Team Fortress 2

Team Fortress 2

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TF2 Competitive Formats Explained
By Bhrek and 4 collaborators
This guide was made to explain the different formats of Comp TF2 for those who are looking to start getting into it. It will break down the strategies used in each format, the class compositions, relative difficulty, and so on!
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Foreword
So you want to try Comp TF2? Maybe you've got a lot of hours in the game or maybe you're just tired of the in game comp taking years to load. This guide will explain and show you the many different formats you can join, which ones to start on, some not too many people are familiar with, and some who have been abandoned altogether.
I myself am by no means an expert, but I've been playing long enough to recognize patterns and strategies that teams do.
Note:
If you are new to TF2 Comp, take a look at the vocab page so that you are not confused by some of the words used in this guide.
Competitive TF2 Leagues+Helpful Links
Here are all the leagues you can join for Comp TF2.

RGL[rgl.gg]: Supports Trad 6s, Prolander, and Highlander (also creating NES). Only Global League is for PL; the rest are US Leagues.
UGC[www.ugcleague.com]: Supports 4s, Trad 6s, and Highlander. Global.
ETF2L[etf2l.org]: Supports Trad 6s and Highlander. European League
AsiaFortress[asiafortress.com]: Supports Trad 6s. Asian League.
OZFortress[warzone.ozfortress.com]: Supports Trad 6s. Australian League.
FBTF[www.teamfortress.com.br]: Brazilian League.
MatchTF[match.tf]: A TF2 tournament hosting platform. Supports more local/smaller tournaments in different formats.
Ready Steady Pan[pan.tf]: A sillier comp league based around the Frying Pan.

Rollout[rollout.tf]: Website to help with your rollouts.
Logs[logs.tf]: Website to check your logs (stats) from a scrim or game.
Sizzling Stats[sizzlingstats.com]: Another log website.
TF2Center[tf2center.com]: Pugging/Lobby service for comp TF2.
Trends[trends.tf]: Website that totals your logs/stats.
Competitive Vocabulary
Here is some important vocab you should know:

SvS: Sniper vs. Sniper. Whoever wins the SvS is the Sniper whom kills the opposing Sniper more.

Cap: Can be used to refer to the capture point ("Get the cap!") or as the verb meaning to capture ("Let's cap please").

Sac/Bomb: A sacrifice play. You try to kill someone on the other team while expecting to die in the process.

Offclassing: Playing a class which is either not the meta or not your main class in order to more easily carry out a new objective.

Uber Ad or Adv: Having more % uber than the opposing team.
Uber Disad or Disadv: Having less % uber than the opposing team.

Drop: Killing a Medic while he was at 100%.

Force: Making a Medic use their Ubercharge in a position or bad time by nearly killing them or sneaking up and damaging them.

Mid: Mid has a couple of definitions based on maps, but it usually refers to the first point needed to capture in order to advance the game. Control Point Maps have these. Mid can also refer to the first real fight (midfight) of a game (usually on a 5cp or KOTH map) where both teams meet up at mid and fight until one gains some kind of advantage.

First: First is really only used in Payload to denote the first point you have to capture.

Second: Second has a couple of definitions based on maps, but it usually refers to the second point needed to capture in order to advance the game. Payload or Control Point Maps have these.

Third/Fourth: Thirds and Fourths are the Third or Fourth cap needed to get in a Payload map in order to advance the game.

Last: Last has a couple of definitions based on maps, but it usually refers to the last point needed to capture in order to win the game. Payload or Control Point Maps have these.

Point: A control point. Typically if it has the designation the control point it is talking about a point on a King of the Hill map.

Main-Caller: The one player on the team who calls when and where to push, who to focus, and when to use.

Building: The process of healing usually one person in order to gain more Uber. This can be made faster by using self-damaging weapons.

To feed/Feeding: Dying by bad positioning, bad planning, or overextending when there was no reason to.

Rollout: A set movement made to get to the front-lines as fast as possible.
4v4 (4s)
Overview
4s is a very memey format. Because of this, it could be a good start for people looking to get into comp due to its lightish tone. Currently, it is only supported by UGC.





Class Composition
Usually, most teams rollout with a Scout, Soldier, Demo, and Medic. The Demo deals the main damage, while the Scout and Soldier work as semi-flank and cleanup duty. Because there's only 4 people, picks are very easy to work with. 1 person down means 25% of a team is gone, which means any pick is usually a good time to start a push. This also means random sacs are less viable as dying means your team is now down a player. I've seen both Uber and Kritz used, with Kritz being used when your team is taking a lot of ground, and Uber being used if you can't get the damage you want with Kritz.
Other class compositions exist for this mode, and are actually quite viable in the right hands. Some of the following compositions I have seen run and work:
Scout, Pyro, Demo, Medic
Soldier, Pyro, Demo, Medic
Scout, Demo, Medic, Sniper
Soldier, Demo, Medic, Sniper
Scout, Soldier, Pyro, Medic


Off-Classes
Pyro is good if your team is in a spammy spot, and you need some way to reflect damage. Pyro is also viable to keep people off your Medic. Sniper works very well if you have someone who can land shots. Usually, Sniper will only work on larger, more open maps while you still have more ground than the other team. Sometimes, people will switch to Spy for surprise picks as well.


