 10]


Great for crowds, throw this item at enemies with high health or big groups to allow you and your team to gain health on hit.
Do not forget this can extinguish your teammates and yourself for a regeneration bonus per ally.

Alternate skins include Mutated Milk:


Pistol (stock)
Difficulty of use: [2-3 of 10]


This is the primary harassment weapon for the scout. Unlike the Engineer, you have a limited supply of ammo, and it goes fast.

Use your pistol while closing in on an enemy, this usually means 3-4 shots then switch to your primary or melee weapon.

The pistol is also your highest range weapon, take out sentries without being within their range!

Alternate skins include Lugermorph and C.A.P.P.E.R. which disintegrates enemies:


Pretty Boy's Pocket Pistol
Difficulty of use: [2 of 10]


Weaker but with built in healing on hit, in addition you will never take fall damage! Get in to battle any way possible. You will still die from environmental death falls.
Remember this does less damage than the stock pistol so use only when lower on health or while retreating.

Winger
Difficulty of use: [3 of 10]


With a smaller clip size but more damage, Winger allows you to fire off the only 5 shots in your clip while closing in for a scattergun kill, try this out.
You can also jump quite a bit higher allowing for greater dodging and access to high places or those over long gaps.
Scout Melee
Intro to Scout Melee
These are simple point-blank-emergency-melee-weapons, simply apply it to your opponents head 'mafia style', when both primary and secondary weapons are reloading or out of ammo.

Unlike most melee weapons in the game, these trade in most of their damage for speed. Hold the trigger to keep swinging, there's no striking out with the scout! (Don't try this with the Boston Basher or Three-rune Blade!)

Atomizer
Difficulty of use: [1-3 of 10]


Atomizer allows a triple jump while it is the current weapon. It has a slower draw time making you need to plan your jumps ahead or get caught with your weapons down.
You also will deal less damage with this weapon but mini-crits while airborne.
Both Atomizer and Sandman can perform the 'Home Run!' taunt which is an instant kill after a wind up.



Bat (Stock)
Difficulty of use: [1 of 10]


Bat does not have any penalties to it making it a good survival weapon. Bash their noggins in!

Alternate Skins include; Batsaber and Holy Mackerel and Unarmed Combat both of which count hits on an enemy in the kill feed.


Boston Basher
Difficulty of use: [2-4 of 10]


Boston Basher Causes your opponents to bleed, 1 hit should do. Do not over swing as you will take damage if you miss and will also bleed yourself.

Alternate skins include Three Rune Blade:


Candy Cane
Difficulty of use: [1-2 of 10]


While taking more damage from explosives, Candy Cane tries to balance out by giving small health packs for all on enemy death. What a kind weapon!
Keep in mind the explosive damage increase means some sources of explosive damage can now kill you in one shot if not overhealed!

Fan O' War
Difficulty of use: [2-3 of 10]


Mark your opponents for death, an enemy hit by this once will take mini-crits for a duration and critical hits from your Fan O'War along with some other weapons.

Sandman
Difficulty of use: [2 of 10]


The secondary fire of Sandman will launch a ball at your opponent, slow medics before they uber-charge, or pesky agile targets then proceed to bash their face in, close the distance or retreat to safety.
You can also refill your ball by picking one up, it doesn't even have to be your own!
Both Atomizer and Sandman can perform the 'Home Run!' taunt which is an instant kill after a wind up.



Sun on a Stick
Difficulty of use: [4 of 10]


For use when pyros are on your team or the enemies'. Sun on a Stick deals critical hits to targets who are on fire. When a high amount of pyros are on your team this may become your weapon of choice! You also take less damage from fire sources so you don't burn to death as easily as a scout normally would with Sun on a Stick active.

Wrap Assassin
Difficulty of use: [3-4 of 10]


Wrap Assassin is much like Sandman in which it fires a projectile on right click; this one however doesn't slow and instead inflicts bleed status, it also explodes on all impacts.
Remember Wrap Assassin deals minimal damage on swing.
Soldier Primary (Rocket Launchers)
Intro to Rocket launchers
For those who have played FPSs before do not treat this as a one hit kill weapon!
Sometimes this may not be true in the case that you get a random critical rocket. This is clearly visible by the change in colour of the particle trail left as it your rocket flies through the air.
Note: depending on the proximity to your opponent this may not kill in one hit and will never kill a full health heavy in one hit. (Excluding direct hit).

The first priority when using a rocket launcher is keeping track of your shots. As you fire off your shots count how many you have fired. Count when reloading as well.

The rockets will always continue moving and can be used to out range almost all enemies. So, hit those sentries and those snipers!

Air Strike
Difficulty of use: [4-7 of 10]


Probably the harder to use of the rocket launchers, Air Strike involves staying in the air as long as possible, crouch before rocket jumping and/ or use the B.A.S.E. jumper. Alternatively use the Gunboats to repeatedly get bursts of damage with less risk. If you have a full clip size of 8 you should let your medic know, they can keep you alive as you become more capable of kills with your increased fire speed or help you get them easier when you are lower in the count.

Beggar's Bazooka
Difficulty of use: [2-5 of 10]


The spam cannon... I hate this name, personally I think Beggars Bazooka is best used in its three fire mode, holding the trigger for three shots, popping around a corner and blowing up enemies and buildings in a single burst. Not to mention it has an increased fire rate not used when spamming.
Spamming is perfectly fine though if you want to cover a retreat or pushing an open area by loading and firing single shots at a time. When at low health, use this tactic as well so you don't end up either blowing yourself up with backfire on extra load or dying before getting all your shots off.

Black Box
Difficulty of use: [1-3 of 10]


Black Box is one of the easiest to use Soldier rocket launchers. For every shot that hits you gain health back, a small price to pay for having 1 less clip size than the default. Use this weapon when you are having a hard time surviving even though you are getting hits in.

Cowmangler 5000
Difficulty of use: [3-7 of 10]


Cowmangler 5000 can disable buildings for 4 seconds via its right click fire (requires full clip) at the cost of reduced damage against them overall. Switch to a shotgun or melee to finish them off or notify your team that the target is disabled and move on. This firing mode reduces movement speed by a lot, make sure you are hidden behind a corner or wall before triggering it and aim well as you only have 1 shot.
Another thing to note is that this gun requires no ammo pool meaning you can fire as long as you have shots loaded.

Direct Hit
Difficulty of use: [2-6 of 10]


This weapon is the most damaging of all the rocket launchers, if you can hit. With a high projectile speed most targets are easy to hit especially at close range. Use this against sentries at a long range so they cannot repair before the volley of rockets is done, unless there are 2 engineers on the same sentry they should have a hard time repairing vs your salvo.

Liberty Launcher
Difficulty of use: [3-5 of 10]


Probably the easier of rocket launchers to use, Liberty Launcher fires off less powerful shots but can be good for training in rocket jumping or for use with Mantreads and Market Gardener as you can fire and use their abilities. Just remember other rocket launchers have less shots, more damage to self and lower rocket jumps so take this as the easy way to get into soldier.
Once more experienced, this weapon is also good for close quarters as you can do less damage to yourself from accidental self hit.
Try using this weapon on faster targets as well as the increased projectile speed should make leading your targets easier.

Rocket Jumper
Difficulty of use: [varies]

This weapon does no damage!
Use this to practice rocket jumping and when in combination with weapons such as Mantreads or Market Gardener as they rely heavily upon being in the air. Do not bother firing at enemies unless as a distraction or to keep them off you.

Rocket Launcher (Stock)
Difficulty of use: [3-6 of 10]


The stock rocket launcher can hold a standard 4 rockets.
Fire where your opponent will be, not where they are (unless of course they are standing still).
Aim at your opponents feet for a greater chance to deal damage as the rockets will explode on impact with any surface.

The opposite can be said for attacking scouts, aim where they will land instead.

Alternate skins include: Original


Centred in the middle of the screen some may argue that this weapon helps them concentrate on other parts of the action/ H.U.D.
Soldier Secondary (Shotguns, Banners, Boots, Tools)
Intro to Shotguns
For those who have played FPSs before do not treat this as a one hit kill weapon!
The shotgun is primarily a backup or opportunistic weapon. Use it when in close range or switch to it instead of reloading your primary in close combat.

Intro to Banners
Banners are deployed weapons once used they will switch to your previous weapon and you can continue firing while you and your teammates are buffed.

Banners never effect spies so use at will!
Also they will not have the aura so kill anyone near you not under it's effect.

Intro to Boots
Boots do not have any form of firing though Mantreads can do damage they are primarily a self buff for rocket jumps.

Intro to Tools
Soldier tools like boots do not fire they are again rocket jumping buffs.

B.A.S.E. Jumper
Difficulty of use: [2 of 10]


Press space when in the air either from rocket jumps or falling to float for a while. This will allow you to keep firing and reloading while generally being a harder target to hit and to some players you will even be hard to see.
When done floating, press space again to stop and fall to the ground or to dodge rockets or to re-open later when a rocket has passed by.

Battalion's Backup
Difficulty of use: [2 of 10]


Great for parties! Bring this into the battle when your team has a tough time staying alive, fill the charge bar by doing damage and use this when heading out. This banner will prevent some damage and even more from sentries to all in it's area of effect or A.O.E. all types of enemy criticals as well will have no special effect.

Buff Banner
Difficulty of use: [1-2 of 10]


Great for parties! Bring this into the battle when your team has a tough time getting kills, fill the charge bar by doing damage and use this when heading out. This banner will allow all of those in it's area of effect or A.O.E. to deal mini crits! Mini crits mean extra damage dealt and that means easy kills.