Tips+Strategies
Playing Mids
Most maps will start with each team racing to the point (or mid). Usually, the faster team there will be able to gain more ground while the opposing team tries to get to a more passive area. Because picks can get rid of 1/4 of a team just like that, dry pushes are much more viable. However, that is not to say Uber is not important. Bombing for the Medic should be done, but with a lot of care and planning. It is not wise to bomb in for no reason. Bomb in when there is a distraction so that there's a better chance you'll save your life in the process.

Stay Alive
Because there's only 4 people, most teams usually don't have a dedicated flank. The Soldier and Scout will check flank and make sure no one tries to wrap the Demo and Medic (whom make up the combo). So long as there's good rotations, both the Combo and Flank routes should be properly secured.

Importance of Medics
Try not to leave your Medic alone. In the heat of fights while you're taking a lot of ground, it's very easy to get overzealous and leave your Medic fairly unprotected. Without heals, you'll lose your point and your players very quickly.

Warmfrost Tip
On Warmfrost, last can be easily backcapped (which is why it is flawed for 4s). When defending last, have someone switch to Engi or Pyro in order to watch last if and when your team gets the needed picks to leave last and contest mid.


















4s Technical
Maps
Most maps in 4s are King of the Hill, with the exception of cp_Warmfrost, which is a 3 cp map.

Most recent map pool:

koth_airfield_b7
koth_undergrove_rc1
koth_highpass_rc1a
koth_product_rcx
cp_warmfrost_rc1
koth_daenam_b7a
koth_warmtic_rc4
koth_badlands


Class Limits
In 4s, there is a class limit of 1 for every class. One special limit 4s also has is that there can be no Heavy run at the same time as a Medic.


Banned Weapons/Hats/Taunts
This is the 4s Banlist as follows:
Scout:
Weapons
Sodapopper
Bonk Atomic Punch
Mad Milk+Mutated Milk
Sandman
Hats
Bootie Time
Taunts
Carlton
Runner's Rythem
Bunnyhopper

Soldier
Weapons
Beggar's BazookaAirstrike
Reserve Shooter
Hats
N/A
Taunts
Panzer Pants

Pyro
Weapons
Rainblower
Dragon's Fury
Reserve Shooter
Thermal Thruster
Backscratcher
Lolichop
Hats
Jingle Belt
Infernal Orchestrina
Burning Bongos
Taunts
Pool Party
Baloonibouncer
Skating Scorcher

Demo
Weapons
Loch-n-Load
Hats
N/A
Taunts
Scotsman's Stagger
Heavy
Weapons
N/A
Hats
N/A
Taunts
Table Tantrum
Boiling Point
Russian Arms Race
Soviet Strongarm

Engi
Weapons
Pomson 6000
Short Circuit
Gunslinger
Hats
N/A
Taunts
Rancho Relaxo
Bucking Bronco
Dueling Banjo
Jumping Jack

Medic
Weapons
Quick-Fix
Vaccinator
Hats
N/A
Taunts
Surgeon's Squeezebox

Sniper
Weapons
Bazaar BargainHats
N/A
Taunts
Digeridrongo

Spy
Weapons
Red-Tape Recorder
Hats
N/A
Taunts
Box Trot
Luxury Lounge

Multi-Class
Weapons
N/A
Hats
Bombinomicon
Pyrovision Goggles
Balloonicorn
Taunts
High Five
Conga
Square Dance
Skullcracker
Flippin' Awesome
Rock, Paper, Scissors
Kazotsky Kick
Zoomin' Broom
Mannrobics
Victory Lap






6v6 (Trad 6s)
Overview
Being TF2's most popular comp format, expect a lot of people really trying to do their best here. 6s can usually be a complete roll and play very fast, or be a little slower and very chokey. That being said, it's very fun for those who like fast paced gameplay. I wouldn't recommend this as the first format someone plays because I had a bad experience starting with 6s personally. Currently, UGC, RGL, AsiaFortress, ETF2L, and OzFortress all support this format.


Class Composition
For TRADITIONAL 6s, there is a very set meta for a team's class comp. Nearly 99% of the time, there will be two Scouts (one flank and one pocket), two Soldiers (one flank and one pocket), a Demo, and a Medic. Typically, Uber is mainly used for 6s. There are two separate parts of the team which need to work together in order to function and take ground.

The Pocket
The Pocket (called the combo sometimes as well) is the main section of the team. It consists of the Demo, Medic, and the pocket Scout and Soldier. The main caller is found in this section, usually either the Pocket Scout or Pocket Soldier. The Pocket's main job is to spam out choke points, deal damage to the other team's pocket, and callout and start pushes. The pocket also builds and calls when, where, and who to use uber on in a push.

The Flank
The Flank is the secondary part of the team. It consists of the Roamer (another name for the flank Soldier) and the Flank Scout; however, sometimes the Pocket Soldier or Scout can rotate to flank if need be. The Flank's main job is to cut off access of flank routes to the Pocket. This way, the Pocket can focus on the main objective as opposed to worrying about players getting behind them and forcing Uber or dropping the Pocket's players.

Flank/Pocket Coordination
The Flank and Pocket must work together in order to organize pushes. If there's no communication between these two parts, then the team will easily lose ground. If the Pocket calls for a bomb, then it is the Flank's job to do so. The reason for this is to make pushes easier with either player advantage by getting a pick on an opposing Flank or Pocket member or with Uber Adv by killing the opposing Medic.
Sometimes, it can work the other way around. If the Pocket is pushing and providing enough distraction, then the Flank is now free to make a sac on an opposing Pocket member.
With good Flank/Pocket fluidity, teams are able to take ground easily and efficiently.

Off-Classing Expanded
Off-Classing in 6s is more of a surprise play to pass through a point. This will discuss the who, when, where, and why to off-class.
Pyro
Most of the time, you won't see a Pyro used at all because most 5cp maps are very open and not close-quarters. The only time you should use Pyro is if none of the other off-classes get through a choke point and you want to get a pick by reflecting spam.
Heavy
Heavy is used when you are pushed to your last point and you don't have any time until the enemy team will push and contest your point. Stand on or near the point and watch different opening that get into last. Stay on point when your team runs to second if you win the last fight to stop any back-caps.
Engineer
Engineer is used when you are pushed to your last point and you still have down-time until the enemy team starts to contest your last. Set your gun up in a spot that watches the point well and is also not in a wide sight-line of spam.
Sniper
Use Sniper if your are stuck in a choke point and neither team can successfully gain ground. Try and get a quick sight-line on the opposing team's Med or Demo to be able to take ground by either numbers or Uber adv. This tactic is very useful when you're attacking the enemy's last.
Spy
Use Spy for a quick pick on a Pocket member to aid in a push. Use sparingly.


Tips and Strategies
Rollouts and Mids
Especially in 6s, rollouts are important. Your speed to mid can sometimes dictate who wins an entire round. Practicing them is important to insure that you can easily win your mid fights. If your team gains enough picks during the mid fight, that's the time to get aggressive. Typically, one of your scouts will stay on the point to cap while the rest of the team gains ground on the next point.

Taking Points+Pushing
Taking points usually can go one of two ways: either 1. Your team has a numbers advantage and can walk into the point mildly uncontested or 2. The opposing team has enough players to defend the point. Option 2 is typically when Ubers are used to take a point, since without a good player or Uber ad, a dry push would be set to fail.

Post-Pushes/Ubers
If your push has succeeded and the enemy team is falling back to the next or last point, it is time for you to get into a good position to spam and build Uber. Some flank members may try to go for picks if the opportunity shows itself.
If your push has not succeeded, fallback to the spot you were previous. However, if you now have massive Uber disad or player disad, it's time to fallback to a previous point. Depending on the amount of either disad, your main caller will decide how far to fallback and where to start building. From there, just try not to feed, regroup, and try to push once you have the chance.

Last Holds
When you are pushed to last, typically you'll have a Heavy or Engi guarding your last point. Watch for Snipers, as sometimes enemy teams will switch when they are at your last to finish the game by getting a game-winning pick. Once you have the chance, push and have someone stay on last to defend from a backcap while the rest of your team caps the next point.

Counter-Saccing
Counter-Sacs are sacs made when a Flank (or Combo member calling for a bomb) member recognizes the enemy team made a sax which has failed. In this case, your team can now send in someone from Flank to try and get a pick, playing off the player ad you gained from an enemy saccing and dying for nothing.


Trad 6s Technical
Maps
Most 6s maps are 5cp, with the exception of some maps, which are King of the Hill.
Combination of UGC and RGL 6s most recent Map Pool
cp_process_final
cp_snakewater_final1
cp_propaganda_b15
koth_product_rcx
cp_sunshine
cp_metalworks
cp_granery_pro_rc8
cp_prolands_rc2p
cp_gullywash_final1
koth_clearcut_b13


Class Limits
The class limits for Scout, Soldier, Pyro, Sniper, and Spy are set to 2 while the class limits for Demo, Heavy, Engi, and Med are set to 1.