Concheror
Difficulty of use: [1-2 of 10]


Great for parties! Bring this into the battle when your team has a tough time getting kills and staying alive, fill the charge bar by doing damage and use this when heading out. All in it's area of effect or A.O.E. will receive health on damage, extra damage and a speed boost. This will allow you to close in quick, get away or stand your ground.
Keep in mind the damage dealt is not nearly as great as the buff banner but cannot be blocked by critical blockers.
Yet another thing about Concheror is that it gives you a personal health regeneration of 2 points per second, use this to help practice rocket jumping or to recover from a brutal attack before charging in once more.

Gunboats
Difficulty of use: [1 of 10]


Do not use these with Rocket Jumper they will have no effect!
As mentioned above, the Gunboats only reduce damage to yourself from your own rockets, that does not include when there is no damage done in the first place nor fall damage.
This damage reduction stacks with other bonuses, try using it with Liberty Launcher to rocket jump all day long.

Mantreads
Difficulty of use: [7-8 of 10]


When new to Mantreads they can be quite difficult. They are however quite powerful dealing 3x your fall damage to a player you have landed on. Use this with Rocket Jumper or Liberty Launcher to be able to do this as much as possible.
An alternate use for Mantreads is when you are getting pushed around (literally). If the opposing team has many sentries, air-blasting pyros, force a nature scouts or other forms of knock-back damage, use Mantreads to keep from having your shots messed up.

Panic Attack
Difficulty of use: [3-4 of 10]


The Panic attack functions similarly to a normal shotgun only with a wider fixed spread and faster switch to and from times. This weapon is also great at sticky-bomb removal.

Reserve Shooter
Difficulty of use: [4 of 10]


Less clip size means you cannot put out as much damage as with a Stock Shotgun. The primary use of Reserve Shooter is to launch an opponent in the air then to quickly use its enhanced weapon swap to take them out of it with guaranteed mini-crits. (Mini-crits only work against explosive launched opponents.)

Righteous Bison
Difficulty of use: [3-4 of 10]


Righteous Bison is a unique weapon that can fire through enemies. use this in crowds of enemies to damage them all, or against opponents running away as they may continue running into the ever moving projectile, continuously taking damage.
With a high reload speed and fire rate, you do not often need to prematurely reload but go ahead when you have already done so with your rocket launcher.
Don't forget these projectiles are un-reflect-able so keep firing even at pyros.

Shotgun (Stock)
Difficulty of use: [3 of 10]


The shotgun in TF2 has a standard 6 shell clip. To reload the gun prematurely hit 'R' by default. It is a useful tactic to use this as often as possible. So, when not in combat, reload! The shots from this weapon will fire out in a somewhat concentrated cone in straight lines towards your target.

For those who can multi-task well, count your shots in your head, this will allow you to remember how many shots are left before you need to reload. When your clip runs dry, switch to your melee or primary weapon then reload later if you survive.

When low on health, your primary weapon can hurt yourself if you are within its area of effect, the shotgun is a good way to keep fighting while searching for health.
Soldier Melee
Intro to Soldier Melee
Soldier melee weapons are opportunistic self or team buffing tools of doom. Use them only when you are sure you can or cannot get a kill depending on the weapon. This excludes Disciplinary Action, read further for that.

Disciplinary Action
Difficulty of use: [1 of 10]


Whip your teammates into shape and into battle by speeding them and yourself up cracking Disciplinary Action on their hind quarters! This melee weapon can do just that, speed up slower allies by hitting them with the primary fire when they aren't near battle or heavies when they are firing to keep them from being sniped as easily.

Equalizer
Difficulty of use: [3-4 of 10]


While not giving you the speed boost of Escape Plan this weapon will give you extra power in your melee attacks, use this when at low health to kamikaze attack your opponents for that little bit of extra damage before you die. As you take damage you will continue to do more damage at certain intervals.
Alternatively use this on a capture point to defend or capture it.
Speaking of kamikaze. Both Equalizer and Escape plan can do the kamikaze taunt in which the soldier explodes creating instant kill damage around him. This works for up and down damage as well, use this when enemies are coming around a corner or are above you. Try this with uber-charge to take no damage while doing so or with the Lumbricus Lid for the Holy Hand Grenade taunt.



Based on having a lower health longer, any uber-charge will charge faster while healing a damaged Equalizer soldier so it can actually in rare cases help a medic!

Escape Plan
Difficulty of use: [2-3 of 10]


As the name suggests this weapon was partially designed for escaping. Use this weapon when at low health to retreat to a safer distance to fire from or to a health pack. As you take damage you will continue to go faster at certain intervals.
Alternatively use this weapon and a damaging rocket to get into battle.
Both Equalizer and Escape plan can do the kamikaze taunt in which the soldier explodes creating instant kill damage around him. This works for up and down damage as well, use this when enemies are coming around a corner or are above you. Try this with uber-charge to take no damage while doing so or the Lumbricus Lid for the Holy Hand Grenade taunt.



Based on having a lower health longer, any uber-charge will charge faster while healing a damaged Escape plan soldier so it can actually in rare cases help a medic!

Half-Zatoichi
Difficulty of use: [2-3 of 10]


The reason Half-Zatoichi is harder to use is it's honour-bound system, in which the soldier must get a kill before sheathing it or else he will be damaged. In instances where you would die from this damage the weapon cannot be sheathed. Getting a kill however will grant half health instantly so use this whenever there is an enemy that you are sure you can kill with it or with a speed boost from Disciplinary action or Concheror.
Do not forget that this weapon instantly kills anybody else using it so duels wont go on forever and you can slice right through them (provided you strike first). Doing this causes enough damage to be done to charge a banner of any kind!

Market Gardener
Difficulty of use: [6-9 of 10]


This is a difficult weapon for being melee, there are a lot of factors that need to be considered.
Begin with mastering rocket jumps on some sort of practice server or in a personally created server.
  • Never use the market gardener in a low ceiling map as you will have a hard time turning and changing directions before your switch and swing.
  • Try using this against weaker and high priority targets as critical hits will kill in one hit against all but soldiers, heavies, some demos and over-healed targets.
  • Swing before landing on your target if you are about to, this will cancel the rocket jump and therefore the guaranteed critical.
As mentioned with Mantreads, use these together so if you cannot kill your opponent you have a backup and gain additional control to make targeting easier.

Pain Train
Difficulty of use: [1-2 of 10]


Use Pain Train when having a hard time capturing points. Try rocket jumping behind enemies then standing on the point to capture as fast as a single scout. Just remember you have a bullet vulnerability and that the damage is normal for a melee weapon.

Shovel (Stock)
Difficulty of use: [1 of 10]


This is a simple point-blank-emergency-melee-weapon, simply apply it to your opponents head when both primary and secondary weapons are reloading or out of ammo.
Pyro Primary (Flamethrowers)
Intro to Flamethrowers
This is the iconic Pyro weapon used to set enemies ablaze, put out fires to gain health, and send enemies flying through the air! After-burn applies to all targets that aren't immune (other pyros, some demo-knights, spy-cicle spy)
Most flamethrowers have a secondary fire button that most people seem to not know about. Right click to use your air-blast. This is covered in my Pyro guide.
Keep burning enemies that are being healed, they take a reduced amount of healing while under attack from these weapons.
Remember, that a crossbow reflected will still do extra damage based on range.

Back Burner
Difficulty of use: [1-4 of 10]


Back Burner is a good weapon with a surprise factor as it will kill most opponents in seconds flat! Get or strafe behind enemies for maximum (critical) damage. Most enemies will run in fear of dying from after burn so be sure to follow them or light them on fire early with a flare gun shot. Remember that the air-blast costs more than double its original ammo cost.

Degreaser
Difficulty of use: [2-5 of 10]


The most difficult of constant flame flamethrowers due to its damage reduction. Degreaser is almost a secondary weapon when used with it's ability to very quickly switch from and to it. Try using this with Powerjack to keep your speed high when not in battle or to follow opponents as your after-burn does less damage. Remember that the air-blast costs a little more than its original ammo cost and that the burn damage is less than half.

Dragon's Fury
Difficulty of use: [3-6 of 10]


The most difficult of Pyro primaries. This weapon does not need to reload but comes with only 40 ammo. The trick? It fires fireballs instead! Simply rushing at your opponents is not as recommended but can still work. Light enemies on fire with the first shot and hit them while burning to do triple damage shots. Keep in mind these shots do not keep opponents on fire anywhere near as long. Try using this with a flare gun type secondary or the Gas Passer by first lighting or coating them.
This flamethrower still has air-blast which has a cost equivalent of the Degreaser's (8 uses on a full tank). Speaking of which, this flamethrower has reflect-able projectiles that can also be similarly be destroyed by things that would normally do so.
This Flamethrower can burn even Pyros! Though for only the short duration.
Dragon's Fury also fires faster after hitting opponents who are on fire or while on fire.

Flamethrower (stock)
Difficulty of use [1-5 of 10]


The primary fire on the flamethrower is as you would expect, a thrower of fire! The trigger can be held to create a cone of fire in the direction the Pyro is facing. Use this weapon while moving towards your target to ensure they stay within your flames.

And the best part?
No reload! Ever!

Alternate skins include: Nostromo Napalmer which when used with the Mk 50 helmet those using the set will take 4 times the damage from those also using it.


Rainblower which has the Armageddon taunt!


Phlogistinator
Difficulty of use: [1-2 of 10]


Okat, now is where we get to W+M1, that means run and fire. Simply attack your opponents until a ding sound notifies you have full Mmmph! charge. Mmmph will give you full health so wait until you have a low amount of health or a high amount of enemies then right click or taunt ('G') by default to enable no knock back and uber for the taunt duration and 100% critical hits for a time. Then do not stop attacking until you have another full charge.
There is no air-blast on this weapon to worry about but that means no extinguishing teammates either, try pairing this with Manmelter which can.