Banned Weapons+Hats+Taunts
Scout
Weapons
Soda PopperBonk! Atomic Punch
Crit-a-Cola
Mad Milk
Mutated Milk
Hats
Bootie Time
Taunts
Carlton
Runner's Rythem
Bunnyhopper

Soldier
Weapons
Cow Mangler 5000
Reserve Shooter
BASE Jumper
Disciplinary Action
Hats
N/A
Taunts
Panzer Pants

Pyro
Weapons
Rainblower
Dragon's Fury
Detonator
Reserve Shooter
Scorch Shot
Gas Passer
Lolichop
Hats
Jingle Belt
Infernal Orchestrina
Burning Bongos
Taunts
Pool Party
Balloonibouncer
Skating Scorcher

Demo
Weapons
B.A.S.E Jumper
Hats
N/A
Taunts
Scotsman's Stagger

Heavy
Weapons
Natascha
Buffalo Steak Sandvich
Fists of Steel
Hats
N/A
Taunts
Table Tantrum
Boiling Point
Russian Arms Race
Soviet Strongarm

Engi
Weapons
Rescue Ranger
Short Circuit
Wrangler
Hats
N/A
Taunts
Rancho Relaxo
Bucking Bronco
Dueling Banjo
Jumping Jack

Medic
Weapons
Quick-Fix
Vaccinator
Solemn Vow
Hats
N/A
Taunts
Surgeon's Squeezebox

Sniper
Weapons
Sydney Sleeper
Machina
Shooting Star
Jarate
Self-Aware Beauty Mark
Hats
N/A
Taunts
Digeridrongo

Spy
Weapons
Diamondback
Hats
N/A
Taunts
Box Trot
Luxury Lounge

Multi-Class
Weapons
N/A
Hats
Bombinomicon
Pyrovision Goggles
Balloonicorn
Taunts
High Five
Conga
Square Dance
Skullcracker
Flippin' Awesome
Rock, Paper, Scissors
Kazotsky Kick
Zoomin' Broom
Mannrobics
Victory Lap
6v6 (NR 6s, Abandoned Format)
Overview
(Overview written December 2019)
Currently, RGL is the only league which supports this format. NR (No Restriction) 6s is exactly as it sounds. There are no class limits, nor any weapon bans. It is, in essence, what Valve comp tried to be. Everything is up to the team to decide. While the core mechanics of 6s are still there, the variety and different combos that can be made sort of passively discourage any set meta from being created: that being said, in the future once this format has been played for longer, it is safe to say some set meta will be created, but for now, no such one exists completely.

[Update August 2020]
RGL has finally cancelled NR 6s for various reasons (not enough invite signups, constant throwing, etc). In place of NR 6s, RGL will be creating a new format. Jump to the NES section (it will be updated as more information comes out about it and once I have the opportunity to play it some).


Class Compositions
Here is a list of some compositions used by teams (by no means every comp possible):
Scout, Soldier, Soldier, Demo, Engi, Medic
Scout, Soldier, Pyro, Demo, Medic, Medic
Scout, Soldier, Demo, Demo, Medic, Medic
Scout, Soldier, Demo, Medic, Medic, Sniper
Pyro, Demo, Engi, Engi, Medic, Medic
Soldier, Pyro, Demo, Medic, Medic, Spy


Classes vary a lot depending on what gamemode is being played. This mode is like an even more strange Prolander. Switching play-styles is the name of the game with this format. There doesn't seem to be a separation between a Pocket and a Flank in this format, but instead the two are mixed together. Rotations between classes are important to secure certain areas. Every medi-gun is fine to use in any game. Nearly every type of charge has been used by itself, multiplied, or in conjunction with another charge in NR 6s games.


Strategies+Tips
Multiple Medics
Some teams run multiple medics with varying types of charges. Cat Noises used a Medi-Gun Vaccinator combo during their final against Froyotech, whereas Cat Noises used a Medi-Gun Quick-Fix combo during their Week 3 match against PWR. Be careful with multiple Meds as the more Medics you have, the more % of your team cannot DM.

Switch Out Players if Something Isn't Working
The most important part about NR 6s is that the class comps can vary a lot to fit any play-style. If you can't push in, or you're having trouble countering the other team's comp, try something new.

NR 6s Technical
Maps
Because of the variety of classes that can be played, different maps are played for NR 6s. They include:

Most recent map pool:
cp_gullywash_final1
pl_upward
cp_process_final
koth_viaduct
pl_borneo


Class Limits
There are no class limits at all.