Pyro Secondary (Shotguns, Flareguns and more)
Intro to Pyro shotguns
Unlike most FPS games, the Pyro uses his shotgun as a mid-long range weapon as his other two are short ranged. Use this weapon as a backup to your primary or for targets more than 10 feet away. Most of the time, the shotgun will do 5-10 damage if any of it hits your opponent.

Intro to Flare guns
Flare guns are also a pyro's long range weapon as they have fall off distance but can shoot across a map! These light enemies on fire and keep them on fire.

Intro to Hadouken!
Yes all pyro secondary weapons other than the Scorch Shot and Thermal Thruster can do a short ranged 'Hadouken' or 'Kamehameha' taunt simply press 'G' by default to taunt kill instantly.



Detonator
Difficulty of use: [3 of 10]


Fireworks! Fire this weapon into a crowd then use the right click to detonate it in the midst of them to set everyone on fire. This weapon like all flare guns pairs well with Axtinguisher.
Alternatively use this weapon as a way to flare gun jump around, look at my soldier guide for something similar called rocket jumping.

Flare Gun
Difficulty of use: [2 of 10]


Fire and forget! Fire at enemies at long range to set them ablaze or if they are ablaze to do critical hits.

Gas Passer
Difficulty of use: [2 of 10]


A somewhat simple toss-able weapon, wait for the charge meter to load up this weapon or deal fire damage to charge it faster. Throw it in the biggest crowd possible or at choke points.Once thrown, your opponents where the cloud lingered will be covered in gasoline altering their vision and making it so any hit from any weapon will ignite them, including those of your team members (pyros get ignited as well).

Manmelter
Difficulty of use: [2 of 10]


The longest ranged weapon a pyro has, yes even further than the other flare guns. This weapon is best used with Phlogistinator as it has no air blast extinguish function, simply right click and hold to extinguish all flaming allies at close range and get instant rewards... critical hits! That is 1 critical shot per extinguished teammate.

Panic Attack
Difficulty of use: [3-4 of 10]


The Panic attack functions similarly to a normal shotgun only with a wider fixed spread and faster switch to and from times. This weapon is also great at sticky-bomb removal.

Reserve Shooter
Difficulty of use: [4 of 10]


Less clip size means you cannot put out as much damage as with a Stock Shotgun. The primary use of Reserve Shooter is to have an opponent launched in the air then to quickly use its enhanced weapon swap to take them out of it with guaranteed mini-crits. (Mini-crits only work against explosive launched opponents.)

Scorch Shot
Difficulty of use: [1-2 of 10]


Scorch Shot does very little damage but can push burning enemies into traps from a distance. Try this or try firing behind snipers as the shot will explode lighting everyone in the area on fire.
Alternatively use this weapon as a way to flare gun jump around, look at my soldier guide for something similar called rocket jumping.
There is also an execution taunt that fires off a shot just like normal, use this to look cool but not as an alternate to shooting.



Shotgun (Stock)
Difficulty of use: [3 of 10]
For those who have played FPSs before do not treat this as a one hit kill weapon!


The shotgun in TF2 has a standard 6 shell clip. To reload the gun prematurely hit 'R' by default. It is a useful tactic to use this as often as possible. So, when not in combat reload! The shots from this weapon will fire out in a somewhat concentrated cone in straight lines towards your target.

Use this gun while closing the distance to your target. Especially snipers as they will flinch from even a little damage, causing them to miss the all important head-shot.

For those who can multi-task well, count your shots in your head, this will allow you to remember how many shots are left before you need to reload. When your clip runs dry, switch to your melee or primary weapon then reload later if you survive.

Thermal Thruster
Difficulty of use: [3-7 of 10]
Initial difficulty may be much higher than that after prolonged use.



This weapon may seem a bit off at first but once you can get your jumps nailed, you can truly stick the landing. This weapon may seem extremely hard to use at first but the trick is to jump just before using it. Aim a little upwards and in the general direction you wish to go, aim higher to go higher but with less arc distance. Soar behind your opponents at high speed and catch them off guard with your melee or flamethrower weapons!
Any opponent landed on after jumping with this will take damage equal to a proportion of that which you would have suffered. Team mates can be extinguished by the air blast from this weapon when landing and enemies will be knocked back by it.

There is also an execution taunt that roasts your opponents like a marshmallow under intense flames in a comedic fashion.

Pyro Melee
Intro to Pyro Melee
Pyro melee weapons are a strange breed, they offer a unique playstyle and go well with fire. Find out how these work best for yourself or read on.

Axtinguisher
Difficulty of use: [varies]


A melee weapon that can be used as a primary! This weapon does so much damage to burning players that when paired with a second pyro can be lethal.
Alternatively pair this weapon with a flare gun of sorts so by the time you get in close they are already on fire.
Try pairing Axtinguisher with a weapon that has increased swap time as well for your personal light and swing.
Hit burning opponents for critical hits.

Re-skins include Postal Pummeler:


Back Scratcher
Difficulty of use: [1-2 of 10]


Use Back Scatcher when your team has no medic or one that wont heal you. (Also when there are no other pyros on your team to use Axtinguisher correctly.) Back Scratcher provides less health from anything but a health pack.
Based on having a lower health longer, any uber-charge will charge faster while healing a damaged Back Scratcher pyro so it can actually in rare cases help a medic!

Fire Axe (Stock)
Difficulty of use: [1 of 10]


Use this weapon only when your opponent is unaware of you as it will take a while to draw your weapon or when low on ammo as critical hits can do a lot of damage including one hit kills.

My personal strategy is just in case, light your opponent on fire, then finish with the axe.

Alternate skins include the Lollichop which has its own unique taunt and enables pyrovision!


Hot Hand
Difficulty of use: [1 of 10]


Front hand, back hand, front band, hack hand, from the top! Smack your opponents with a gloved hand for a speed boost. While this weapon does reduced damage and splits the damage into 2 hits, it allows you to keep up with or escape from your opponent after a successful hit, allowing you to go in for the kill or get out of hot water.

Home Wrecker
Difficulty of use: [2-3 of 10]


This weapon is not designed for person on person combat but rather person vs machine. The primary use of Home Wrecker is to destroy sappers and mini sentries in one hit rather than 2-4 or not being able to remove sappers at all.
You can also try to finish off buildings to conserve ammo using Home Wrecker when no enemies are around just don't go after a fully built level 2 or 3 sentry!

Alternate skins include Maul from Red Faction:


Neon Annihilator
Difficulty of use: [2 of 10]


Like Home Wrecker Neon Annihilator can destroy sappers but now in 2 hits instead of 1.
Neon Annihilator pairs well with water maps or Jarate/ Mad Milk as wet opponents are shocked dealing critical hits.

Powerjack
Difficulty of use: [1 of 10]


Use Powerjack to get in and out of battle quickly while gaining health by killing those who stand in your way. Keep in mind however you will take more damage while its active.

Sharpened Volcano Fragment
Difficulty of use: [2 of 10]


Hit once and hit another opponent, that is my strategy with this weapon. After-burn on a melee weapon means 1-2 hits can kill over time, try setting multiple people on fire and running away.

Third Degree
Difficulty of use: [1 of 10]


Use Third Degree against a team with multiple medics or even one good one. Third degree deals damage to anyone connected to any Medi Gun's beam.
Demoman Primary (Grenade launchers, Boots, Tools)
Intro to Grenade Launchers
For those who have played FPSs before do not treat this as a one hit kill weapon!
Sometimes this may not be true in the case that you get a random critical "nade" or "pill". This is clearly visible by the change in colour of the particle trail and a glowing effect left as your grenades fly through the air.

Intro to Boots
Boots do not have any form of firing they are primarily a self buff for health, speed and shield charge turning ability.

Intro to Tools
Demo tools do not fire they are used to assist sticky jumps.

Ali Baba's Wee Booties
Difficulty of use: [1 of 10]


+25 health can counter Eyelander or Claidheamhor health reduction try pairing it with these.
Booties give you full control of where you are charging via your shield charge so it is best to pair with one rather than just having a +25 health upgrade and nothing else.

Alternate skins include Bootlegger


B.A.S.E. Jumper
Difficulty of use: [2 of 10]


Press space when in the air either from sticky jumps or falling to float for a while. This will allow you to keep firing and reloading while generally being a harder target to hit and to some players you will even be hard to see.
When done floating, press space again to stop and fall to the ground or to dodge rockets or to re-open later when a rocket has passed by.

Grenade Launcher (Stock)
Difficulty of use: [1-3 of 10]


The grenade launcher of TF2 is considered a spam weapon.
Shots will bounce off the ground/walls or blow up if directly hitting an enemy or engineer building before the ground/wall.

Grenades do a lot of damage and have a fairly good rate of fire, hold the trigger to lob 4 grenades in the area aimed towards.
In order to lob properly consider your distance from your target; the higher you aim the farther it will go. Be careful as the grenades have a set explode time and could blow up in mid air doing nothing.

The Demoman can also use his grenades to increase his jump height, this is called 'nade-jumping!
This is covered in my Demoman guide.

Iron Bomber
Difficulty of use: [3-4 of 10]


Iron Bomber is great for defending a certain area or 'nade' jumping. (This is covered in my Demoman guide.)
Stop enemies from advancing while you set up your sticky traps, reload or pull out a different weapon by laying down a temporary trap!
Keep enemies pinned to a corner with the same tactic.
Lob grenades up high without fear of them bouncing away from your intended target as there is very little bounce to the Iron Bomber projectiles.
Any enemies standing still are perfect targets such as buildings if you cannot hit them, surround them or shoot just below them.

Loch and Load
Difficulty of use: [2-3 of 10]


Despite its appearance Loch and Load can hold 3 shots.
Only 2 however are needed to destroy a non wrangled building and most players. Save the third shot for when you are less accurate or firing into crowds. Loch and Load can be devastating to sentry nests with the enhanced firepower and firing speed so get them downed.

Loose Cannon
Difficulty of use: [3-4 of 10]


Control your explosion timer and shot power at the same time by holding and releasing the fire button. An enemy hit by both cannonball and explosion will receive a mini-crit from the explosion so time well and aim directly at opponents (including movement variables).
Fire Loose Cannon into crowds with no timer set to have the cannonball bounce from enemy to enemy via physics dealing damage and knock-back on hit.
Don't forget to push enemies into traps via a cannonball hit!
Demoman Secondary (Stickybomb launchers, Shields)
Intro to Stickybomb launchers
A Demoman is capable of one-hit-kills. Most classes will fall to 2 or 3 sticky bombs placed directly at their feet and simultaneously detonated. To do this a 'sticky trap' is often set up. Essentially a few bombs are set up in the same spot on a wall, ceiling or the ground by firing at it without moving the cross-hairs away. (Excluding compensation to movement).

Its too far!
Should a target be out of range, keep in mind the flight time of your projectiles and hold the trigger to adjust the speed of your shot. *(This will automatically fire at 100%)

The Demoman can also use his bombs to increase his jump height, this is called sticky-jumping!
This is covered in my Demoman guide.

Intro to Shields
Shields allow a Demoman to charge forward at an incredible speed with some aim as to where he is going they also provide resistances and some special bonuses such as removal of de-buff effects.
Shield charges also power up your melee weapon giving it mini or full critical hits for 1 swing before your charge ends.

Chargin' Targe
Difficulty of use: [1-3 of 10]


Chargin' Targe provides major resistances to a demo-knight, use this if you are dying a lot and not using a stickybomb launcher.
It is recommended that you swing at the end of each charge just in case an enemy pops out or you do not kill them.
Getting a kill with a melee weapon while using Chargin' Targe will grant you nearly full recharge to get in and get out or get in and get in.

Quickiebomb Launcher
Difficulty of use: [4 of 10]


Now you can M1.M2 (left click, right click) faster! This is called air bursting and is used primarily against weaker and faster targets. Fire and blow up a grenade mid air to do medium amounts of damage unless critical. Should you have all critical hits from a Kritzkrieg medic air-bursts can be quite effective.
When in view of an enemy this weapon is good for laying down cover fire for yourself as you won't have time to lay traps.
You can also destroy enemy stickybombs with your own so remove theirs, place your's.
I found myself sticky jumping a lot with this weapon, it should be good for practice but requires a lot of health, you can pair this with Demoman boots to compensate.

Scottish Resistance
Difficulty of use: [3-4 of 10]


No airbursting with this one at least not as easily anyway. Scottish Resistance has a longer arming time to sticky bombs in exchange for it's ability to deploy nearly double (+6) stickybombs at a time.
Use this primarily when you have a lot of time between waves of enemies and when solo defending multiple choke points as you can separately detonate individual bombs (note: you must be looking at the appropriate bombs).
You can also destroy enemy stickybombs with your own so remove theirs, place your's.

Splendid Screen
Difficulty of use: [1-3 of 10]


Splendid screen recharges faster than any other shield. Use this as much as you can to push enemies and/ or kill them. Pair this with the Persian Persuader and/ or Demoman boots to use this as often and accurately as possible.

Stickybomb Jumper
Difficulty of use: [varies]


This weapon does no damage!
Use this to practice sticky jumping (covered in my Demoman guide) and in combination with weapons like Ullapool Caber so you can hit important targets early and run. Also try this with Pain Train to capture a point around the enemy as quick as a scout.

Stickybomb Launcher (Stock)
Difficulty of use: [varies]


M1, M2. Simple right? Well... not quite.
This is called 'air bursting' and is best used only in situations with smaller or faster or weakened enemies. Fire and blow up a grenade mid air to do medium amounts of damage unless critical. Should you have all critical hits from a Kritzkrieg medic air-bursts can be quite effective.

Alternatively you may want to put down a carpet of bombs to kill off or severely damage crowds of enemies.

To detonate sticky bombs either 1 at a time or up to 8 simply click the alternate attack button, (right-click) by default. Be careful as this may hurt yourself if you are too close.

Tide Turner
Difficulty of use: [1-3 of 10]


There is no need to use boots with the tide turner other than the +25 health, as full control is maintained during a shield charge.
Like Chargin' Targe again 75% of charge is refilled upon melee kill so feel free to use any melee weapon.
Try not to get hit while charging as it will shorten your charge time, best to try to go around an opponent.
Demoman Melee
Intro to Demoman Melee and Swords
Some Demoman melee weapons are close range and some have an extended close range pay attention to what you are using. Keep reading to see what melee weapons are extended range.

All swords switch slower than normal to and from due to their large size.

Intro to Execution!
All Demoman swords can do a Highlander-like Execution taunt simply press 'G' by default to taunt kill instantly via decapitation.



Bottle (Stock)
Difficulty of use: [1 of 10]


This is a simple point-blank-emergency-melee-weapon, simply drown your enemies in alcohol when both primary and secondary weapons are reloading or out of ammo. Alternatively use in close range when you do not want to risk hurting yourself.

Alternate skins include Scottish Handshake:


Claidheamh Mor
Difficulty of use: [1-2 of 10]


Claidheamh Mor is one of the melee weapons for demo that has extended range! This and it's 25 health gain on kill mean it can be used as a replacement for a stock bottle.
Best used with Chargin' Targe and Tide Turner, Claidheamh Mor will fill up all rather than the usual 25% of charge meter (75% + 25% = 100%).

Eyelander
Difficulty of use: [1 of 10]


Eyelander is one of the melee weapons for demo that has extended range!
Even though there is a -25 health penalty on Eyelander after each kill, 15 max health is added in addition to speed up to 5 times! There are no random critical hits however so use this weapon when kills are guaranteed.

Alternate skins include Nessie's Nine Iron and Unusual Horseless Headless Horsemann's headtaker which makes alternate sounds!


Half-Zatoichi
Difficulty of use: [2-3 of 10]


The reason Half-Zatoichi is harder to use is it's honour-bound system, in which the Demoman must get a kill before sheathing it or else he will be damaged. In instances where you would die from this damage the weapon cannot be sheathed. Getting a kill however will grant half health instantly so use this whenever there is an enemy that you are sure you can kill with it or with a speed boost from shield charge, Disciplinary action or Concheror.
Chargin' Targe and Tide turner also pair well with Half-Zatoichi as if you can keep getting kills you can keep getting health and charge.
Do not forget that this weapon instantly kills anybody using it so duels wont go on forever and you can slice right through them (provided you strike first).

Pain Train
Difficulty of use: [1-2 of 10]


Use Pain Train when having a hard time capturing points. Try sticky jumping, 'nade' jumping or shield charging behind enemies then standing on the point to capture as fast as a single scout. Just remember you have a bullet vulnerability and that the damage is normal for a melee weapon.

Persian Persuader
Difficulty of use: [1-2 of 10]


Persian Persuader is one of the melee weapons for demo that has extended range! Best used with a shield such as Splendid Screen to use it's most powerful ability of double recharge time on shield charge.
Remember you cannot pick up ammo with this weapon so conserve or use a non ammo weapon as your primary. This penalty comes with a bonus however, ammo packs will give charge meter
instead!
Persian Persuader is best used with a pure melee set to compensate for the primary and secondary ammo stock reduction.

Scotsman's Skullcutter
Difficulty of use: [2 of 10]


Scotsman's Skullcutter is one of the melee weapons for demo that has extended range!
Use Scotsman's Skullcutter as a melee weapon when speed is not an issue, you will be slowed down more than a heavy but not by sticky jumping so try getting to the front that way then behead your enemies.

Ullapool Caber
Difficulty of use: [varies]


Ka-Bewm! This melee weapon explodes!
While not quite enough to kill all full health targets, (unless critical). Make sure you use this as a last ditch effort by hitting an enemy or crouching and hitting the ground.
Speaking of hitting the ground, the Caber as it is often called can be used to jump to a higher location when stickies and grenades aren't equipped, though you only get one use per resupply box refill.
Beware the slower weapon deploy penalty.
Heavy Primary (Miniguns)
Intro to Miniguns
These are massive, multi-barrelled Gatling gun style weapons. The fire rate is extremely high, often spewing out more bullets than what the ammo suggests.

Aim is not a factor when your enemy is close, as damage is increased to highly-lethal levels.

Remember you do less damage to buildings with your minigun, though it still is probably the most effective way to deal with them once you are close.

Brass Beast
Difficulty of use: [4-8 of 10]


This is the slowest of the miniguns, meaning that you move very slowly while it is wound up. Try jumping and winding up to get around corners and into action.
Damage is very high at medium to close range, focus on the important targets and those you can actually kill.
Don't forget you have a damage resistance while wound up and below half health so keep that in mind when fire comes your way.

Huo-Long Heater
Difficulty of use: [1-4 of 10]


The spy checking minigun, when afraid of nearby spies, wind up this minigun and lay down a large curtain of fire, you should be partially protected from spies who fear the fire and you may hit them!
Huo-Long Heater does more damage to on fire enemies so use this when Pyros or other fire source enemies are on your team.
Watch out for your ammo, when not in combat keep the minigun wound down as it will get pushed out as a ring of fire.

Minigun (Stock)
Difficulty of use: [1-5 of 10]


It may not be a sniper, but the minigun can still score some hits at medium to long range at reduced damage. Keep firing to prevent enemies from escaping.