Banned Weapons+Hats+Taunts
Scout
Weapons
N/A
Hats
Bootie Time
Taunts
Carlton
Runner's Rythem
Bunnyhopper

Soldier
Weapons
N/A
Hats
N/A
Taunts
Panzer Pants

Pyro
Weapons
N/A
Hats
Jingle Belt
Infernal Orchestrina
Burning Bongos
Taunts
Pool Party
Ballonibouncer
Skating Scorcher

Demoman
Weapons
N/A
Hats
N/A
Taunts
Scotsmann's Stagger

Heavy
Weapons
N/A
Hats
N/A
Taunts
Table Tantrum
Boiling Point
Russian Arms Race
Soviet Strongarm

Engineer
Weapons
N/A
Hats
N/A
Taunts
Rancho RelaxoBucking Bronco
Dueling Banjo
Jumping Jack

Medic
Weapons
N/A
Hats
N/A
Taunts
Surgeon's Squeezebox

Sniper
Weapons
N/A
Hats
N/A
Taunts
Didgeridrongo

Spy
Weapons
N/A
Hats
N/A
Taunts
Box Trot
Luxury Lounge

Multi-Class
Weapons
N/A
Hats
Bombinomicon
Pyrovision Goggles
Balloonicorn
Taunts
High Five
Conga Square Dance
Skullcracker
Flippin' Awesome
Rock, Paper, Scissors
Kazotsky Kick
Zoomin' Broom
Mannrobics
Victory Lap
7v7 (7s, Prolander)
Overview
Prolander is a newer competitive format made by sigafoo. The goal of Prolander was to force people out of the set metas of 6s and the rigid class limits of Highlander, as well as try to give as little weapon bans as possible. This is one of the more complex in design gamemodes where people need to be fluent in two classes or more sometimes, so this is probably not the best format to start with.


Class Composition
The entire point of Prolander is to keep metas in class comps from occurring and for teams to adapt to their opponents; therefore, strict class compositions are not really in 7s. You will usually always have a Demo, Medic, and Sniper with 4 other flex classes. Flex classes are the ones who switch depending on what the team needs. For instance, when defending on a payload map, your team may want an Engi and Soldier as opposed to a Scout and Soldier since the Engineer's sentries are great for area denial and his support building are great for defense. However, on payload offence your team may want a Scout and Soldier as opposed to an Engi and a Soldier since the Scout's double capture rate would help push the cart faster to get a better time. Other factors can affect what the flexes play. For example, if a Sniper is winning the SvS and destroying your team, maybe one of your flexes switches to Spy and picks the Sniper, allowing your team to once again take ground. Things like that are the reason Prolander was made: to force people to start to adapt to their enemies as opposed to doing the same things over and over again.
There are two main parts of the team: the Flank and the Combo.

The Flank
The classes on flank constantly change. Here's the approximate classes for flank on different gamemodes (not always 100%, can change).
Offence (Payload): Scout, Soldier, (maybe) Spy
Defense (Payload): Soldier, (maybe) Spy
Offence (A/D): Scout, Soldier, (maybe) Spy
Defense (A/D): Soldier, (maybe) Scout, (maybe) Spy
KOTH: Scout, Soldier, Spy, (maybe) Engi

The Flank's job is to keep flank routes that wrap the combo safe so that the combo can focus on the objective as opposed. On koth, they will mainly be the ones capping the point. On attacking A/D or Payload, they are the ones pushing the cart.
The Combo
The classes on the Combo are generally the rest of the classes not on Flank. This includes the Demo (who is usually the main-caller), the Medic, the Heavy, the Pyro, the Sniper, and (sometimes if defending) the Engi. The Combo's job is to either deny the opposing team from gaining ground and capturing an objective or to spam out choke points in order to take ground and capture a point. The combo also leads pushes and dictates when Uber is needed to be used.

Combo/Flank Coordination
Both the Combo and the Flank need to work together to smoothly gain or deny ground. The Combo can recognize when the opportunity is right for a sac and send a flank member to get a pick, force, or drop. The Flank can give intel whether or not the opposing team is going to push through a certain area. The Flank can use distractions such as their Combo pushing or using Uber to catch the opposing team off guard. If you're on a payload map, when Ubers are occuring, make sure your flank stays on the cart to take advantage of the time they have while the opposing Combo and Flank are trying to deny the Uber. Overall, the Flank and Combo need to mix together in order to win games. If one cannot function properly, then certain areas of a map are no longer in your possession which lets the enemy team walk all over you.


Strategies and Tips
Importance of the Sniper
The Sniper is one of the most powerful classes on the map if he's defended and supported well enough. No other class but him has the ability to completely deny an entire sight-line and kill someone with a well aimed shot; therefore, his safety is pertinant to your success. Make sure he is always buffed to a degree and callout the the position of the enemy sniper to make the SvS easier for your side. If Spies or the Flank is destroying him, make the flank rotate with the Sniper to ensure he can get and maintain good sight-lines long enough to get an important pick.

Respecting the Enemy Sniper's Sight-LineOn the flipside, the opposing Sniper should be your worst enemy. One wrong move by a member of your combo, and now the enemy Sniper has just dropped your med and picked your demo. Therefore, making sure the enemy Sniper cannot peak certain sight-lines he is outnumbered or dead is very important. If you die by the Sniper's bulled, call out his position so that your Sniper, (maybe) Spy, or other flank class can deny him. If you manage the opposing team's Sniper well, you will be able to take as much ground as needed.

Knowing When to Switch Classes
An important aspect of PL is that classes can be switched easily to adapt to situations. That being said, do not be afraid to try new things. If something is not working, then try using different classes as opposed to using the same strat that isn't working.




Prolander Technical
Maps
Prolander has a variety of different gamemodes.

Most recent map pool:pl_upward
koth_product_rcx
pl_vigil_rc6
koth_coalplant_b8
cp_steel


Class Limits
All classes have a limit of 1.


Banned Weapons+Hats+Taunts
This is the default whitelist if no pick/ban occurs.
Scout
Weapons
Soda Popper
Crit-a-ColaMad Milk
Mutated Milk
Hats
Bootie Time
Taunts
Carlton
Runner's Rythem
Bunnyhopper

Soldier
Weapons
N/A
Hats
N/A
Taunts
Panzer Pants

Pyro
Weapons
N/A
Hats
Jingle Belt
Infernal Orchestrina
Burning Bongos
Taunts
Pool Party
Ballonibouncer
Skating Scorcher

Demoman
Weapons
N/A
Hats
N/A
Taunts
Scotsmann's Stagger

Heavy
Weapons
Fists of Steel
Hats
N/A
Taunts
Table Tantrum
Boiling Point
Russian Arms Race
Soviet Strongarm

Engineer
Weapons
Short Circuit
Hats
N/A
Taunts
Rancho Relaxo
Bucking Bronco
Dueling Banjo
Jumping Jack

Medic
Weapons
N/A
Hats
N/A
Taunts
Surgeon's Squeezebox

Sniper
Weapons
Machina
Cozy Camper
Darwin's Danger Shield
Razorback
Jarate
Hats
N/A
Taunts
Didgeridrongo

Spy
Weapons
Diamondback
Red-Tape Recorder
Hats
N/A
Taunts
Box Trot
Luxury Lounge

Multi-Class
Weapons
N/A
Hats
Bombinomicon
Pyrovision Goggles
Balloonicorn
Taunts
High Five
Conga
Square Dance
Skullcracker
Flippin' Awesome
Rock, Paper, Scissors
Kazotsky Kick
Zoomin' Broom
Mannrobics
Victory Lap







9v9 (9s, Highlander)
Overview
Highlander is my personal favorite format. I have always enjoyed fighting against every class, each with their own job and specialty. While the meta can get a bit stale at some points, Highlander gave me my first real taste of comp. I would recommend that anyone who wants to try out Comp TF2 for the first time to start with highlander for its simplistic design and rewarding design. Currently, UGC, RGL, and ETF2L support this format.


Class Compositions
UGC's motto for HL says it all: "There can be only one...of each class!" Class compositions do not and cannot vary. There will always be a Scout, Soldier, Pyro, Demo, Heavy, Engi, Medic, Sniper, and Spy on each team. The only thing that matters is where the classes play. Once again, there are two different sections of every team: the Flank and the Combo.

The Combo
The Combo contains the Demo (whom usually maincalls), Medic, Heavy, Pyro, Sniper, and Engi, although some classes such as Engi or Flank rotate to flank on different gamemodes, and other classes can rotate to flank if need be. The Combo's main job is to focus on objective and spam out areas to gain more land. The Combo manages Uber, gives calls to push or use, and can give Flank directions on where certain classes are so that Flank can sac for them.

The Flank
The Flank contains the Scout and Soldier and can sometimes also have the Engi, Spy, or Sniper. The Flank's job is to manage flank routes which could otherwise destroy the Combo if it were to be overrun by the enemy team. Because of the Flank, the Combo can more easily focus on gaining ground and calling pushes as apposed to managing flanking routes as well. The Flank also pushes cart when attacking on Payload, mainly captures the points for the Combo to take more ground in King of the Hill, and captures the A and focuses the E point on Steel.

Combo/Flank Coordination
Once again, if the Flank and Combo work well together then ground can be denied or won easily. Good coordination gives solid defenses and great times on attacking for Payload and Attack/Defend, as well as solid wins on King of the Hill. A Soldier can bomb in and distract the enemy while the Spy goes for a sentry sap of combo pick. One important thing of note that occurs quite often in HL is that some classes can rotate to Flank if the Flank is having a hard time securing areas. Your team can try to send a Pyro into a stalemated flank area to win the fight so that the Flank can do their job. This, however, can only happen if the Flank and Combo comm well.


Strategies and Tips
Comms
9 people in one call is a lot, and it only takes one person to totally ruin your comms. Try to stick to calling necessary information and keep other things to a minimum so that you can here main-caller directions, damage calls, picks, and other important information.