Alternate skins include Iron Kurtain:


Natascha
Difficulty of use: [2-5 of 10]


The weakest of miniguns, Natascha does less damage but slows your enemies to a crawl. Use this minigun when lots of scouts are present on the opposing team or when soldiers and demos wont stop explosive jumping or shield charging.
Don't forget you have a damage resistance while wound up and below half health so keep that in mind when fire comes your way.

Tomislav
Difficulty of use: [1-2 of 10]


The fastest deploying minigun, somewhat silently kill enemies with a quiet and quick spin up. Use this minigun in bigger maps so you don't lag behind your team and wind up only when necessary, if you are holding right click you may be doing something wrong. This minigun is also more accurate than the others so use it to disturb snipers before going through an open area.
Heavy Secondary (Shotguns, Lunchboxes)
Intro to Shotguns
For those who have played FPSs before do not treat this as a one hit kill weapon!
The shotgun is primarily a backup weapon. Use it when in close range or switch to it when otherwise out of ammo.
Alternatively use your shotgun when there are tighter corners than your minigun can handle.

Intro to Heavy Lunchboxes
Heavy lunchboxes are a little similar to some of the scout's. They are all consumables that refresh over time. They can heal/ buff health or buff allies and can be thrown with right click to heal allies. (These are dropped like a usable health pack.)
These can also be used to check for spies as they will always be able to pick up lunchboxes regardless of their real or disguised hp. In other words if a full health ally picks up a lunchbox then they are a spy.

Buffalo Steak Sandvich
Difficulty of use: [1-2 of 10]


Buffalo Steak Sandvich gives extra speed and mini-crits to the heavy but locks him into melee combat for a duration, use this around corners so you aren't sniped or shot at and be careful as you will take 25% extra damage. You can also toss it to a friend via right click as a medium health pack.
This works well in combination with Fists of Steel as they have a built in ranged damage reduction.
Don't forget this counts as a taunt and puts you in third person, look around you for enemies!

Dalokohs Bar
Difficulty of use: [1 of 10]


Dalokohs Bar gives 50 Max hp and some over-heal up to a total of 400. This works well with Gloves of Running Urgently as the health drain is almost balanced out. Eat this around corners so you aren't sniped or shot at and before going into battle to heal up or toss it to a friend via right click as a small health pack.
Don't forget eating counts as a taunt and puts you in third person, look around you for enemies!
Alternate skins include Fishcake:


Family Business
Difficulty of use: [3 of 10]


Faster firing speed than a stock shotgun, Family Business can lay down suppressive fire better. It is not as important to keep loaded with Family business as you have a lot of ammo with the minigun and it combined not to mention infinite ammo with your melee so use it all.

Panic Attack
Difficulty of use: [3-4 of 10]


The Panic attack functions similarly to a normal shotgun only with a wider fixed spread and faster switch to and from times. This weapon is also great at sticky-bomb removal.

Sandvich
Difficulty of use: [1 of 10]


Sandvich makes you feel good, heal up most of your health before or after battle but make sure you are around a corner so you aren't sniped or shot at. You can toss this to a friend via right click as a medium health pack.
Don't forget this counts as a taunt and puts you in third person, look around you for enemies!

Alternate skins include Robo-Sandvich:


Shotgun (Stock)
Difficulty of use: [3 of 10]


The shotgun in TF2 has a standard 6 shell clip. To reload the gun prematurely hit 'R' by default. It is a useful tactic to use this as often as possible. So, when not in combat reload! The shots from this weapon will fire out in a somewhat concentrated cone in straight lines towards your target.

For those who can multi-task well, count your shots in your head, this will allow you to remember how many shots are left before you need to reload. When your clip runs dry, switch to your melee or primary weapon then reload later if you survive.

Second Banana
Difficulty of use: [1 of 10]


Is there anything better than potassium? Heal 200 health or toss it to your friends, everyone loves bananas (unless there's something wrong with them of course.) Eat this around corners so you aren't sniped or shot at and before going into battle to heal up or toss it to a friend via right click as a small health pack.
Don't forget eating counts as a taunt and puts you in third person, look around you for enemies!
Note: does not leave banana peels everywhere!
Heavy Melee
Intro to Heavy Melee (Fist weapons)
Heavy has a variety of weapons for his fists. These are slow but powerful and can grant you bonuses depending on which one you are using. Keep reading to find out.

Eviction Notice
Difficulty of use: [1-2 of 10]


Due to the speed boost of Eviction Notice on hit, they are relatively easy to use in crowds and against faster targets who are far away. Get in close and swing away as timing will no longer matter with the high punch speed but beware of the extra damage taken. Be aware that this weapon drains maximum hp while active which is only recovered slowly after switching off it.

Fists (Stock)
Difficulty of use : [2 of 10]


This is a simple point-blank-emergency-melee-weapon, simply apply it to your opponents head when both primary and secondary weapons are reloading or are out of ammo.
The reason this melee weapon is harder to use than most stock weapons is due to the Heavy's slow speed, reducing his ability to close the distance required to land a hit.
Fists and re-skins also has a taunt kill, press 'G' key by default to perform the Showdown taunt which is ranged!



Alternate skins include Apoco-Fists which make enemies explode on critical kills!


Fists of Steel
Difficulty of use: [2-3 of 10]


Best used with healing or speed buff items, Fists of Steel can make you an even stronger tank-like class vs ranged damage while taking double from melee sources. Use this to get in close and finish off enemies who do not have melee equipped or run by enemies, beware your slower weapon holster speed.

Gloves of Running Urgently
Difficulty of use: [1-2 of 10]


Best used to get to the front or kill faster enemies due to its increased movement speed, the G.R.U. as it is called makes you move faster at the cost of draining your maximum health. You can only refund this health slowly after switching off of the weapon. Beware your slower weapon holster speed.

Alternate skins include Bread Bite:


Holiday Punch
Difficulty of use: [2-3 of 10]


A team weapon for heavy? Yes this weapon does no damage on critical and instead makes enemies laugh uncontrollably. Get behind enemies for critical hits or pair with Kritzkrieg for a good time! Remember hit an enemy once with a critical hit then kill them from the front or with a taunt, shotgun or minigun or move on as critical hits often come when you keep swinging.
Holiday punch also has a taunt kill, press 'G' key by default to perform the Showdown taunt which is ranged!



Killing Gloves of Boxing
Difficulty of use: [1-3 of 10]


Uppercut!
K.G.B. as they are called can deal random critical hits and have 100% critical hits for 5 seconds after a kill. The slower firing speed means nothing when this is achieved as you will be dealing 195 damage per hit, killing most classes instantaneously!

Warrior's Spirit
Difficulty of use: [2 of 10]


Warrior's Spirit is not really a weapon to pair with healing items as the heavy will gain health per hit anyway, use this to regain health while staying in combat.
Damage buffs can make Warrior's Spirit deadly watch for what your team is using or pair with Buffalo Steak Sandvich.
Engineer Primary (Shotguns, Rifles)
Intro to Engineer Shotguns
For those who have played FPSs before do not treat this as a one hit kill weapon!
Engineer uses his shotguns as a primary weapon because he has more ammo than most classes and should defend rather than attack.

Intro to rifles
Engineer rifles have slow to mid speed projectiles and have different benefits depending on which you use. Keep reading to find out.

Frontier Justice
Difficulty of use: [2-4 of 10]


Sentry destroyed? Get revenge!
A small clip size may mean you need to use this with a pistol, use the scout strategy of firing from afar with the pistol then close in with Frontier Justice.
When used with Gunslinger, do not bother to repair your mini sentry when it has kills or assists on it and you can build another with the metal you have.
The same is true with moving up, if there are kills on your sentry detonate it (via Destruction PDA or 5, 1) then move forward with critical Frontier Justice shots.
Frontier Justice also has a taunt kill, press 'G' key by default to perform the Dischord taunt.



Pomson 6000
Difficulty of use: [2-3 of 10]


Pomson 6000 ruins enemy plans via its ability to decrease uber-charge and cloak meters. This weapon is best used when you are seeing a lot of spies or engi on medic combat.
A good strategy is to use this with Gunslinger as you can place your buildings, forget about them then go ruin the day for a medic or spy.

Rescue Ranger
Difficulty of use: [2-4 of 10]


Rescue Ranger is easy to use as a weapon but has more purpose. Fire at friendly buildings to heal them (this will not recharge sentry ammo or upgrade). Use this to stay out of combat or heal a building while approaching it, have exactly enough metal to upgrade it or when you are nearing the end of your ammo supply.
Right click while aiming at your own buildings to pick them up at a cost of 130 metal and a mark for death (receive mini-crits). You can then walk around carrying whatever you picked up to replace it later!

Panic Attack
Difficulty of use: [3-4 of 10]


The Panic attack functions similarly to a normal shotgun only with a wider fixed spread and faster switch to and from times. This weapon is also great at sticky-bomb removal.

Shotgun (Stock)
Difficulty of use: [3 of 10]


The shotgun in TF2 has a standard 6 shell clip. To reload the gun prematurely hit 'R' by default. It is a useful tactic to use this as often as possible. So, when not in combat reload! The shots from this weapon will fire out in a somewhat concentrated cone in straight lines towards your target.

Use this in close range or if the pistol is not equipped at all ranges. This weapon is great for the defensive Engineer as he has low health and should be hiding around blind corners and in choke-points.

Widowmaker
Difficulty of use: [2-4 of 10]


Widowmaker can take out multiple foes by never needing to reload! As long as you hit an enemy/ building you will gain ammo (which is your metal in this case). Try building something in the middle of combat then switching to the Widowmaker to finish off your metal supply while protecting buildings or when in a dire situation charge the enemy.
Fire at the target your sentry is aiming at in order to do extra damage as well as gain extra metal from the damage done (to a cap).
Widowmaker is the best weapon should you ever be uber-charged with any Medi gun as you can keep pushing through and past enemies.
Engineer Secondary (Pistols, Tools)
No intro here as all weapons are completely different

Pistol (Stock)
Difficulty of use: [2-3 of 10]


For those who have played FPSs before this is just as weak in single shot damage as you would expect, it will take several non critical shots to take down even a small opponent.