Playing off your Demo and Sniper
Your Demo and Sniper do a lot of work to deal damage and get picks. So work with those picks. If your Demo is able to kill the opposing team's Demo or Heavy, start to gain ground, push the cart, or cap the point. If your Sniper gets a Med pick, take the ground. Do not work around your kills, work with them!

Spawns
Spawns in any gamemode where one team defends and another attacks are important to note. On offense, your spawns are usually going to be 4-8 seconds. This is in contrast to spawns for defense, which can reach 30! Therefore, value your life on defense more than anything! Only go for bombs and pushes when you know you have the power to!

Rotations
Rotating classes around is especially important in Highlander, since you have the capability to choose exactly which classes should go where. Although it's difficult to manage 9 people, it is a good skill to have when you need extra power on your flank or you want to push in from a different area.
Highlander Technical
Maps
A variety of gamemodes are played for Highlander.

Combination of most recent UGC and RGL map pools:
pl_upward
koth_lakeside_final
pl_swiftwater_final1
koth_product_rcx
cp_steel
pl_borneo
koth_ashville_rc1
pl_vigil_rc6
koth_cascade



Class Limits
All classes have a limit of 1.


Banned Weapons+Hats+Taunts
Things in () represent changes from one whitelist when compared to the combined whitelist of ETF2L, UGC, and RGL.
Scout
Weapons
Crit-a-Cola
(only RGL bans the Mad Milk and Mutated Milk)
Hats
Bootie Time
Taunts
Carlton
Runner's Rythem
Bunnyhopper

Soldier
Weapons
(only ETF2L bans the Beggar's Bazooka)
Airstrike
(only ETF2L bans the Manntreads and the Reserve Shooter)
Hats
N/A
Taunts
Panzer Pants

Pyro
Weapons
Rainblower(only ETF2L bans the Reserve Shooter and the Gas Passer)
Lolichop
Hats
Jingle Belt
Infernal Orchestrina
Burning Bongos
Taunts
Pool Party
Ballonibouncer
Skating Scorcher

Demoman
Weapons
N/A
Hats
N/A
Taunts
Scotsmann's Stagger

Heavy
Weapons
N/A
Hats
N/A
Taunts
Table Tantrum
Boiling Point
Russian Arms Race
Soviet Strongarm

Engineer
Weapons
Short Circuit
Hats
N/A
Taunts
Rancho Relaxo
Bucking Bronco
Dueling Banjo
Jumping Jack

Medic
Weapons
N/A
Hats
N/A
Taunts
(only ETF2L bans Meet the Medic)
Surgeon's Squeezebox

Sniper
Weapons
(only RGL and UGC ban the Machina and Shooting Star)
(only RGL bans the Jarate)
Hats
N/A
Taunts
Didgeridrongo

Spy
Weapons
Diamondback
(only ETF2L bans the Red-Tape Recorder)
Hats
N/A
Taunts
Box Trot
Luxury Lounge

Multi-Class
Weapons
N/A
Hats
(only ETF2L bans Action Items like Noise Makers)
BombinomiconPyrovision Goggles
Balloonicorn
Taunts
High Five
Conga
Square Dance
Skullcracker
Flippin' Awesome
Rock, Paper, Scissors
Kazotsky Kick
Zoomin' Broom
Mannrobics
Victory Lap
Other Comp Formats
The rest of these chapters are reserved for other comp formats that are not as widely played.
2v2 (2s, Ultiduo)
Overview
Ultiduo is a format which consists of only two players per team. UGC will support this format in Spring of 2020, but currently many smaller leagues or community organizers run this format.

Class Compositions
Each team consists of a Soldier and a Medic. They must work together in order to focus a single objective. Ultiduo is a test of DM ablity and teamwork between the Soldier and Medic.


Strategies and Tips
Play With Your Med
In Ultiduo, it's easy to get overzealous. Don't not bomb, but also make sure you have your Medic's back so that you can build and use Uber easily.

Manage Your Ammo
Ammo management is needed to play Ultiduo. Most maps do not have a good supply, so make all your shots count!

Call Damage
Because it's only 2v2, any kind of health advantage against the other team can win you a fight. If your Medic hits an arrow, or you give the other team massive spam damage without realizing, follow up.


Maps
There are two main maps used for Ultiduo (this will change once UGC adds the format):
ultiduo_baloo
koth_ultiduo



Class Limits
Every class has a limit of 0 except Medic and Soldier which have limits of 1.


6v6 (Pan.tf, Abandoned Format)
Overview
(Currently overwritten August 2021)
Ready Stead Pan is a competitive TF2 format where classes are only able to use food/joke/meme weapons and the melee weapon the Frying Pan. It is intended to be a very light starting point for those looking to get into comp and need to learn how to comm and use teamwork.

[Update July 2022]
Pan.tf ceased competitive activities sometime in 2020-2022. It no longer runs.

Class Composition
Most team comps consist of some combination of Scouts, Soldiers, Pyros, Demos, and a Sniper.