Luckily the trigger can be held down to fire at the maximum speed and reloading is instant even without letting go of the trigger.

This is the primary harassment weapon in the game. Only as Engineer you have a lifetime supply of ammo. Do not fear running out as you can always return to an ammo replenishing dispenser.

When defending against an enemy behind a corner or wall you can easily spam the area with bullets, making the target afraid to come out and signalling your allies to an enemy's location.

As previously mentioned, you have a high stock of reserve clips and the pistol is very accurate in the hands of the Engineer, Lure enemies into traps with a few points of damage to make them die that much quicker.

As with the scout, alternate skins include Lugermorph and C.A.P.P.E.R. which disintegrates enemies:



Short Circuit
Difficulty of use: [varies]


Used in 2 ways Short Circuit can attack (left click) or destroy projectiles (right click). The attack is simple but destroying projectiles can be harder, rockets, grenades, stickybombs, arrows and bolts, balls and more count as projectiles, bullets do not. This includes mid flight, the range however is limited.
Each firing mode costs metal, 10 for firing and 15 for projectile destroying mode shots with a reduced amount per projectile destroyed (to a cap).
Keep in mind you can still fire off 1 shot when below the required metal reducing yourself to 0.

Wrangler
Difficulty of use: [varies]


Best used with larger sentries, Wrangler will shield your sentry from some damage, make it fire faster (although manually) and give it a laser targeting system. Left click for bullets, right click for rockets.
The laser system is a dead giveaway as to where your sentry is but will allow you to know where you are firing, use this wisely.
Sentry/ Wrangler jumping is now possible! Fire at yourself with bullets while above the sentry and in the air to get sent flying through the air to otherwise unreachable spots or do the same as you would with the rockets and rocket jumping.

Alternate skins include Geiger Counter:
Engineer Melee
Intro to Engineer Melee
Engineer melee weapons are primarily tools for upgrading/ building sentries and removing sappers, there is enough ammo in your shotgun to deal with threats without resorting to it in combat.
Wrenches do however do decent damage so if you are hitting your sappers off and a spy comes along well, bop!
Building and upgrading applies to your allies' buildings as well, don't be selfish, fortify all positions!

Eureka Effect
Difficulty of use: [varies]


Press 'R' by default to teleport to your spawn (1) or built teleporter exit (2)!
It is recommended to build your sentry and dispenser close to your exit so you can upgrade and repair them more easily.
Teleport as soon as you run out of metal and are out of combat as ammo packs and dispensers will give less than the usual amount at a time.
Set up out of the way and possibly combine Eureka Effect with Wrangler to make sure your buildings stay alive due to the slow construction speed of this wrench.
Alternatively have another engineer help construct your buildings that does not have Eureka Effect.
In addition teleporter entrances and exits cost half the amount of metal! There will be no excuses to not place one as you can afford to put down an entrance, exit and another building all in one resupply.



Gunslinger
Difficulty of use: [varies]


"Ain't that a cute little Gun?"
Gunslinger allows you to build mini sentries for 100 metal. You cannot however have two at once it just means if one gets destroyed you can build another without picking up ammo. Place a mini sentry as you would a normal one, you can also repair it in the same fashions but not upgrade it. Use this mostly on offence as you do not need to spend a lot of metal or time on one thing and due to it's fast build speed can get right into combat or on the point while having cover fire at your back.
Gunslinger also has a taunt kill, press 'G' key by default to perform the Organ Grinder taunt.



Jag
Difficulty of use: [varies]


A great first life setup tool, while having a slower repair time, Jag builds buildings 30% faster! Try combining this with a Eureka Effect engineer who has a slower time or Gunslinger engineers as their sentries will be built in no time.
Jag also attacks 15% faster making it a great tool for removing sappers and dealing damage.
Remember it will take 3 hits to remove a spy sapper with Jag so don't use this if there are plenty of spies around!

Southern Hospitality
Difficulty of use: [varies]


A simple more combat wrench, Southern Hospitality makes opponents bleed. The bleed effect is shown on even cloaked spies so hit them when you can to partially reveal them as they try to run away.
Try not to run into any Pyros as this weapon has a fire damage vulnerability.

Wrench (Stock)
Difficulty of use: [varies]


As a weapon this hunk of metal is heavy and deals similarly heavy damage. A balanced wrench good for beginners can build normal sentries and buildings at a normal speed.

Alternate skins include Golden Wrench which will turn your enemies into solid gold!
Engineer Tools
No intro here as all weapons are easily explained

Build PDA (Stock)
Used for Building objects, press 4 to use.
More on this in my engineer guide.

Desctruction PDA (Stock)
Used for Destroying your objects, press 5 to use.
More on this in my engineer guide.
Medic Primary (Needleguns, Crossbows)
Intro to Needleguns
This is the closest you will get to an assault rifle in the game, for those who have played FPSs before, treat the weapon as such.

For those who have not, this is a fast firing small projectile weapon, the projectiles will arc towards your target, being dragged down by gravity. The projectiles do not do much damage so you should fill your opponent with them to ensure a take down.

Intro to Crossbows
The current only crossbow is used primarily as a long range weapon that can also heal allies from any range.

Blutsauger
Difficulty of use: [1 of 10]

Blutsauger is best used in combat and not when you stay out of it due to its health regeneration penalty. On hit you will gain up to 3 health allowing you to stay in combat or recover from an attack while retreating to find a new healing target, lay down a lot of fire as this weapon is not very strong in individual shots.

Crusader's Crossbow
Difficulty of use: [varies]

Please do not use this as your primary healing weapon!
Crusader's Crossbow is to be used in moderation, fire off 1 shot to heal a target far away or while approaching them then switch to your Medi gun so it can passively reload while put away.
In combat, make sure to lead your targets or shoot down long hallways as the fall off distance is very little and the projectile will stay on trajectory for quite a distance.
Crusader's Crossbow hits also grant a small amount of uber-charge if health is restored with it.
Remember longer distance makes for better heals and damage so as always as medic, stay out of combat. You can also stay out of combat while healing by firing at either player, any hit is a good hit!

Overdose
Difficulty of use: [1-2 of 10]

Use this weapon when you need to retreat a lot such as defensively on an an attack/ defense map, pull this weapon out to get to the front or the back lines quicker as it's speed boost only applies when it is the active weapon.

Needle Gun (Stock)
Difficulty of use: [1 of 10]

You have a clip size by default of 40 and plenty of reserves.
Open fire upon close range.
At medium range fire near your enemy's head to ensure they hit. This may also be effective vs scouts as they tend to jump randomly.
At long range you will need to fire slightly above your opponents head, this is dependant on the range you are at.

As with most FPS games, premature reloading ('R') is highly recommended when you think you are safe, this will ensure you are at a full clip and ready for battle at anytime.

My personal strategy when trying to figure out the exact distance is to pitch up and down while firing, something is bound to hit.
Medic Secondary (Medi guns)
Intro to Medi guns

These weapon will allow you to heal allies by aiming at them and holding the trigger (check advanced options to set this to a toggle-able [On and Off] state).
A good medic may never need to pull out the combat weapons for an entire round by keeping their target alive long enough to kill masses of enemies.
You have a secondary firing mode on these guns that will deploy a special timed charge on your heal target.

All medi guns have a charge time indicated on the bottom right. Charge this meter by healing allies, there are various ways to charge this faster.

If your target fails to give extra charge speed when being healed and damaged they may be a spy!

Kritzkrieg
Difficulty of use: [varies]

At 100% Charge you can right-click to grant your target all critical shots. Use this when in combat or when about to go into combat with a tough target or a whole team. As long as your target hits their target, death is right around the corner, pick heavy hitters for this one!
Kritzkrieg also has the Octoberfest! taunt, press 'G' key by default to perform it and quickly regenerate 10 hp to prevent death by burning, or bleeding!



Medigun (Stock)
Difficulty of use: [varies]

At 100% Charge you can right-click to grant your target invulnerability. Use this when in combat or when about to go into combat with a tough target such as a sentry or a whole team. Pick targets about to die, targets with a status ailment such as burning to remove it or targets that will get the job done!
More covered in my medic guide.

Quick Fix
Difficulty of use: [varies]

At 100% Charge you can right-click to grant you and your target accelerated healing, plus over-heal yourself and prevent all knock-back from enemies. Use this when in combat or when about to go into combat with a tough target such as a sentry or a whole team. Alternatively use this to heal your entire team at once when they are in the red by switching targets while active.

This medi gun has an added feature, it allows you to somewhat mimic movements of your target. This means you can; rocket, grenade or sticky jump if your target is explosive jumping; go as fast as a scout (should he be faster) or go as fast as an accelerated moving target (should they be faster.)

Try running ahead of your target and taking some damage in alternating fashion with your target when uber-ed.

Vaccinator
Difficulty of use: [5-10 of 10]

The most difficult of medi guns. Vaccinator has 4 charges split up at the 25% markers, each charge can be activated individually or all at once by either pressing or holding the right click respectively.
Vaccinator grants resistances to bullet, explosive or fire elements. Use 'R' by default to switch resistance types in a cycle to keep a target from receiving full damage by using the appropriate type and additionally get a bit of uber-charge per hit. Use the uber-charges to prevent the target from receiving most damage of the resistance type and full resistance to that type of critical hit!
Do not forget you can have multiple resistance shields out at once, so once one is deployed switch to another ally and give them one too.
Medic Melee
Intro to Medic Melee
These weapons are usually a better bet than your primary gun at close range as random criticals can kill most opponents in one hit and there is no reloading or running out of ammo.

Amputator
Difficulty of use: [varies]

Please do not use this as your primary healing weapon only when the opportunity arises or is desperately needed! Building an uber-charge and over-heal are much more important, if you find yourself using this a lot, use Quick Fix and it's uber-charge.
Amputator also grant a small amount of uber-charge if health is restored with it.
Press 'G' by default to taunt and heal all allies within an area around you. This is called the Medicating Melody.



If this taunt fails to heal an ally they are a spy! Use it to check for spies!

Bonesaw (Stock)
Difficulty of use: [1-3 of 10]

A stock bonesaw is the balanced medic melee weapon, use this when the others do not seem right and get in close. Remember this is mostly an emergency and self defence weapon.

Solemn Vow
Difficulty of use: [1-3 of 10]

This weapon is not really used for combat due to it's swing speed penalty unless you can see your enemy's health. Oh wait you can!
Decide whether or not to stay in combat and finish enemies off when they are at low health ro run when they are near full.

Ubersaw
Difficulty of use: [1-3 of 10]

Uber-chains! This is when 2 medics using Ubersaws and (preferably) stock medi guns heal and uber each other, with the one being uber-ed using Ubersaw. They then switch off after one has obtained 4 hits gaining full uber-charge, uber-ing the other so they can repeat this process indefinitely.
This weapon is also good for opportunistic kills to gain 25 or 100% uber charge. The 100% comes from the Spinal Tap taunt, one hit stuns granting some charge the pull out will kill and grant the rest.



Vita Saw
Difficulty of use: [1-3 of 10]

Vita Saw is for use when you cannot get your uber-charges off in time. hold up to 60% of charge on death for the next life by hitting (kills are not necessary) opponents with Vita Saw, this will get you into a better rhythm.
Sniper Primary (Snipers, Bows)
Intro to Sniper Rifles
Remember to zoom in by using 'Right Click'!
In most FPS games, anyone and their dog can use a sniper rifle for a 1 hit kill. Team Fortress is different!

How is Team fortress 2's sniper rifle different you ask?
Simple. It takes skill!

Landing a hit is one thing, but landing a fully-charged-head-shot on a Heavy with a pocket-Medic with an entourage of Soldiers, Snipers and Demos from halfway across the map, watching their team fall apart in the confusion, well, there is no sweeter feeling.

Intro to bows
The only current bow and arrow weapon is still capable of taking down most enemies in one hit via head-shot. Simply hold down left click to power it up and right click to power down.

Bazaar Bargain
Difficulty of use: [8-10 of 10]


Not for the inexperienced sniper. Bazaar Bargain features a reward system for head-shot kills and a penalty by default. The charge bar will fill slower unless head-shots kills have been obtained. The reward however is a double charge speed at 6 head-shot kills, resulting in 1.65 seconds until all targets can be killed where a normal rifle would take 3.3.

Classic
Difficulty of use: [9-10 of 10]


Get to medium range to maintain the ability to stay in an attack and defence position. Take advantage of the non tunnel vision charge and hold the fire button before scoping in for farther targets. Let go to fire. While charging be aware of incoming enemies and shoot them as they pass by, it is suggested to make use of hiding spots and high ground.
Turn on the fully charged sound for this one, only at 100% will you be able to land head-shots as critical hits.

Hitman's Heatmaker
Difficulty of use: [6-9 of 10]


A head-shot and a body-shot on a full health soldier will no longer cut it with this weapon, always aim for the head or charge up one of the 2 shots. Best paired with the jarate, assists and kills count as charge meter towards a buffed state where charge time is faster and you can stay scoped in between shots! Use this ability when fighting off several opponents in an area so you can know where to shoot next.

Huntsman
Difficulty of use: [varies]


Spamming head-shots and instant kills all day. Huntsman is not a very hard weapon to use but to do so correctly takes a bit of getting used to. A fully charged head-shot or critical can only do 360 damage, this means an over-healed heavy is harder to kill and cannot be taken down in one shot.
Still aim for the head like with rifles but spam faster into crowds by drawing less power and compensating more for the fall off/ drop.
Have a Pyro flamethrower, pomson engineer or righteous bison soldier ignite your arrows for added fire damage!

All Huntsman skins have the Skewer taunt which stuns then kills instantly!



Alternate skins include Fortified Compound:


Machina
Difficulty of use: [5-7 of 10]


(Mock-ee-na!) not Ma China
Turn on the fully charged sound for this one, at 100% Machina fires 15% more powerful shots and through enemies in an infinite straight line! When in doubt of a head-shot aim for the body and you may get an accidental kill behind them.
Machina is great for longer maps or those with thin and many choke points as it can kill an entire team in a single shot try this out on defence to keep a point safe.
Note that Machina fires tracer rounds, giving away your position, keep moving.

Alternate skins include Shooting Star:


Sniper Rifle (Stock)
Difficulty of use: [6-10 of 10]


The reason I rated the Sniper Rifle so high on the difficulty of use is because of one thing: the charge bar.
You may notice this now that it has been said, but there is a set of ramping bars to the right of your cross-hairs while zoomed in. Watch this as you stay zoomed in, the bars will fill up from small to big.
The more bars, the higher the power!
(Check advanced options for a sound notification when 100% has been reached.)

Alternate skins include AWPerhand from Counter Strike which makes a nice boom!

Sydney Sleeper
Difficulty of use: [6-8 of 10]


No head-shot critical hits means you should try to aim for the centre of mass (biggest part of enemy). Note however this weapon still gets mini-crits on what would normally be a head-shot. Jarate enemies from a distance to have them take mini-crits as damage. The farther an enemy is the more you may need to charge up so the Jarate effect sticks till they can get into battle. Fully charged shots and head-shots with Sydney Sleeper do area jarate so use this to your advantage to soak a group of enemies close to the hit enemy.
Sniper Secondary (SMGs, Throwables, Tools)
Intro to Throwing Items
These are rechargeable 1 stock weapons. That means 1 use then you got to wait.
Fire as normal and use wisely.

Intro to Sniper Tools
Sniper tools do not fire, they simply give you different types of protection.

Intro to SMGs
A sub-machine-gun is essentially halfway between an assault rifle and a (light) machine gun. It takes the fast firing rate of the LMG and the accuracy of the assault rifle. Since this is a compact weapon, it has little power in its projectiles. You may need a whole clip to kill your opponent.

Cleaner's Carbine
Difficulty of use: [2-3 of 10]


Treat this as the stock SMG. Fill the 'CRIKEY' meter by doing damage and right click for mini-crits! Remember to reload first.

Cozy Camper
Difficulty of use: [1 of 10]


Use Cozy Camper when facing off against heavies and flare gun Pyros or really anyone shooting at you while you are fully charged and trying to snipe. Cozy Camper has a knock-back reduction and a 100% flinch reduction while aiming so keep down the scope until you get that kill.
Cozy Camper is also useful for when you need to stay on the front lines due to its high health regeneration passive.
Remember to pay attention to your health as you will recover but a scout can sneak up behind you and kill you without you noticing due to the flinch removal.

Darwin's Danger Shield
Difficulty of use: [1 of 10]


If you are having a hard time with heavies, scouts and snipers yet not with anything explosives; try Darwin's Danger Shield to counter quick-scope head-shots long enough to run away.

Jarate
Difficulty of use: [1 of 10]


Great for crowds, throw this item at enemies with high health or big groups to allow you and your team to gain mini-crits on hit.
Do not forget this can extinguish your teammates and yourself for a regeneration bonus per ally.

Alternate skins include Self-Aware Beauty Mark:


Razorback
Difficulty of use: [1 of 10]


Only for countering spies, Razorback counters a single back-stab per resupply box refill. Razorback is great for checking for spies due to the loud noise that is made when it is destroyed and the fact the spy cannot attack, cloak or change weapons.

SMG (Stock)
Difficulty of use: [2-3 of 10]


Proportional to its size, the sub-machine-gun has a relatively small clip, usually emptied within 2-3 seconds of continuous fire. Keep this in mind and use this weapon in mid - close range only.

As with most FPS games, premature reloading ('R') is highly recommended when you think you are safe, this will ensure you are at a full clip and ready for battle at anytime.

The primary uses of the sub-machine-gun will be to cover your own retreat, find invisible Spies and keep enemies pinned down.

To cover your own retreat, simply run from the advancing enemy to a better position, Scouts can catch up to you in no time, you may have to fight. Face your enemy and move backwards while firing.

To check for Spies, simply 'spray and pray' as it were. Fire in all directions, 1 hit will temporarily reveal their outline.
Sniper Melee
Intro to Sniper Melee (Kukris)
Sniper melee weapons are all different some have increase power in certain situations.

Bushwacka
Difficulty of use: [1-2 of 10]


Best used in combination with Jarate or Sydney Sleeper, Bushwacka deals crits in place of mini crits, so keep an eye on your team and enemy status.

Kukri (Stock)
Difficulty of use: [1-3 of 10]


This is usually a better bet than your sub-machine gun at close range as random critical hits can kill most opponents in one hit and there is no reloading or running out of ammo.

Shahanshah
Difficulty of use: [2-3 of 10]


When the description is read it is pretty obvious what this weapon is for, use when low on heath (below half) or out of ammo and do not use when high on health (above half).

Tribalman's Shiv
Difficulty of use: [1-3 of 10]


Thanks to the bleed effect Tribalman's Shiv is great for spy checking which as sniper you may have to do for yourself. A spy who is bleeding will walk around spewing out blood for you to follow.
Spy Primary (Revolvers)
Intro to Revolvers
For those who have played FPSs before this is just as strong in single shot damage as you would expect, it will take several non critical shots or up to 3 critical ones to take down even the biggest of opponents.

Luckily the trigger can be held down to fire at the maximum speed and reloading is near instant even without letting go of the trigger. Some revolvers are more useful in certain situations, experiment or read on.

Ambassador
Difficulty of use: [4+ of 10]

Head-shots and back-stabs oh my!
Ambassador can get head-shots to do 102 damage as a critical hit. Accuracy on Ambassador is very high and crouching will not effect accuracy so stand up straight mister! If you are hiding though crouching will be less likely to get you spotted.

Diamondback
Difficulty of use: [2 of 10]

Diamondback is useful for spies who get plenty of back-stabs or sap kills. Stab your opponents then when far enough away shoot targets that are out of reach or defend yourself with targets that are facing you head on.
Alternatively hide far from a sapped building and snipe out the engineer when he comes to repair.

Enforcer
Difficulty of use: [1-2 of 10]

One shot one kill, hopefully. Make sure of your opponent's health before firing this gun and note the damage it does because you will do that amount regardless of what damage reducing and absorbing effects are on the enemy.

L'etranger
Difficulty of use: [2 of 10]

Best used with Dead Ringer where a full charge meter is needed to cloak, L'etranger can be the perfect tool to help you with that. Simply get to a hard to hit place and fire away.

Revolver (Stock)
Difficulty of use: [1-3 of 10]

A small ammo reserve and small clip size means that the high accuracy of this weapon should be wielded with care do not spam if possible and pick your target. A Spy can see his opponent's health so choose whether or not to fight head on as 1 hit may take out a foe.

Alternate skins include Big Kill from Sam and Max:
Spy Secondary (Sappers)
Intro to Sappers
This is a building only weapon. (Unless playing mann vs machine)
To apply the sapper to a building simply press the primary fire when close to and facing a building. Just like the back-stab this will bring up a preparation mode where a outline of the sapper can be seen by you alone on the building.

Red-Tape Recorder
Difficulty of use: [varies]

Treat this like a normal sapper, but do not forget that buildings will not take damage at all! If you really want a building dead, sap it and shoot it to death as it will take extra damage during this time.
Red-Tape Recorder will downgrade buildings, so if you have a hard time killing one with a sapper this may get an Engineer fed up and have him quit instead.

Sapper (Stock)
Difficulty of use: [Varies]

A building that has been sapped (by default) is disabled and will slowly lose health over time. Take this time to kill the building's Engineer.

Alternate skins include Ap-Sap and Snack Attack, both of which make noises!
Spy Melee
Intro to Spy Melee (Knives)
"Stab stab stab."
Oh the laments of your victims, oh the fear in their hearts.
Strike fear and confusion into your enemies by silently picking them off one by one! The Spy is the master of one hit kills via a back-stab from his knife.
To perform this simply get behind your opponent and wait for the stab preparation mode to be made then press your primary fire to do 6 times that opponents hp!
The more tricky 'side-stab' and 'face-stab' can be done by approaching from the corresponding side and for unknown reasons getting the preparation mode.

All spy knives other than the Spy-cicle and Sharp Dresser can perform the Fencing taunt kill by pressing 'G' by default.


Big Earner
Difficulty of use: [varies]

This is your best chance to do your scout impression. Run really fast when you get a kill then disguise as a scout for a bit if you wish and no one will ever know the difference. You will also gain some cloak on kill afterwards so make sure to use it when not sapping. The speed boost on kill also allows you to more easily accumulate kills by 'chain stabbing'.

Conniver's Kunai
Difficulty of use: [7+ of 10]

Until you get your first back-stab Conniver's Kunai will give you a low maximum health, leaving you very vulnerable to attacks, often dying in one hit. Be careful and stab only opportune enemies such as heavies for all their extra health drained to you.

Knife (Stock)
Difficulty of use: [Varies]

The knife of course can be used to 'butter-knife' enemies doing very little damage slowly whittling down their health.

Alternate skins include Sharpdresser from Assassin's Creed and Black Rose from A.V.A.

Spy-cicle
Difficulty of use: [varies]

Pyros getting you down? Try Spy-cicle. When active any fire damage will temporarily melt the knife but give you 7 seconds of fire immunity, use this to get away.

Your Eternal Reward
Difficulty of use: [10 of 10]

Until you get your first back-stab, Your Eternal Reward is probably the hardest weapon to use. Being unable to manually disguise is a hardship many would prefer not to have. Being forced a disguise is almost as bad, make sure to stab targets that can get heals from enemy medics as you may be stuck in a single disguise for a while.
Alternatively choose targets that will not recognise you as you turn into them.
Your Eternal Reward is mostly used for stabbing and sapping immediately or 'chain stabbing' groups of enemies as sentries will not fire at you once you have that disguise.

Alternate skins include Wanga Prick:
Spy Tools and Watches
Intro to Spy Watches
Accessed by right clicking, there are different forms of how to go invisible to eye. You will still be physically there so don't bump into anybody from the other team!
You also have a damage resistance while cloaked so feel free to take a hit for the team.

Cloak and Dagger
Difficulty of use: [varies]

By right clicking, Cloak and Dagger allows you to go invisible for a shorter time than a stock Invis Watch but longer and with higher regeneration if standing still. This does not mean however you should stay in one spot the entire game, keep moving and only stand still when absolutely necessary or to recharge your cloak meter.

Dead Ringer
Difficulty of use: [varies]

By right clicking, Dead Ringer will pull out a watch that allows you to turn invisible when hit. Always have this out unless you are about to attack or sap, it will prevent these actions.
You can only cloak however when the meter is full, try combining Dead Ringer with Big Earner or L'etranger for extra cloak refill.
The damage reduction is further increased with dead ringer cloak to about 50% reduction and in addition there is a speed boost when cloak is achieved though cloak is taken away for hits and damage taken.

Disguise Kit
Difficulty of use: [varies]

Accessed by pressing 4, this brings up a menu with many options.

Pressing numbers 1 through 9 will choose a class to disguise as while pressing '-' or '_' will change which team to disguise as: friendly or foe.
(Strategies on this in my spy guide).
Invis Watch (Stock)
Difficulty of use: [varies]

Right clicking this will make you invisible for a short time, right clicking again will turn it off and recharge.

Alternate skins include Enthusiasts Timepiece and Quackenbirdt
All class or almost all class weapons
Intro to all class weapons
These are all re-skins of the stock weapons for their respective classes.
There are 3 types, those usable by all but Spy and Engineer, all but spy and all.

All but spy and engi
Bat Outta Hell

This weapon is usable in 4 styles.

Concientious Objector

This weapon can have a decal tool applied.

Crossing Guard

Freedom Staff

Ham Shank

Memory Maker

All but spy
Necro Smasher

All
Golden Frying pan


This weapon turns your enemies to solid gold on kill!

Prinny Machete


Saxxy


This weapon turns your enemies to solid gold on kill!
My other guides. And special thanks
http://gtm.steamproxy.vip/profiles/76561197993330948/myworkshopfiles/?section=guides
Above is a link to my other guides

A special thanks to
MaG|LIGHTNING⋞⊹⋟ for showing me I had forgotten/skipped out on decorated quality and helping with several corrections and tests!

Terro for being the first to comment! and pointing out missing huntsman taunt kill and reskins!

Detonated(TH) for showing me I had forgotten about the postal pummeler!

mattishere4u for letting me know the rocket jumper + kamakazi does kill you!

-TPF- Panda for pointing out that the Back scratcher being equipped speeds uber-charge rate!

Ice Cream Man for pointing out the unnecessary spacing on Diamondback

Dr.Xray MEDIC#sellin skin weps for pointing out bad grammar on Crit-a-Cola!

RNDM for pointing out my mistake under colors of freelance and mercenary in Qualities!

Ninjaman20 #TeamSpy for pointing out I missed Hot Rod in sheens!

Glade #NewKeyboard for pointing out a typo of numbers in ambassador!

♪ IKUPER ♪ for pointing out that I did not have strange lunchboxes and throw-ables counting what they do. Pointing out incomplete parts in weapon difficulties and more!

Panicz Marihuaen #RaJdyNaMSP for having me add spells to the guide and pointing out I used incorrect pictures on Fan O' War!
50 Comments
They'll never expect Lu7ky!  [author] 10 Nov, 2017 @ 3:11pm 
Colors should be in order of price the time I think, it has been quite some time since I wrote this.
KiteSlayer 10 Nov, 2017 @ 12:37pm 
Are the colors in order under the festivized stuff?
They'll never expect Lu7ky!  [author] 20 Aug, 2017 @ 4:17pm 
@KiteSlayer yes i already got a class guide for each, under the last section : My other guides click the class name
KiteSlayer 20 Aug, 2017 @ 1:20pm 
nice guide now can you make one to help paople play the class better? XD
They'll never expect Lu7ky!  [author] 14 Feb, 2017 @ 9:04am 
yes agreed, i will leave the colors in till they get fixed or something else happens prompting me to fix the guide
Team Fortress Two 14 Feb, 2017 @ 5:00am 
r i p steam colors.
They'll never expect Lu7ky!  [author] 28 Jan, 2017 @ 8:36am 
@Alt-Right worldbuilder, thank you very much I just wish they would fix the damn colors already
Team Fortress Two 28 Jan, 2017 @ 4:55am 
my good old part to look at, this guide is really magnifinance.
Mitannian God-Emperor 1 Oct, 2016 @ 10:49am 
no problem :)
They'll never expect Lu7ky!  [author] 1 Oct, 2016 @ 8:53am 
Thank you Panicz that was wierd I do not know how that happened