Strategies and Tips
Play Together
It's very easy to want to go all by yourself into fights in pan, but in reality, teamwork is still the name of the game. Try to coordinate some team pushes just in order to ensure your team can take the objective easier.

Banner+Throwable Liquids
Since there's no Medic in pan, it's up to different classes to use different game-winning abilities. The Scout can heal with the Mad/Mutated Milk, Soldiers can provide buffs in the form of the Buff Banner, Battalion's Backup, and Conch, Pyros can use the Gas-Passer to light targets ablaze, and Snipers can use the Jarate/Self-Aware Beauty Mark to make the opposing team take mini-crits.


Maps
A variety of gamemodes and maps are used in Pan.tf.

Most recent map pool:
koth_warmtic_rc4
koth_harvest_event
koth_stallone_rc4
koth_trainsawlaser_pro_rc1koth_coalplant_b8
koth_airfield_b7
koth_highpass
koth_ramjam_rc1
koth_product_rcx



Class Limits
Scout, Soldier, Pyro, and Demo have class limits of 2, Sniper has a class limit of 1, and Heavy, Engi, Med, and Spy have class limts of 0.


Banned Weapons+Hats+Taunts
These are the only weapons allowed to be used in Ready Steady Pan:
Scout
Bonk! Atomic Punch
Crit-a-Cola
Mad Milk
Soldier
Rocket Jumper
Battalion's Backup
Buff Banner
B.A.S.E. Jumper
Gunboats
Pyro
Thermal Thruster
Demo
Sticky Jumper
Ali Baba's Wee Booties
Sniper
Jarate
Razorback
Darwin's Danger Shield
Machina
To prevent accidental discharge of the primary weapon. Not allowed if the plugin is active.
Reskins of the above
Multi-Class
Frying Pan
8v8 (8s, Abandoned Format)
Overview
Near the infantile stages of TF2 Comp, 8v8 was created as a format It was popular for a time, even having its own UGC league deticated for it. However, 8s soon died out for its slow and boring gameplay. 8s would then evolve to what we now know as Traditional 6s.


Class Compositions
From what I have been able to gather, teams originally had 2 Scouts, 2 Soldier, 2 Demos, and 2 Medics, but was quickly changed to only have 1 Demo and 1 Medic. Most games were slow and chokey due to the double classes and smaller maps.


*7v7 (7s, NES, Experimental Format)

Overview
NES is an experimental format currently being made by RGL in order to replace the now defunct NR 6s (No Restriction 6s) due to problems with the format. NES is meant to be a mix of Highlander and Traditional 6s. If this format becomes a real thing, I will give it its own dedicated page, but for now it will stay here.
Here's what is currently known about the format (subject to change since this format is still being created):

7 vs. 7 format
Sniper and Engineer CANNOT be run ever
Class limits of 1 on remaining teams

The no Sniper and Engineer rule is most likely to combat the biggest problem of NR 6s being certain situations almost always called for one or more of the two classes being run or risk being set at a disadvantage. Without a Sniper or Engi present, teams can be more flexible when defending and not have to fear sightlines that could have otherwise been held down by a Machina.


Maps

In spirit of a hybrid of Highlander and Traditional 6s, NES will be played with a mixture of both 5cp maps and KOTH maps. It is unknown if any other gamemodes will be added.


Conclusion
Finally...
Competitive Team Fortress 2 can be an extremely rewarding experience despite its daunting look when you first start to get into it. I myself have made many friends just by playing a couple seasons. No matter what format you choose, you'll make friends, win games, and, most importantly, have a great deal of fun!

I wish to make this guide as perfect as possible. If you have any suggestions or comments feel free to make them!


Most of this was written by me from my own experiences, but many thanks to these epic gamers who added their insight to make this guide even better!

Squid: Friend and comp player who plays ADV HL Medic.
Kugelweber: Friend and comp player who plays Main Demo+Steel/Silver 4s+6s Demo
Austin: Friend, comp player, and my Engineer mentor. Plays ADV HL Engineer.
kasper: Friend and comp player who plays ADV HL Medic.
Rona: Competitive player who plays Main/ADV HL Medic.
Fastco.Powerpuker: Competitive player who plays Sniper. RGL Open Moderator.


Sources
1. TF2 Wiki
2. TF2 Comp Wiki[comp.tf]
3. RGL Website[rgl.gg]
4. UGC Website[www.ugcleague.com]
5. ALL PHOTOS OBTAINED FROM GOOGLE

Videos for 4s, Trad 6s, NR 6s, PL, and HL are mine. Video for Ultiduo is owned by TFCL. Video for Pan.tf is owned by ReadySteadyPan. Video for 8s is owned by GrandStratagem
1 Comments
Elephantflies Dec 26, 2019 @ 1:43pm 
holy cr*p bro this is epic!!! :lunar2019coolpig: