Team Fortress 2

Team Fortress 2

440 ratings
Weapon Synergy: Weapons Working Together to Work for You
By Technomancer and 1 collaborators
Most weapons in TF2 have upsides and downsides; with three weapons equipped at once, it is important to ensure that your loadout is not faulty. This guide will describe each weapon's strengths and weakness and explain other items that work well with them.
   
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Introduction
I apologize for not updating this guide for changes from Jungle Inferno. I haven't really played much TF2 lately, but I might update this some point in the future. Thanks for all the views so far.

After not playing much since Jungle Inferno, I finally got back into playing TF2, so I've also finally updated this guide. Sorry again for my absence, but hopefully this guide can help you again. But if you're a new visitor, welcome!

Below is every single weapon in the game. I will describe a weapon, and then give examples of other weapons that work well or work against you when using that weapon. If a weapon isn't mentioned, it is neither good nor bad with that specific weapon. An example is the Sandvich: it doesn't work against you in any way, but it also doesn't make you more effective when using certain weapons.

A good way to use this guide is to decide "What weapon do I want to use/try out?" then find that weapon in the list below. It's a long guide, so if you want to read it all be sure to set aside half an hour (that's how long the people in the commnets say).

These are just suggestions for a typical, non-competitive server. Many people say that non-melee Stock weapons are superior to any other weapon, but that doesn't stop you from using any weapon you'd like. As for melee, since Team Fortress is a close- to medium-ranged combat game, stock Melee weapons are usually outperformed by the classes' other weapons like Shotguns; Spy's Knife, among other weapons, being exceptions. Most Melee weapons are best used as utility weapons, like the Homewrecker or Gloves of Running Urgently.
Scout - Primary
Scattergun

The Scattergun is the default Primary for Scout. It has the most ammunition loaded at once out of all the Primaries at six shots. As with most Stock weapons, the Scattergun is good in most situations.

Secondary:
With a greater magazine size, the Scattergun allows you to experiment with other secondaries, since you do not need to rely on a pistol as much.

Melee:
Since the Scattergun is Stock, it has no specific downsides. Experiment with Melee weapons to determine which is right for you. However, considering that the Scattergun is a shotgun, and is therefore good at close range, consider trying to use Melee weapons that aren't focused around doing damage.

Force-A-Nature

The Force-A-Nature adds more utility to Scout's Primary, but takes away sustained firepower with a reduced magazine size. The Force-A-Nature adds knockback, both to you and anyone you shoot, which can be used to either knock enemies away (and possibly into environmental hazards) or to serve as a third jump, but try not to push yourself off a cliff.

Secondary:
Since the Force-A-Nature has a reduced magazine size, you might find yourself without a shot loaded in a situation which needs it. Therefore, a pistol would be a wise choice, for it can pulled out in such a situation. Alternatively, since the Force-A-Nature allows for more mobility, the Winger can be used in tandem for even more mobility at the cost of even more sustainability.

Melee:
Fitting with the theme of mobility, the Atomizer (or if you are good enough, the Boston Basher) can be used for addition jumps. The Fan O'War is also not a bad idea, as the increased mobility provided by the Force-A-Nature can be used to get around the enemy and mark important targets for death.

Shortstop

The Shortstop is like a pistol-shotgun hybrid; it shoots pretty straight like a pistol, but shoots four pellets at once, similar to a shotgun. These pellets are very close, allowing for more accuracy (and therefore damage) at a further range. You can also shove your enemies when not reloading.

Secondary:
Crit-a-Cola allows you to fire more-powerful shots at a safer range to avoid taking increased damage. Bonk! Atomic Punch, while it makes you invulnerable, you're still affected by knockback. This means that it will be even more difficult to control yourself.

Melee:
With the increased knockback that the Shortstop gives you, the Candy Cane will make you even more affected by explosives; this might be an upside, as you will get away from other explosives faster, but might also be a downside (like getting blasted into a corner to get shot at even more).

Soda Popper

The Soda Popper is very similar to the Force-A-Nature: it provides more mobility at the cost of firepower. Unlike the Force-A-Nature, though, the increased mobility is not on-command; it must be charged. However, when fully charged, the Soda Popper gives more than just a single jump, it gives four.

Secondary:
The Winger will allow you to get more height out of all six of your jumps. Bonk! Atomic Punch can be used in tandem for scouting purposes, as long as you activate HYPE before then.

Melee:
The Atomizer does not provide an additional jump, but if you're good, you can still use the Boston Basher for more, but it would be hard to find an instance where six and a half jumps are needed. The Fan O'War is also a good choice for the same reasons as the Force-A-Nature, you can get behind the enemy and mark an important target.

Baby Face's Blaster

The Baby Face's Blaster increases your horizontal mobility at the cost of your vertical mobility, and some firepower. This allows for greater hit-and-run tactics, but lessens your direct fighting power.

Secondary:
Since double-jumping will take away from your Boost meter, the Winger gives you higher jumps, so it can be used in place of a double jump, although not as effectively. Crit-a-Cola's damage boost can be used to gain boost quicker, but also lose it more easily. Bonk! Atomic Punch can be used in a pinch to escape without losing your boost. A well-timed Flying Guillotine can charge your boost meter to full without putting you in danger. With a one-at-a-time reload like the Scattergun, but only 4 shots, a Pistol might come in handy.

Melee:
With the increased speed, it will be harder for enemies to hit you with explosives. Therefore, the downside of the Candy Cane is lessened, but if you do get hit, you will be a sitting duck. The Fan O'War is also a good choice for the same reasons as the Force-A-Nature and Soda Popper, get in quickly and mark the important target. The Atomizer's third jump will lower your boost from 25% to 0%, and probably won't save you in a pinch.

Back Scatter

The Back Scatter turns the scout into a more obvious, but faster, Spy. With mini-crits from nearby shots to the back, the Scout needs mobility to get into position.

Secondary:
As stated above, mobility is key. Weapons like the Winger and Bonk! Atomic Punch provide opportunities to get behind the enemy. Crit-a-Cola is a bad choice, because you already get mini-crits from the Back Scatter. With a one-at-a-time reload like the Scattergun, but only 4 shots, a Pistol might come in handy.

Melee:
You want to be as hidden as possible when using the Back Scatter. Therefore, weapons like the Holy Mackerel, which display your hits in the kill feed, will give away your position quicker than any other melee. Additionally, the Sandman's projectile will alert the enemy of your position if you hit them with it first before firing at them with the Back Scatter, allowing them to turn around to face you. The Fan O'War is a bad choice for the same reasons as the Crit-a-Cola.
Scout - Secondary
Pistol

The Pistol is the default Secondary for Scout and Engineer. The Scout only has 36 reserve ammo, while the Engineer has 200; this is an important note for those who usually play Engineer. The C.A.P.P.E.R. variant disintegrates enemies, not leaving behind a corpse.

Primary:
With a magazine size of twelve, the Pistol is good to use with weapons that do not have many loaded bullets. However, it is still highly effective even with the Scattergun, which has the highest magazine size of all of Scout's Primaries.

Melee:
The Pistol can be deadly at close range, with up to 22 damage per shot, which will do 264 damage if all shots are hit. Consider using a Melee weapon that doesn't do much damage, but has other bonuses.

Winger

The Winger has a reduced magazine size, from twelve to five. But, it gives increased jump height and damage. Overall, it is a mobility and finisher weapon.

Primary:
Given the reduced magazine size, using Primaries with reduced magazine size will cause you to find yourself without ammo loaded into either of your magazines more often. Despite this, it pairs well with weapons that offer more jumps or limited jumps, which have reduced magazine sizes.

Melee:
Higher jumps means you are harder to hit, so the explosive downside of the Candy Cane will not affect you as much. While the Atomizer's triple jump can still be used, it won't benefit from the increased jump height since either weapon needs to be active for their effect to occur.

Pretty Boy's Pocket Pistol

The Pocket Pistol has a smaller magazine than other pistols, but fires faster and gives health-on-hit.

Primary:
If you find yourself hurt and slowed when using the Baby Face's Blaster, this pistol allows you to heal up and speed up at the same time.

Melee:
The Candy Cane gives you a vulnerability to explosives. Combined with the Pocket Pistol, this means you could potentially negate the downside by healing yourself. This also means you will have two items that can heal you, increasing your survivability.

Flying Guillotine

This cleaver is a thrown weapon that causes bleed. It is important to note that the Flying Guillotine has a different arc than the Sandman's or Wrap Assassin's projectile, but it is only noticeable at longer ranges.

Primary:
Bleeding an enemy can help you charge your Baby Face's Blaster without being within line-of-sight of the enemy.

Melee:
The Boston Basher and the Wrap Assassin will allow you to stack bleed damage on your target, which can do 80 damage over five seconds. This means you can do around 145-165 damage, killing 4-5 of all classes without firing your Primary.

Bonk! Atomic Punch

Bonk! allows you to become invincible for a short time. However, just like invulnerability from a Medi Gun, you still suffer from knockback. Based on the damage you would have taken, you get slowed for a proportional amount of time.

Primary:
With the Shortstop's increased knockback, you will be knocked around more by Sentries and explosives. Considering you are trying to scout or get into a strategic position, this could be a poor choice. The Baby Face's Blaster is a good choice because of the increased scouting distance and less opportunity for the enemy to shoot you while invulnerable, and quicker movement after invulnerability to counter any slowdown.

Melee:
Using the Fan O'War with Bonk! will allow you to sneak behind the enemy and mark important targets for death. The Atomizer's third jump can be utilized during invulnerability if it was your last weapon. For a more silly approach, the Atomizer and Sandman both have taunt kills, which can be executed while using Bonk!.

Crit-a-Cola

Bonk! is to the Medi Gun as Crit-a-Cola is to the Kritzkreig. However, it only grants mini-crits, and you will be marked for death (also be minicritted) when you hurt someone.

Primary:
Any primary but the Back Scatter is logical to use with the Crit-a-Cola, since the Back Scatter gives mini-crits already. However, weapons that reload multiple shells at once will allow for a more consistent damage output. The Baby Face's Blaster's boost filling with damage works well with the Crit-a-Cola, but also makes you lose it quicker or easier.

Melee:
The Boston Basher and Wrap Assassin can apply mini-crit bleed, which does additional damage. The Fan O'War will allow you to do mini-crit damage to people while your Crit-a-Cola is recharging, but this limits you to only one damaging weapon, and is somewhat redundant.

Mad Milk

The Mad Milk will allow you to heal yourself by doing damage. Teammates also can do this. It can also douse yourself or allies if on fire.

Primary:
Any primary is acceptable to use, but keep in mind that, by using Milk, you have to rely on your Primary and Melee to do damage; this means weapons with only two shots are more risky to use.

Melee:
Using the Fan O'War allows you to be a support Scout, healing teammates and marking important targets for death. The Sun-on-a-Stick can be used if a friendly Pyro is using the Neon Annihilator; this way you can help each other deal critical damage with your Melee weapons. The Boston Basher and the Wrap Assassin will allow you to heal yourself over time, if both Milk and bleed are applied to the same enemy.
Scout - Melee
Bat

The Bat is the default Melee for Scout. Unlike most Stock weapons, but like most Stock melee weapons, the Bat is not good in most situations; it is often outshined by other unlocks. It is good to note that the Holy Mackerel (and the Unarmed Combat), perform just the same as the Bat, but display every hit in the killfeed, rather than just kills, and the Batsaber can disintegrate enemies, and not leave behind a corpse.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Sandman

For 15 less health, you gain a baseball. Hitting someone with the baseball will slow them; the longer the distance, the longer the slow.

Primary:
Any Primary should do.

Secondary:
The Pretty Boy's Pocket Pistol can help make up for your decreased health.

Candy Cane

While using this weapon, any and all kills will drop a small health pack. However, you are more vulnerable to explosive damage at all times.

Primary:
The additional mobility of the Soda Popper and Baby Face's Blaster allow you to dodge explosives more easily, but the latter will also have increased punishment if you do get hit. The Shortstop's increased knockback means explosives will affect you more.

Secondary:
The additional mobility of the Winger allows you to dodge explosives more easily. The Bonk! Atomic Punch can be used quickly to escape any situation with many explosives. Both the Mad Milk and Pretty Boy's Pocket Pistol can help with survivability with even more healing.

Boston Basher

When you hit an enemy, you apply bleed. If you miss, you bleed yourself. Idiot.

Primary:
Any Primary should do.

Secondary:
The Crit-a-Cola allows you to apply mini-crit bleed damage, but that also applies to you. The Flying Guillotine's bleed damage stacks with the Boston Basher's bleed, which can do 80 damage over five seconds. This means you can do around 165 damage, killing five of all classes without firing your Primary.

Sun-on-a-Stick

This weapon does less damage, but does critical damage to burning players. It also makes you less vulnerable to fire damage. Since you have to rely on a teammate who is slower than you and usually works by himself, you might as well just shoot your enemies from a safer distance.

Primary:
Any Primary should do.

Secondary:
The Mad Milk can pair well with the Pyro's Neon Annihilator, allowing both you and your Pyro buddy to do critical melee damage to targets with the help of each other.

Fan O'War

The Fan O'War does minimal damage at first, but allows you to mark enemies for death, which will cause all incoming damage to be mini-crits. This means that, after the first hit, the Fan O'War will do around 26 damage, only 9 less than normal.

Primary:
The Back Scatter does mini-crits from behind, making this weapon somewhat redundant to use.

Secondary:
The Fan O'War will allow you to do mini-crit damage to people while your Crit-a-Cola is recharging, but this limits you to only one ranged weapon, and is somewhat redundant. Mad Milk will help you assist your team more.

Atomizer

The Atomizer does less damage and deploys slower, but you can jump a third time when it is deployed and can mini-crit in the air.

Primary:
The Force-A-Nature allows for a quadruple jump when combined with the Atomizer. The Soda Popper's four additional jumps negate the one additional jump of the Atomizer. The Baby Face's Blaster punishes you for jumping, so the Atomizer doesn't pair too well.

Secondary:
The Winger's increased jump height also only occurs when the weapon is deployed, meaning these two weapons can't work together simultaneously, but the effects of both can be used for very high jumping. When Bonk! is active, you can utilize the additional jump if the Atomizer was the last weapon out before using Bonk!

Wrap Assassin

The Wrap Assassin does minimal damage, but allows you to launch a bauble at your enemies, which will cause bleed from a distance.

Primary:
Bleeding an enemy can help you charge your Baby Face's Blaster without being within line-of-sight of the enemy.

Secondary:
The Crit-a-Cola allows you to apply mini-crit bleed damage. The Flying Guillotine's bleed damage stacks with the Wrap Assassin's bleed, which can do 80 damage over five seconds. This means you can do around 145 damage, killing four of all classes without firing your Primary.
Soldier - Primary
Rocket Launcher

The Rocket Launcher is the default Primary for Solider. As with most Stock weapons, the Rocket Launcher is good in most situations. An alternative is the Original, which fires from the center of your screen rather than from the left or right.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do.

Direct Hit

This weapon rewards accuracy, but puts you at a disadvantage when fighting multiple targets.

Secondary:
Both the Direct Hit and Reserve Shooter both mini-crit airborne targets. If you want to use the Direct Hit, it would be more logical to use another Secondary, unless your concern is conserving ammo. With the increased damage, it will hurt more to attack someone at close range; a damaging Secondary will prevent this. The Buff Banner's effectiveness is reduced with the Direct Hit's smaller blast radius, but the reduced Sentry Damage on the Battalion's Backup or the reduces push force on the Mantreads makes these combos good bunker-busting combinations. Since it hurts more to Rocket Jump, the Gunboats can help negate this. The Righteous Bison's ability to hit multiple targets can help with area denial in place of rocket splash damage. The Concheror's speed boost can help push forward quickly without the need to Rocket Jump. The B.A.S.E. Jumper will help negate fall damage, making up for the increased self-damage.

Melee:
Without the Gunboats, trying to use the Market Gardener will result in high self-damage and might make it more difficult to get away. The Disciplinary Action's speed boost can help you get the battlefield quicker if you do not want to Rocket Jump

Black Box

The Black Box sacrifices a rocket for health-on-hit. Meaning, the more damage you do, the more you get healed.

Secondary:
The Concheror can be used to give yourself additional healing, allowing you to roam the map away from your team (and therefore, your Medic). With one less rocket, damaging secondaries become more important. The Mantreads and Gunboats are options, but keep in mind that with one less rocket, you only have two shots in the air. The self-healing of the Black Box means you survive longer, so using Backpacks will mean you are less likely to die with a charge. However, you will have to reload more often when trying to use the Buff Banner's limited damage boost. Since you can heal yourself, jumping with the B.A.S.E. Jumper hardly affects you; you can take no fall damage and can heal off the damage you do to rocket jump.

Melee:
Since you can heal yourself, the Escape Plan and Equalizer become less effective. The Half-Zatoichi's downside of self-harm can be negated with the self-healing, but said downside is only a punishment for not using the weapon timely in the first place.

Rocket Jumper

This launcher was designed for you to practice jumps. However, it can still be used in combat, but it does not affect opponents whatsoever: no damage, no knockback. Some people don't know this, for some reason.

Secondary:
Gunboats are completely useless. Don't use them with the Rocket Jumper, unless you want to hinder yourself as a challenge. Since you cannot blast people into the air, the Reserve Shooter loses its main advantage, but having quicker switch speed can come in handy. Since you cannot hurt people, the various Backpacks are harder to charge. Damaging secondaries become more important due to the lack of damage on the primary. Mantreads are also an option, but if you intend to practice jumping, avoid using them, as you will likely be using the Gunboats which do not come with added air control. The B.A.S.E. Jumper is an unwise choice, as you will have no ranged weapons to attack with once in the air.

Melee:
Since you receive no self-damage from jumps, the Pain Train can be used to get yourself to the point with high health, but you will only have your secondary and melee to defend yourself. The Market Gardener works very well, as you can escape safely after an attack since you did not hurt yourself to get to your victim nor will hurt yourself leaving; you only have to worry about fall damage.

Liberty Launcher

The Liberty Launcher is a much "easier" version of the Rocket Launcher, but has reduced damage. You have more shots, faster projectiles, and hurt yourself less from rocket jumps.

Secondary:
With the reduced self-damage on the Liberty Launcher already, the Gunboats become less useful. Using them will cause you to rely on your less-damaging launcher and your melee, but you will have more rockets to fire once airborne. Similarly, using the B.A.S.E. Jumper allows you to fire more rockets while airborne. Having one more shot before reloading allows you to get more out of the Buff Banner.

Melee:
With the reduced self-damage, the Market Gardener isn't a bad choice.

Cow Mangler 5000

The Cow Mangler is a Rocket Launcher weak against buildings but with a secondary attack that is more powerful and can disable buildings.

Secondary:
As long as there are no enemy Engineers, any secondary should do. Otherwise, the Righteous Bison pairs poorly against buildings.

Melee:
Any melee should do.

Beggar's Bazooka

The Bazooka can fire a small barrage of explosives, but can't have any shots pre-loaded. This launcher will explode in your face if you load it too full. However, this can be used to your advantage as a special rocket jump.

Secondary:
Due to the special rocket jump, the Gunboats stand out. You can take advantage of the quicker fire rate and use the Buff Banner to rapidly fire mini-crit explosives. Since you will be firing a lot, you may run out of ammo quickly. Having a damaging secondary is not a bad idea.

Melee:
The special rocket jump moves you quicker than a normal rocket jump. This might make using the Market Gardener harder to use.

Air Strike

The Air Strike has a much faster fire rate while explosive jumping, and can rain up to eight rockets if you get at least four kills. However, it does less damage and has a smaller explosion radius than other launchers. Additionally, you will take less damage from rocket jumps; more than the Liberty Launcher, but less than the Rocket Launcher.

Secondary:
With up to eight shots, as long as you have good aim, a damaging secondary is less important, and they don't contribute to your kill count anyway. This means you can use a backpack to support your team or the B.A.S.E. Jumper for better accuracy in the air. The Gunboats are always an option.

Melee:
With the reduced self-damage, the Market Gardener isn't a bad choice.
Soldier - Secondary
Shotgun

The Shotgun is the default Secondary for Soldier. As with most Stock weapons, the Shotgun is good in most situations.

Primary:
Without damage, the Rocket Jumper needs a reliable form of damage, and the Shotgun fits this role perfectly.

Melee:
Any Melee should do.

Reserve Shooter

The Reserve Shooter encourages bouncing your target up and finishing them off instead of airshotting or waiting for them to land and firing another rocket. When used appropriately, the downside of reduced magazine size can be negated, but Pyros will be more troublesome.

Primary:
Since the Black Box has only three shots, you can knock an opponent up into the air and finish them off with the Reserve Shooter to conserve ammo. Even though the Beggar's Bazooka also has three shots, its inaccuracy prevents you from knocking people into the air reliably. Both the Direct Hit and Reserve Shooter both mini-crit airborne targets. If you want to use the Reserve Shooter, it would be more logical to use another Primary unless your primary concern is conserving ammo. The Liberty Launcher's and Air Strike's reduced damage (and the latter's reduced blast radius) makes knockback harder, and with the Rocket Jumper this is impossible.

Melee:
Any Melee should do.

Panic Attack

This weapon has more damage on paper, but the spread is wider and widens further if fired in quick succession. Thus, it is more useful at closer ranges than the Shotgun, or to more easily finish off very weakened targets.

Primary:
The Rocket Jumper pairs excellently, as you can jump close to the enemy, negating the lesser accuracy.

Melee:
Any Melee should do.

Righteous Bison

The Righteous Bison fires a slow-moving, piercing projectile.

Primary:
With the smaller blast radius of the Direct Hit, the Righteous Bison allows you to hit multiple targets easier. The Cowmangler does reduced damage to buildings as well, so using these two together when the enemy has at least one Engineer is not advisable, but otherwise, is perfectly fine.

Melee:
Any Melee should do.

Gunboats

While wearing these boots, you take less damage from Rocket Jumping.

Primary:
Weapons that reduce self-damage (except the Rocket Jumper) stack with the Gunboats. The self-damage from the overload of the Beggar's Bazooka is also lowered by the Gunboats. The Black Box will only have 2 shots while in the air, and even less if using multiple rockets to jump.

Melee:
The Market Gardener is especially effective with the Gunboats. The longer range of the Disciplinary Action is helpful with no shotgun to defend yourself at closer ranges.

Mantreads

While wearing these boots, you are knocked around less, and can hurt people by falling on them, made easier by increased air control.

Primary:
The Rocket Jumper's, Air Strike's, and Liberty Launcher's reduced self-damage makes jumping more viable, and therefore increase the likelihood you can land on somebody. The reduced knockback makes taking out Sentry nests easier, so the Direct Hit is a good option to make it quicker.

Melee:
The Market Gardener is much easier to use when falling next to (not on) a target, but the air control helps. The longer range of the Disciplinary Action is helpful with no shotgun to defend yourself at closer ranges.

Buff Banner

When deployed, you and your teammates receive a mini-crit buff.

Primary:
The rapid-fire nature of the Beggar's Bazooka makes it especially effective. The reduced damage of the Air Strike and the Liberty Launcher can be counteracted by the mini-crits, and having more rockets means less time reloading during the buff duration. The Rocket Jumper, on the other hand, does no damage, so it makes charging the backpack much harder.

Melee:
The reduced damage of the Disciplinary Action can be counteracted by the mini-crits. The longer range of the Disciplinary Action is helpful with no shotgun to defend yourself at closer ranges.

Battalion's Backup

When deployed, you and your teammates receive a defensive buff, and an even greater one against Sentries, as well as crit and mini-crit immunity. Additionally, you gain twenty additional health.

Primary:
The Direct Hit's bonus damage works well against Sentries, as does the Battalion's Backup's reduced Sentry damage. The Rocket Jumper, on the other hand, does no damage, so it makes charging the backpack much harder.

Melee:
The Escape Plan's self-marked-for-death is negated by the crit immunity. The longer range of the Disciplinary Action is helpful with no shotgun to defend yourself at closer ranges. The 20 additional health directly negates the 10% increased bullet damage from the Pain Train.

Concheror

When deployed, you and your teammates receive health-on-hit and a speed boost. Additionally, you gain four health per second. This speed especially useful on CTF and CP gamemodes, and less effective on PL and PLR gamemodes.

Primary:
The Black Box pairs well since you can survive much longer. The Beggar's Bazooka, Air Strike, and Liberty Launcher allow for consistent healing with fast reload or more shots.

Melee:
The Disciplinary Action can be used to give speed boosts to teammates when your buff is not active and the longer range is helpful with no shotgun to defend yourself at closer ranges. The Escape Plan and Equalizer are less useful, due to the self-healing the Concheror gives you. The Half-Zatoichi can help you survive longer, if you use it correctly, and the downside can be healed off if you don't. With the Pain Train you can get to a point quicker to capture it quicker, and the self-healing can help negate the vulnerability.

B.A.S.E. Jumper

This weapon allows you to fall slower than normal. Simple, but effective.

Primary:
This weapon was designed with the Air Strike in mind. If you can manage your ammo, you can use the Black Box, since you can heal off any damage done when jumping, and take no fall damage (if done properly). The Rocket Jumper pairs poorly, since you will have no damaging weapon to use while in the air.

Melee:
The Market Gardener is especially effective with the B.A.S.E. Jumper. The longer range of the Disciplinary Action is helpful with no shotgun to defend yourself at closer ranges when not airborne.
Soldier - Melee
Shovel

The Shovel is the default Melee for Soldier. Unlike most Stock weapons, the Shovel is not good in most situations; it is often outshined by other unlocks.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Equalizer

This weapon's damage scales with your health. At full health you will do less damage than the Bat, at 113 health you will do normal damage, and at 1 health you will do 107 damage. These are just example values; each health value has it's own associated damage value.

Primary:
Any Primary should do.

Secondary:
Using the Concheror's health bonus means that you will become less and less effective over time, and even quicker so when you've deployed the banner.

Escape Plan

This weapon increases your speed based on your health. At full health your speed is normal, at 160-121 health you run 10% faster, at 120-81 health you run 20% faster (faster than a Demoman), at 80-41 health you run 40% faster (faster than a Medic), and at 40-1 health you run 60% faster (slightly slower than a Scout).

Primary:
Any Primary should do.

Secondary:
Using the Concheror's health bonus means that you will become less and less fast over time, and even quicker so when you've deployed the banner. The Battalion's Backup's negation of critical damage also applies to the self debuff when deployed.

Pain Train

This weapon allows you to count as two people when capturing points or pushing a cart, like a Scout, but you are weaker to bullets.

Primary:
The Rocket Jumper can allow you to get to a point and start capturing it quickly with nearly full health, but you will have a tough time defending yourself without some sort of damaging secondary.

Secondary:
The additional 20 health from the Battalion's Backup directly negates the 10% vulnerability to bullets.

Half-Zatoichi

Once you draw this weapon, sheathing it will hurt you by 50 damage unless you get a kill, which will restore 50% of your base health.

Primary:
The Black Box will help negate the downside if you drew the weapon at an inopportune time.

Secondary:
The Battalion's Backup will allow you to heal 10 more health on a kill, and the Concheror will help negate the downside if you drew the weapon at an inopportune time.

Disciplinary Actionl

This weapon does less damage, but has a greater range than any Demoman weapon. So much so, that you can hit people directly behind you. Additionally, whipping a teammate will give you and them a speed boost.

Primary:
Any Primary should do.

Secondary:
The boost from the Concheror does not stack. However, all backpacks can support your team, and so can the Disciplinary Action.

Market Gardener

This shovel deals critical damage while explosive jumping. However, it doesn't have random critical hits and swings slower.

Primary:
The Rocket Jumper, Liberty Launcher, and Air Strike all have reduced self damage. This allows for more jumps, and therefore, more opportunity to use the Market Gardener.

Secondary:
The Gunboats have reduced self damage. This allows for more jumps, and therefore, more opportunity to use the Market Gardener. The Mantreads make air control easier, but landing on a target makes hitting with the Market Gardener harder. The B.A.S.E. Jumper makes landing hits easier.
Pyro - Primary
Flame Thrower

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1078110624 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701591394
The Flamethrower is the default Primary for Pyro. As with most Stock weapons, the Flamethrower is good in most situations. However, it is usually outshined by its other unlocks. It is important to note that, ignoring aesthetic changes, the Rainblower is a straight upgrade to the Flame Thrower due to its taunt kill.

Secondary:
The Manmelter is somewhat useless, considering you have the ability to airblast.

Melee:
Any Melee should do.

Nostromo Napalmer

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3220761949
The Nostromo Napalmer, when worn with the MK 50, will do more damage to Scouts wearing The Isolationist Pack. However, you will also receive more Melee damage from them. Most of the time, however, this weapon functions just like the Flame Thrower.

Secondary:
Considering you will attract attention from Scouts, consider using the Reserve Shooter to pick them out of the air.

Melee:
Using a utility Melee is even more useful when you are weaker to Melee damage. However, considering you can simply airblast away any Scout, any Melee should do.

Backburner

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716699272
The Backburner is a stealthy weapon. You get bonuses from behind, but your airblasting (and therefore, combo ability) is hindered.

Secondary:
Being the sneaky weapon that it is, the Backburner benefits greatly from mobility weapons like the Detonator and the Scorch Shot. Due to expensive airblasts, the Manmelter can be handy to have when around teammates, though you won't be around them often. For the same reason, the Reserve Shooter isn't as useful.

Melee:
Since you will be behind enemy lines, the Back Scratcher can help heal you up with the lack of a friendly Medic. The Powerjack can help you get behind the lines quicker. The Axtinguisher, meant for ambushing, does not work well with the Backburner, considering you can only use one at a time. Despite this, the Third Degree might be useful, because if you kill a Medic with the Backburner, his partner may turn around and kill you. The Third Degree may prevent this.

Degreaser

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702440295
The Degreaser is designed around combos. A quick switch time but lower afterburn damage so you can't rely as heavily on afterburn.

Secondary:
The Flare Gun is useful as long as you have decent flamethrower aim; you can combo your enemy, and fight others with the Degreaser while the Flare Gun is reloading passively. The Reserve Shooter's switch speed increase stacks with the Degreaser, and allows you to airblast, switch, shoot, switch, and repeat, unlike the Flare Gun. The Manmelter is somewhat useless, considering you have the ability to airblast. Scorch Shot isn't very useful with the Degreaser, as it is a weapon that offers little burst damage.

Melee:
The Axtinguisher and the Degreaser were the pair of weapons in TF2 before a recent update. It is still viable, though; rather than being able to do 195 damage in any situation, you now do less damage, and it takes longer to switch to the weapon. Powerjack is another good pairing, as you can use it to get into battle, then quickly switch off of the weapon before anyone can shoot you in your vulnerable state. When near water, the Neon Annihilator can act like the old Axtinguisher did, albeit weaker.

Phlogistinator

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695980611
With no airblast, the Phlogistinator is a good weapon for beginners, but deadly in the hands of an expert.

Secondary:
Since you have no airblast, there are two weapons that simulate two parts of airblasting: the Manmelter for extinguishing allies, and the Scorch Shot for knocking enemies around. The Scorch Shot, as well as the Detonator, can be used to set many people ablaze and to get a bit more height from your jump, which is important if you can't fight directly (due to the lack of airblast). The Reserve Shooter is not a very good option, considering the lack of airblast.

Melee:
Considering your goal with the Phlogistinator is to get fire damage, the Axtinguisher is probably the least helpful melee weapon. The Powerjack can help you escape in a pinch, and the Back Scratcher can help in situations where your Medic cannot get to you.
Pyro - Secondary
Shotgun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746644
The Shotgun is the default Secondary for Pyro.

Primary:
Any primary should do.

Melee:
Any melee should do.

Reserve Shooter

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696775439
The Reserve Shooter sacrifices two shots for the ability to mini-crit airborne targets. It also gives a small weapon switch bonus.

Primary:
The Degreaser's switch speed bonus stacks with the Reserve Shooter, but the Backburner and Phlogistinator aren't good to use due to the expensive and lack of airblast, respectively.

Melee:
Combo weapons, like the Neon Annihilator and the Axtinguisher, benefit from the switch speed of the Reserve Shooter.

Panic Attack

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3322100555
This weapon is like the Beggar's Bazooka. You load some shots, then fire them all. However, your fire rate and spread increases as you get hurt.

Primary:
This weapon is horrible with most Primaries, as you cannot do combos with it. So, I'd recommend using the Backburner or Phlogistinator.

Melee:
Any Melee should do.

Flare Gun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688327
The Flare Gun deadly if you can land the shot, and can reload passively, unlike the Shotgun.

Primary:
The Degreaser allows for quick kills, but the Flame Thrower allows you to switch between weapons freely without having to worry about the reload. If you can land hits from afar, the Phlogistinator can get quick Mmmph from the critical flares.

Melee:
The Axtinguisher is a close-range Flare Gun; useful if you can't aim easily in close range, not too useful otherwise (except maybe against Heavies).

Detonator

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696773274
The Detonator allows you to flare jump and can explode at any distance, like the Stickybomb Launcher, but only mini-crits burning targets. Additionally, it does less damage overall.

Primary:
Phlogistinator and Backburner benefit from flare jumps due to their indirect natures.

Melee:
The Powerjack can be used to move around behind the enemy lines after a sneaky flare jump. If you are good enough, you can use the Detonator to jump toward an enemy and slay him with the Axtinguisher, similar to the Market Gardener. Additionally, the Back Scratcher can be used to heal up from self-damage after getting behind the enemy line, where there are no friendly Medics or Dispensers.

Manmelter

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695967783
The Manmelter has a slower firing rate (which makes it have a slower "reload" rate), but fires a faster projectile. When extinguishing teammates, you gain a stored crit. However, this means you rely on an enemy to deal damage. Your teammates would much rather you kill the enemy Pyro and then airblast them than making them kill the Pyro and then let you store crits.

Primary:
Any weapon that can normally airblast is not a good Primary to use with the Manmelter. It's still possible to use, but not too useful. You might as well use the Flare Gun instead.

Melee:
Any Melee should do.

Scorch Shot

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693829749
The Scorch shot is like a weaker but easier-to-use Detonator. It explodes on surfaces, but you can't jump as high. However, it also can knock targets around.

Primary:
Phlogistinator and Backburner benefit from flare jumps due to their indirect natures. Degreaser isn't very useful with the Scorch Shot, as it is a weapon meant for combos, and the Scorch Shot offers little burst damage.

Melee:
The Homewrecker is a useful weapon to carry around with the Scorch Shot if you are playing as a Pybro, or a Pyro who protects the Engineer. The Scorch Shot can be used to knock away enemies threatening a building, and the Homewrecker can unsap buildings. Alternatively, the Powerjack can be used to move around behind the enemy lines after a sneaky flare jump.
Pyro - Melee
Fire Axe

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1246965213 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1809683009
The Fire Axe is the default Melee for Pyro. Unlike most Stock weapons, the Fire Axe is not good in most situations; the Third Degree does everything the Fire Axe does, and more. Additionally, it is outshined by its unlocks.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Axtinguisher

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688336
The Axtinguisher will do less damage to enemies not ablaze, but will do crits or mini-crits to enemies who are on fire from behind or in front, respectively.

Primary:
The Degreaser allows you to perform the infamous "puff-n-sting": Puff a little fire at the enemy, and then sting him with your axe.

Secondary:
Any Secondary should do.

Homewrecker

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702442549 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2814772238
This hammer will do more damage to buildings, but less damage to enemies. It can also destroy sappers in one hit.

Primary:
Since you can use this weapon to protect your friendly Engineers, a weapon that can airblast allows you to reflect any explosives aimed at your friendly buildings or Ubered enemies, and the Homewrecker can be used to counter any Spies.

Secondary:
The Scorch Shot can be used to knock away Spies or other enemies from a distance if they are trying to damage your friendly buildings.

Powerjack

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702441015
The Powerjack grants a speed boost and health-on-kill, but you become more vulnerable while it is used.

Primary:
The Degreaser's faster switch time means you will be vulnerable for less time when switching off of the Powerjack. The speed boost of the Powerjack allows you to easily get behind the enemy line when using the Backburner.

Secondary:
The Reserve Shooter's faster switch time means you will be vulnerable for less time when switching off of the Powerjack.

Back Scratcher

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702436567
The Back Scratcher does more damage, and you get more health from health packs. However, Medics, payload carts, and Dispensers will heal you less.

Primary:
The sneaky nature of the Backburner pairs well with the ability to heal yourself more from health packs. Additionally, the Back Scratcher can be used to heal up from the self-damage of the Detonator after jumping behind the enemy line. There won't be many friendly Dispensers and Medics behind the enemy line, so the downside isn't all that important.

Secondary:
Any Secondary should do.

Sharpened Volcano Fragment

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698186055
This axe does less damage, but lights targets on fire. Considering that the Flame Thrower has a greater range and does more damage, this weapon is only really useful in Medieval mode.

Primary:
The Phlogistinator benefits from fire damage.

Secondary:
Any Secondary should do.

Third Degree

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695967265
The Third Degree is one of the few straight upgrades in the game. It allows you to hurt people across heal beams. This means that hitting a Medic will hurt his heal target, and vice versa. Use it instead of the Fire Axe if you only have the two.

Primary:
The sneaky nature of the Backburner pairs well with the sneaky nature of the Third Degree.

Secondary:
The Scorch Shot and the Detonator allow for more mobility to get to a Medic or his healing target.

Neon Annihilator

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693981340
This weapon does less damage, but does critical damage to any enemy who is wet. This means if they are in water, coated in Jarate or Mad Milk, or if they have recently been in water, but not in the rain. It also can remove sappers, but takes two hits.

Primary:
Any Primary should do.

Secondary:
Since the flare guns cannot be fired underwater, the Neon Annihilator can be used in their place.
Demoman - Primary
Grenade Launcher

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746622
The Grenade Launcher is the default Primary for Demoman. As with most Stock weapons, the Grenade Launcher is good in most situations.

Secondary:
Any Secondary should do.

Melee:
Any Melee with extended range should be helpful, because the Grenade Launcher is dangerous to use in close ranges. The Persian Persuader, however, will prevent you from getting ammunition, so use it with caution.

Loch-n-Load

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701007608
The Loch-n-Load is a good anti-building weapon. With the increased projectile speed, this means it is easier to hit targets, and has a greater range.

Secondary:
Since the Loch-n-Load only has three loaded shots, carrying the Stickybomb Launcher would help in situations when you find yourself with no loaded ammo. For similar reasons, a shield can help you escape.

Melee:
Any Melee with extended range should be helpful, because the Loch-n-Load is dangerous to use in close ranges. The Persian Persuader, however, will prevent you from getting ammunition, so use it with caution.

Loose Cannon

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693973038
The Loose Cannon also rewards accuracy, but requires much more timing. This launcher will explode in your face if you charge it for too long. However, this can be used to your advantage as a special grenade jump.

Secondary:
Any Secondary should do.

Melee:
Any Melee with extended range should be helpful, because the Loose Cannon is dangerous to use in close ranges. The Persian Persuader, however, will prevent you from getting ammunition, so use it with caution.

Iron Bomber

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3319509739
This weapon is quite similar to the Grenade Launcher. It has a smaller explosion radius, but the bombs hardly move once they hit the ground. It is mostly a preferential sidegrade to the Grenade Launcher, but it is quite handy for Demoknights, as the bombs can be used to easily grenade jump.

Secondary:
As stated above, this weapon is useful for Demoknights, who have a shield as their secondary, to jump.

Melee:
Any Melee with extended range should be helpful, because the Iron Bomber is dangerous to use in close ranges. The Persian Persuader, however, will prevent you from getting ammunition, so use it with caution.

Ali Baba's Wee Booties

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696458363 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701746454
The Wee Booties improve your turn speed when charging with a shield, as well as gives you 25 extra health, 25% charge meter on kill, and 10% increased speed. But, you have no launcher!

Secondary:
Shields are especially useful with the Wee Booties, as two of the four bonuses have to do with shields.

Melee:
The additional health counteracts the health reduction of the Claidheamh Mòr and Eyelander. Additionally, the Claidheamh Mòr will give an additional 25% charge meter on kill, for a total of 50%. Using the Persian Persuader would also be useful, assuming you are also running a shield, since you have no weapon that requires ammunition.

B.A.S.E. Jumper

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693536091
This weapon allows you to fall slower than normal. Simple, but effective.

Secondary:
The B.A.S.E. Jumper requires you to be able to jump to great heights. This is difficult to do with shields, but entirely possible on some maps.

Melee:
The Pain Train allows you to hover above and around the enemy to capture a point behind their lines.
Demoman - Secondary
Stickybomb Launcher

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746634
The Stickybomb Launcher is the default Secondary for Demoman. As with most Stock weapons, the Stickybomb Launcher is good in most situations.

Primary:
Any Primary should do.

Melee:
The Persian Persuader will prevent you from getting ammunition, so use it with caution. The Claidheamh Mòr's main upsides are gone to waste when not using a shield. If you want a weapon with a larger range, the Eyelander is a safer alternative, because the lost health can be gained back.

Scottish Resistance

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701349701
The Scottish Resistance is a more powerful trap weapon than the Stickybomb Launcher, but a less powerful direct confrontation weapon.

Primary:
If using the Loch-n-Load, you will only have two shots before you have to reload. This might be a problem in direct combat, since the Scottish Resistance is mainly used for traps.

Melee:
The Persian Persuader will prevent you from getting ammunition, so use it with caution. The Claidheamh Mòr's main upsides are gone to waste when not using a shield. If you want a weapon with a larger range, the Eyelander is a safer alternative, because the lost health can be gained back.

Sticky Jumper

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693912191
This launcher was designed for you to practice jumps. However, it can still be used in combat, but it does not affect opponents whatsoever: no damage, no knockback.

Primary:
Considering that the Sticky Jumper does no damage, a damaging Primary is useful. However, if using a non-damaging Primary, you will have to rely on your Melee, which isn't necessarily a bad thing.

Melee:
The Ullapool Caber can be used to suicide bomb important targets. A less painful alternative is the Scotsman's Skullcutter. The Claidheamh Mòr's main upside is gone to waste when not using a shield. If you want a weapon with a larger range, the Eyelander is a safer alternative, because the lost health can be gained back. Since the Sticky Jumper has many reserve shots, the Persian Persuader's downside is lessened, and even more so when using a non-damaging Primary.

Quickiebomb Launcher

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3319513151
This launcher cannot make long-term traps. It should be treated almost like a Rocket Launcher that is affected by gravity and can be blown up midair. Although, if you are at a closer range, you can set two or three down and blow them up simultaneously.

Primary:
The Loch-n-Load can be used to take out Sentry nests, as the Quickiebomb Launcher cannot set up more than two or three bombs at once. The B.A.S.E. Jumper can be paired effectively with the Quickiebomb Launcher due to its more offensive nature.

Melee:
The Persian Persuader will prevent you from getting ammunition, so use it with caution. The Claidheamh Mòr's main upsides are gone to waste when not using a shield. If you want a weapon with a larger range, the Eyelander is a safer alternative, because the lost health can be gained back.

Chargin' Targe

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2719422169
This shield allows you to charge at enemies, granting additional damage the further you charge. If you hit someone at the end of your charge, you will do damage to them. Additionally, it provides damage resistances.

Primary:
The Ali Baba's Wee Booties is a smart choice, as it will give you greater turning speed, allowing you to hit enemies easier. The Iron Bomber or Loose Cannon can be used to explosive jump, as it is impossible to do so with a Shield and more difficult to do with the Grenade Launcher. The B.A.S.E. Jumper is not a smart choice on most levels.

Melee:
The Persian Persuader will allow you to charge more often, but prevent you from getting ammo with your primary. The Claidheamh Mòr grants more charge time and charge-on-kill, and the Half-Zatoichi's downside is alleviated if using a passive Primary. The Scotsman's Skullcutter will slow your charge, which will also lower the distance you will charge. Additionally, the extra damage is less useful when you can crit people upon a successful charge.

Splendid Screen

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701075769
This shield allows you to charge at enemies, granting additional damage the further you charge, and the shield bash will do more damage. Compared to other shields, your charge will recharge faster. Additionally, it provides damage resistances.

Primary:
The Ali Baba's Wee Booties is a smart choice, as it will give you greater turning speed, allowing you to hit enemies easier. The Iron Bomber or Loose Cannon can be used to explosive jump, as it is impossible to do so with a Shield and more difficult to do with the Grenade Launcher. The B.A.S.E. Jumper is not a smart choice on most maps.

Melee:
The Eyelander is an odd weapon to use. Your already high-damaging shield bashes will do more damage the more heads you have collected, but the shield bash might prevent you from getting the kill with the Eyelander, gaining no heads. The Persian Persuader will allow you to charge more often, but you won't have much primary ammo. The Half-Zatoichi's downside is alleviated if using a passive Primary. The Scotsman's Skullcutter will slow your charge, which will also lower the distance you will charge. Additionally, the extra damage is less useful when you can crit people upon a successful charge.

Tide Turner

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693503140
This shield allows you to charge at enemies, granting additional damage the further you charge. If you hit someone at the end of your charge, you will do damage to them. Additionally, it provides damage resistances, full turning control, and 75% charge on kill.

Primary:
The Ali Baba's Wee Booties a good choice, if you are not using the Claidheamh Mòr, as this will give you 100% of your charge meter back on a kill. The Iron Bomber or Loose Cannon can be used to explosive jump, as it is impossible to do so with a Shield and more difficult to do with the Grenade Launcher. The B.A.S.E. Jumper is not a smart choice on most maps.

Melee:
The Persian Persuader will allow you to charge more frequently if you fail at getting a kill. If you are good, you shouldn't need it, though. The Half-Zatoichi pairs well, because you will restore your health and charge meter, allowing chaining together multiple kills easier. The Claidheamh Mòr grants charge-on-kill, for a total of 100%, like the Ali Baba's Wee Booties. The Scotsman's Skullcutter will slow your charge, which will also lower the distance you will charge. Additionally, the extra damage is less useful when you can crit people upon a successful charge.
Demoman - Melee
Bottle

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1243450232 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701591595
The Bottle is the default Melee for Demoman. As with most Stock weapons, the Bottle is good in most situations.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Eyelander

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688259 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698368087
The Eyelander sacrifices some of your health for a greater Melee range and the ability to collect heads. Each head will grant you more movement speed and base health.

Primary:
Any Primary should do.

Secondary:
Collecting heads will also increase your shield's damage.

Scotsman's Skullcutter
http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702442145
The Scotsman's Skullcutter causes you to move more slowly when the weapon is out, but does additional damage and has a greater range.

Primary:
Any Primary should do.

Secondary:
Since you move slower, your charge when using a shield will be slower, and cover less distance. On the other hand, the Sticky Jumper isn't affected by your slower move speed when used correctly.

Pain Train
http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2784052050
This weapon allows you to count as two people when capturing points or pushing a cart, like a Scout, but you are weaker to bullets.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Ullapool Caber
http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701011479
This hand grenade is used like a Melee weapon; it does less damage, but the first time you hit someone, it will violently explode for a lot of damage (including to you).

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Claidheamh Mòr

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702437131
You sacrifice some of your health for a greater Melee range, 25 health-on-kill, and 25% charge-on-kill.

Primary:
The Ali Baba's Wee Booties pair well with this weapon to give you 50% total charge-on-kill, but these weapons together do not pair well with the Tide Turner.

Secondary:
Not using a shield is an odd choice. If you want greater melee range, consider using the Eyelander. If you get two kills with it, your health will be more than normal.

Half-Zatoichi

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2784052941
When holding this weapon, you will be unable to change your weapon without hurting yourself or getting a kill. However, getting a kill will restore your health 50%.

Primary:
If you use a passive Primary in combination with a shield, the downside of the Half-Zatoichi is not applicable.

Secondary:
If you use shield in combination with a passive Primary, the downside of the Half-Zatoichi is not applicable.

Persian Persuader

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2697248610
You will get charge-on-hit and you have a greater range with this weapon. However, all ammo will turn into charge, which, despite being blue in the weapon description, can be a downside.

Primary:
Considering you will get no ammo unless you touch a resupply locker, any Primary that uses ammo is a risky idea.

Secondary:
Considering you will get no ammo unless you touch a resupply locker, any Secondary that uses ammo is a risky idea.
Heavy - Primary
Minigun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746619 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1029868178
The Minigun is the default Primary for Heavy. As with most Stock weapons, the Minigun is good in most situations.

Secondary:
Since the Minigun does not have any spin up penalties, a shotgun isn't as important. Consider experimenting with the lunchbox items to find the one that is right for you.

Melee:
Any Melee should do.

Natascha

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716699268
This Minigun helps your allies by slowing down enemies you shoot at. However, it does less damage and spins up slower. Additionally, this minigun carries 300 ammo, and you take less damage when spun up.

Secondary:
Due to the longer spin up time, a shotgun is handy to use in situations where you don't think you will have time to spin up.

Melee:
The Fists of Steel make you switch weapons slower. Combined with the slower spin up time, you will have difficulty switching between weapons effectively. The Killing Gloves of Boxing aren't a good choice, because you can't spin up your Natascha quickly to take advantage of the crit boost.

Brass Beast

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701004833
This weapon makes you much slower when firing and you take longer to spin up, but it grants you more damage and damage reduction. This is primarily a defensive weapon.

Secondary:
Due to the longer spin up time, a shotgun is handy to use in situations where you don't think you will have time to spin up. If you fear that you will be a sitting duck, the Dalokohs Bar can grant you a bit more health. The Buffalo Steak Sandvich can be used for a temporary speed boost to get to your destination.

Melee:
The Gloves of Running Urgently can help make up for your slower movement speed while spun up. The Fists of Steel make you switch weapons slower. Combined with the slower spin up time, you will have difficulty switching between weapons effectively. The Killing Gloves of Boxing aren't a good choice, because you can't spin up your Brass Beast quickly to take advantage of the crit boost.

Tomislav

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698007125
The Tomislav is a stealthy weapon. It sacrifices firing speed for a silent and quicker spin up, as well as increased accuracy.

Secondary:
Since this weapon spins up quicker, a shotgun isn't necessarily needed. Since you will be spending most of your time sneaking around, the Dalokohs Bar can act like an infinite source of health, since it has an instant recharge time. Alternatively, the Buffalo Steak Sandvich can help you get behind the enemy line quicker.

Melee:
The Gloves of Running Urgently can help you get behind the enemy line quicker. The quicker spin up allows you to take fuller advantage of the Killing Gloves of Boxing's crit boost. Since you will be behind the enemy,the Holiday Punch can be used to disable targets.

Huo-Long Heater

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693980691
This minigun uses more ammunition, but deploys a ring of fire around you as a form of protection.

Secondary:
Since this weapon uses much ammunition, carrying a shotgun as a backup weapon is a good idea.

Melee:
Since Payload carts give you ammo, the Huo-Long Heater is useful to use in PL and PLR. So are the Fists of Steel, since you can take more damage while pushing the cart. Consider using the two together.
Heavy - Secondary
Shotgun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2782693575
The Shotgun is the default Secondary for Heavy. As with most Stock weapons, the Shotgun is good in most situations.

Primary:
Weapons with slower spin up are good to use with the Shotgun because the Shotgun can be used in situations where spinning up would get you killed. The Huo-Long Heater uses up more ammo, so this weapon can be used as a backup plan.

Melee:
With six shots and no spin up time, the Shotgun is good to use with the Killing Gloves of Boxing.

Family Business

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698183537
The Family Business sacrifices damage for a larger magazine size and quicker firing speed.

Primary:
Weapons with slower spin up are good to use with the Family Business because the Family Business can be used in situations where spinning up would get you killed. The Huo-Long Heater uses up more ammo, so this weapon can be used as a backup plan.

Melee:
With eight shots and no spin up time, the Family Business is good to use with the Killing Gloves of Boxing.

Panic Attack

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3322100555
This weapon is like the Beggar's Bazooka. You load some shots, then fire them all. However, your fire rate and spread increases as you get hurt.

Primary:
Unlike the other shotguns, this weapon cannot be used if you don't want to rev up. So, the best Primary to use would be the Tomislav

Melee:
Any Melee should do.

Sandvich

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688307 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2402006525
The Sandvich sacrifices your shotgun for a way to heal yourself or allies.

Primary:
Any Primary should do.

Melee:
Any Melee should do.

Dalokohs Bar

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701437831 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1167797072
The Dalokohs Bar sacrifices your shotgun for a way to heal yourself and give yourself more health.

Primary:
Any Primary should do.

Melee:
The increased health counteracts the Warrior's Spirit's decreased health and the Gloves of Running Urgently's self mark-for-death. The increased defenses of the Fists of Steel stack well with the increased health.

Buffalo Steak Sandvich

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701437413
The Buffalo Steak Sandvich sacrifices your Shotgun for a way to move quicker and do more damage, but you are limited to using your Melee. It can be thrown on the ground to heal allies.

Primary:
Any Primary should do.

Melee:
The Gloves of Running Urgently's speed boost doesn't stack with the Buffalo Steak Sandvich.
Heavy - Melee
Fists

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1079441842 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1145051619
The Fists are the default Melee for Heavy. Unlike most Stock weapons, the Fists are not good in most situations; they are often outshined by other unlocks.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Killing Gloves of Boxing

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2784049771
These gloves swing slower than the Fists, but getting a kill grants crits for several seconds on all weapons.

Primary:
The Tomislav's faster spin up time allows you to take more advantage of the crits.

Secondary:
The Shotgun and Family Business have no spin up time allowing you to take full advantage of the crits. The Family Business will allow for more shots, but each will do less damage; this matters little when each shot does three times as much damage.

Gloves of Running Urgently

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702354124 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2719266446
These gloves boost your speed, but you will become marked for death when wearing them.

Primary:
The Brass Beast's and Natascha's slower nature can be counteracted by the Gloves of Running Urgently, if you plan on being mobile. Otherwise, it doesn't matter.

Secondary:
The Sandvich and Dalokohs Bar allow you to patch up any wounds received from being marked for death. The Buffalo Steak Sandvich's speed boost does not stack.

Warrior's Spirit

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701440577
You will be able to do more damage with these gloves, but you will take more damage while worn. However, every kill you make will heal you.

Primary:
Any Primary should do.

Secondary:
The Dalokohs Bar can counteract the reduced health, and the Buffalo Steak Sandvich grants both a damage and speed boost, making the weapon more effective.

Fists of Steel

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698017221
While out, you will take less damage from all ranged sources, but will take twice as much damage from melee weapons. Additionally, switching weapons will take longer.

Primary:
With the constant healing and ammo from a payload cart, the Huo-Long Heater can be used along side the Fists of Steel to either kill enemies or push through enemy fire, respectively. The slower switch time does not work well with the slower spin up time of the Natascha and Brass Beast.

Secondary:
The damage vulnerability of the Buffalo Steak Sandvich is counteracted by the Fists of Steel. The Dalokohs Bar can be used to further increase your defenses.

Eviction Notice

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698003063
With these brass knuckles, you can punch faster, move faster, but you do less damage, yet move even faster after you succeed. How does that make sense?

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Holiday Punch

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695981420
The Holiday Punch acts similar to the Fists, but grants critical hits from behind. However, critical hits will do no damage, but cause enemies to stand in place and laugh, preventing them from attacking.

Primary:
The Tomislav is primarily a stealthy weapon, and the Holiday Punch benefits from stealth. Consider using the two together.

Secondary:
The Buffalo Steak Sandvich's mini-crits do not induce laughter, but the speed boost can come in handy.
Engineer - Primary
Shotgun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2783461861
The Shotgun is the default Primary for Engineer. This means that the Engineer's Primary is a Secondary for other classes. Despite this, the Shotgun is good in most situations.

Secondary:
With six shots, feel free to experiment with the Short Circuit and Wrangler, since you won't be needing the Pistol as much.

Melee:
Any Melee should do.

Frontier Justice

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688257
This shotgun sacrifices half of its magazine in order to gain and store crits based on your Sentry's kills and assists.

Secondary:
With only three shots, the Pistol can help you get out of a pinch. Or, you can use it if you don't want to waste crits on weak targets. The Wrangler can help you rack up kills on your Sentry, and therefore stored crits. The Short Circuit is meant to defend your Sentry, but you can't use the crits without destroying your Sentry.

Melee:
With the disposable nature of the Mini-Sentry, the Gunslinger makes a good Melee to use with the Frontier Justice.

Widowmaker

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695985748
The Widowmaker uses no ammo, but firing the weapon removes metal from your reserves. Doing damage will add metal to your reserves, so as long as you do 30 damage, you can fire forever.

Secondary:
If you are out of metal, the Pistol can help you get out of a pinch. The Short Circuit also draws from your reserves, so if you have no metal, you will have to use your Melee weapon; use this combination with caution.

Melee:
The Gunslinger's disposable nature draws highly from your metal reserves. If you are careful, you can use the Widowmaker to get enough metal for another Mini-Sentry, but if you aren't, you will be left without a Mini-Sentry and a Primary.

Pomson 6000

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695966805
This "shotgun" fires a large laser that hurts anyone it touches or passes by. It will drain Cloak and Ubercharge from enemy Spies and Medics, respectively.

Secondary:
The Pomson's protective abilities pair well with the Short Circuit's protective abilities: you can now prevent Ubercharges, hinder Spies, and stop projectiles.

Melee:
If you use the Southern Hospitality, you can give Spies a hard time by bleeding them and draining their cloak.

Rescue Ranger

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693973704
This "shotgun" shoots a gravity-affected dart that can hurt enemies and repair buildings. It also has the ability to teleport buildings to your hands, but carrying the buildings will mark you for death.

Secondary:
If you can Sentry jump, the Wrangler will allow you to jump to a location and bring your Sentry with you. Since the Rescue Ranger is weaker than the Shotgun, a Pistol can give you some extra firepower. If you can rely on your teammates and Sentry to protect you, the Short Circuit can help defending you buildings.

Melee:
Since the Jag repairs buildings slower, the Rescue Ranger can be used to alleviate this problem. Mini-Sentries are highly disposable (so the teleportation is not needed), so the Gunslinger is not a good choice of Melee.

Panic Attack

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_3322100555
This weapon is like the Beggar's Bazooka. You load some shots, then fire them all. However, your fire rate and spread increases as you get hurt.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do.
Engineer - Secondary
Pistol

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1084685815 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1029868179
The Pistol is the default Secondary for Engineer. The Engineer has 200 reserve ammo, while the Scout only has 36; this is an important note for those who usually play Scout.

Primary:
The Widowmaker's reliance on metal means you can use the Pistol to defend yourself when you have no metal. The weaker Rescue Ranger, Pomson 6000, and Frontier Justice would all benefit from having some additional firepower.

Melee:
Any Melee should do.

Wrangler

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1749057491
The Wrangler allows you to take control of your Sentry with increased firing rate and a protective shield. This allows you to Sentry jump at the cost of a lot of health.

Primary:
The Rescue Ranger allows you to easily take buildings with you without the need for a teleporter (or quick reaction time! You can actually grab your Sentry right after jumping, if done correctly). After getting some kills with the Wrangler, you can destroy your Sentry and kill some enemies with your Frontier Justice crits.

Melee:
Any Melee should do.

Short Circuit

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695985335
At the cost of some of your metal, you can destroy nearby projectiles safely. This weapon does little damage, though.

Primary:
The Widowmaker also draws from your reserves, so if you have no metal, you will have to use your Melee weapon; use this combination with caution. The Pomson's protective abilities pair well with the Short Circuit's protective abilities: you can now prevent Ubercharges, hinder Spies, and stop projectiles.

Melee:
The Gunslinger's disposable nature makes the protective functions of the Short Circuit less useful, but the combination is still possible to use.
Engineer - Melee
Wrench

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025852787 http://steamcommunity.com/id/truenessy/inventory/#440_2_101444045
The Wrench is the default Melee for Engineer. As with most Stock weapons, the Wrench is good in most situations.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Southern Hospitality

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701034814
The Southern Hospitality give you a weakness to fire, but grants bleed on your weapon.

Primary:
Using the Pomson 6000 will allow you to both drain the cloak of a Spy and also make him bleed, rendering his cloak useless.

Secondary:
Any Secondary should do.

Jag

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698187953
For less damage, you can build buildings faster, but only when hitting them. However, you repair slower and sappers take 3 hits to destroy.

Primary:
Since your Melee does less damage, using a more damaging Primary can be useful in a situation with no teammates or Sentry. However, if your team is good, you could use the Rescue Ranger with no negative effects.

Secondary:
Since your Melee does less damage, using a more damaging Secondary can be useful in a situation with no teammates or Sentry. However, if your team is good, you could use the Wrangler or Short Circuit with no negative effects.

Eureka Effect

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695966363
The Eureka Effect allows you to teleport to either the spawn room or your teleporter exit, but hitting your buildings does not speed construction as much as other wrenches, and you get less metal from all sources.

Primary:
The Rescue Ranger is not effected by the Eureka Effect's lesser repairing. However, since the Eureka Effect is designed for stealthy operations, you might want a more damaging Primary to defend yourself with.

Secondary:
Any Secondary should do.

Gunslinger

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698368100
The Gunslinger gives you 25 additional health, and grants you a three-hit melee combo. It also replaces your Sentry with a Mini-Sentry, which has both its advantages and disadvantages.

Primary:
The disposable nature of the Mini-Sentry means you will be using much metal. Since the Widowmaker also uses metal, using it will make things more difficult if you cannot manage your metal supply. For the same reason, the Frontier Justice is a good choice, because you will receive a constant supply of stored crits.

Secondary:
The Wrangler will allow you to shoot yourself to boost yourself to higher places.
Medic - Primary
Syringe Gun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1283606215
The Syringe Gun is the default "Primary" weapon for Medic. You will primarily be using your Secondary, but the Syringe Gun is still technically a Primary. As with most Stock weapons, the Syringe Gun is good in most situations.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do.

Blutsauger

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1756446638
The Blutsauger sacrifices some of the Medic's self-healing for health-on-hit.

Secondary:
The Quick-Fix's Ubercharge is gained very quickly, so it is more expendable. Therefore, if the low self-healing becomes a problem, you can always pop the Ubercharge to heal yourself. The Kritzkrieg's Ubercharge does not protect you in any way, so the decreased self-healing can become a problem.

Melee:
The Amputator's increased self-healing can counteract the Blutsauger's lesser healing, but only while out. The Solemn Vow allows you to see the enemy's health, allowing you to choose weather to retreat or fight. The Vita-Saw's decreased health means you will die more quickly when used with the Blutsauger.

Overdose

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696766313
The Overdose sacrifices some damage for additional speed based on your Ubercharge.

Secondary:
Since the you will be popping Vaccinator and Quick-Fix Ubercharges often, you will never be able to take full advantage of the speed boost.

Melee:
The Vita-Saw and Ubersaw will allow you to keep or gain Ubercharge for speed boosts without having to heal anyone.

Crusader's Crossbow

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701012099
This weapon fires large syringes which do more damage from further away. These can also heal allies.

Secondary:
The Quick-Fix's greater healing rate reduces the need to heal someone with the Crusader's Crossbow.

Melee:
Any Melee should do.
Medic - Secondary
Medi Gun

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1176122738
The Medi Gun is the default "Secondary" for Medic. You will primarily be using your Secondary, but the Medi Gun is still technically a Secondary. As with most Stock weapons, the Medi Gun is good in most situations.

Primary:
Any Primary should do.

Melee:
The Medi Gun is the slowest-charging Medi Gun. If you can hit the enemy, you can gain Ubercharge quicker with the Ubersaw.

Kritzkrieg

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716702867
The Kritzkrieg charges quicker, but doesn't protect you whatsoever when deploying Ubercharge. Instead, it grants crits to your heal target.

Primary:
As you are not invincible when Ubercharging, you need whatever can you can to survive. Because of this, you should be wary when using the Blutsauger, as the decreased self-healing will prevent you from healing off wounds.

Melee:
As above, since you are not invincible, the Solemn Vow makes a good choice of melee. It is good to scan targets and see how large of a threat they can be with their health. You can retreat or stay aggressive with your healing target with this knowledge. Similarly, the Vita-Saw will put you to only 140 health, weakening you when you are vulnerable. However, it will also allow you to keep up to 20% of your Ubercharge should you die while using it.

Quick-Fix

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696956197
The Quick-Fix heals allies quicker, and mimics their jumps. However, you can't overheal them as much, and the Ubercharge doesn't make you completely invincible. However, you suffer no knockback.

Primary:
Any Primary should do.

Melee:
Combining the Ubersaw with the Quick-Fix allows you to pop an Uber and keep it up by hitting enemies. Be sure to switch back to the Quick-Fix to get healing, then go back to hitting!

Vaccinator

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693972377
The Vaccinator will give you and your heal target resistance to a specific damage type. Your Ubercharge meter is split into four, allowing for four mini-Ubercharges. However, these Ubercharges mearly give you a larger resistance to the damage type. Additionally, you and your heal target will be invulnerable to critical damage of that specific damage type, and you get healed when your target resists damage.

Primary:
The Overdose's speed boost cannot be taken full advantage of when you are constantly popping Ubercharges.

Melee:
Using the Vita-Saw can give you almost a single charge. The Ubersaw can give you an entire charge, but requires you to hit people.
Medic - Melee
Bonesaw

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1293635894
The Bonesaw is the default Melee for Medic. Unlike most Stock weapons, the Bonesaw is not good in most situations; the Solemn Vow does everything the Bonesaw does, and more. Additionally, it is outshined by its unlocks.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Ubersaw

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701349848
The Ubersaw sacrifices swing speed for Uber-on-hit.

Primary:
Hitting someone with the Ubersaw will give you a speed bonus when using the Overdose. If done correctly, this can be used to escape pursuers.

Secondary:
Any Secondary should do. It is important to note that one hit with the Ubersaw will grant you a single Ubercharge when using the Vaccinator.

Vita-Saw

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701014150
The Vita-Saw reduces your health to 140, but allows you to keep up to 20% of your Ubercharge when you respawn.

Primary:
The Blutsauger's reduced self-healing conflicts with the Vita-Saw's reduced health.

Secondary:
The Vita-Saw can give you almost an entire charge when using the Vaccinator. Since you are vulnerable when using the Kritzkrieg, you can die when using it. Some will not go to waste when using the Vita-Saw. However, you are more likely to die while using the Vita-Saw due to the reduced health.

Amputator

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701013511
It does less damage, but it heals you over time. This will allow you so survive afterburn even when using the Blutsauger, and bleed if using any other primary.

Primary:
The Overdose does less damage. You shouldn't be doing damage as Medic anyway, but if you find yourself without a teammate, you will won't be able to do as much damage to your opponent. Fortunately, you can run away with the Overdose or heal off damage with the Amputator while running away, but not both.

Secondary:
Any Secondary should do.

Solemn Vow

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696768211
The Solemn Vow sacrifices swing speed for the ability to see enemy health.

Primary:
Since you can see enemy's health, you can use the Blutsauger to be a more effective Battle-Medic. But don't be a Battle-Medic.

Secondary:
Any Secondary should do.
Sniper - Primary
Sniper Rifle

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025852626 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1255351579
The Sniper Rifle is the default Primary for Sniper. As with most Stock weapons, the Sniper Rifle is good in most situations.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.

Bazaar Bargain

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698001087
The Bazaar Bargain rewards headshots with quicker charge time. However, it starts with an initial charge time.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.

Machina

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2696763234
You can't no-scope, but you can do more damage and penetrate targets when fully-charged.

Secondary:
Since you can't no-scope, you cannot rely on the Machina to do damage to enemies you cannot headshot. A sidearm can alleviate this.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.

Hitman's Heatmaker

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693839254
The Hitman's Heatmaker also promotes headshots by reducing bodyshot damage. By getting kills, you gain Focus. Using your Focus grants you faster charge rate, and you aren't forced out of your scope.

Secondary:
Since bodyshots do less damage, you cannot rely on the Hitman's Heatmaker as heavily to do damage to enemies you cannot headshot. A sidearm can alleviate this.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.

Classic

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693498293
The Classic cannot headshot unless fully charged. However, you do not need to be scoped to charge your shot, and can headshot without being scoped; this slows you down, though. This allows you to see more of the battlefield.

Secondary:
Since you cannot quickly headshot opponents, carrying a sidearm can be useful.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.

Sydney Sleeper

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702583000
This rifle cannot headshot, but can coat targets in Jarate, allowing you or allies to finish them off with mini-crits. It also charges faster.

Secondary:
After coating your enemy with Jarate, they can be quickly finished off with the SMG. Since you can get mini-crits whenever you like, the Jarate and Cleaner's Carbine is not as useful. Since landing headshots is impossible, the Cozy Camper loses some of its usefulness.

Melee:
The Bushwacka crits when it would otherwise mini-crit. Since you can coat your enemies in Jarate, this is a useful melee to carry around.

Huntsman

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2718570069 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716610507
The Huntsman is a bow, so it has no scope. You can drawn an arrow to charge it up, but this slows you down. It charges much quicker than any rifle, but doesn't charge as much, resulting in only 120 damage on a bodyshot or 360 damage on a headshot.

Secondary:
Any Secondary should do.

Melee:
Any Melee should do. However, keep in mind that using the Bushwacka without the Jarate leaves little opportunity to get crits.
Sniper - Secondary
SMG

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1282128163
The SMG is the default Secondary for Sniper. As with most Stock weapons, the SMG is good in most situations.

Primary:
Any Primary that has some change to bodyshots would pair well with a sidearm like the SMG.

Melee:
Any Melee should do.

Cleaner's Carbine

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2693983501
The Cleaner's Carbine has a smaller magazine size and slower fire rate, but grants mini-crits to all weapons for a short time.

Primary:
Any Primary that has some change to bodyshots would pair well with a sidearm like the Cleaner's Carbine.

Melee:
The Bushwacka pairs well with the Cleaner's Carbine since it can grant mini-crits to any weapon. The Tribalman's shiv can apply mini-crit bleed.

Jarate

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688273 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2719268258
A jar of mini-crit inducing urine. It can coat many enemies at once, allowing your teammates an easier time killing the enemy. Or, it can be used in one-on-one combat to make the encounter favor you.

Primary:
Since you can freely no-scope targets with the Bazaar Bargain, Jarate can help make this more effective, since you might not want to risk the headshot. The Sydney Sleeper has the ability to apply Jarate, so it is redundant to use.

Melee:
The Bushwacka pairs well with Jarate since it can grant mini-crits to any weapon. The Tribalman's shiv can apply mini-crit bleed.

Razorback

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716688278
Prevents a single backstab attempt, but you lose a Secondary weapon. Since good Spies know that they can simply shoot you with their revolver, this weapon is not particularly good when standing away from teammates. If you are standing near your teammates, Spies may choose to avoid you altogether, and simply backstab others around you; this just depends on how much of a threat you are.

Primary:
Any Primary should do.

Melee:
Any Melee should do.

Darwin's Danger Shield

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701017006
Increases your health and gives you bullet resistance, but you lose a Secondary weapon. The explosive vulnerability essentially reduces your health back to normal when being damaged by explosives. The health and resistance to bullets prevents you from being killed by an uncharged headshot. Consider using another weapon when there are no enemy Snipers.

Primary:
Any Primary should do.

Melee:
Any Melee should do.

Cozy Camper

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695965896
Reduces knockback, eliminates flinch, and slowly heals you, but you lose a Secondary weapon.

Primary:
The Bazaar Bargain pairs well since not missing is important to increase charge rate.

Melee:
Any Melee should do.
Sniper - Melee
Kukri

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1283606315
The Kukri is the default Melee for Sniper. As with most Stock weapons, the Kukri is good in most situations.

Primary:
Any Primary should do.

Secondary:
Any Secondary should do.

Tribalman's Shiv

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702573990
The Tribalman's Shiv does less damage, but applies bleed for six seconds.

Primary:
Any Primary should do.

Secondary:
Jarate will allow you inflict mini-crit bleed to your enemy. But, since you must rely on bleed damage to do most of the damage, you might consider using a damaging secondary instead.

Bushwacka

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702354896
With the Bushwacka, you become weaker to everything when in use, but any mini-crits turn into full crits.

Primary:
The Sydney Sleeper's ability to apply Jarate can work well if you can hit your enemy in close quarters. Otherwise, consider using another Primary, since the Syndey Sleeper will mostly be used in medium to long ranges.

Secondary:
Jarate and the Cleaner's Carbine pairs excellently. If not using either of these weapons or the Sydney Sleeper, then your only sources of mini-crits will be from other Snipers, Soldiers using the Buff Banner, or enemies marked for death.

Shahanshah

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698176424
If you are above half your health, you do less damage. If you are below half your health, you do more damage.

Primary:
The Huntsman is more of a combat weapon, so you will find yourself wounded (but not dead) more often than using any other rifle.

Secondary:
Any Secondary should do.
Spy - Watch and Sapper
Sapper

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1032855189 http://steamcommunity.com/id/westonro/inventory/#440_2_2376873066 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2758853213
Red Tape Recorder

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2694109959

About Sappers:

There are only two sappers in the game: The default Sapper, and the Red Tape Recorder. The Sapper can destroy buildings much quicker than the Red Tape Recorder, but if destroyed, can easily be reversed. The Red Tape Recorder, on the other hand, slowly de-levels buildings, which can eventually "destroy" them. This takes longer, but if not unsapped quickly, the buildings will be of a lesser level, requiring the Engineer to use 200 or more metal to upgrade it again. This is useful when you can't alone take out a nest, and must either rely on your teammates to destroy it (lower levelled buildings have less health), or, in the case of a teleporter, slow the enemy's push. Basically, use the Sapper when the Engineer (or a Neon Annihilator or Homewrecker Pyro) is nowhere nearby (or dead), and use the Red Tape Recorder any other time.

Invis Watch

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746612 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1029868181 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1297464023
The Invis Watch is the default Watch for Spy. As with most Stock weapons, the Invis Watch is good in most situations.

Secondary:
Any Primary should do.

Melee:
Any Melee should do.

Cloak and Dagger

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2658722642
This watch runs out of cloak quicker while moving, but standing still recharges it. This allows for infinite cloak time. However, you cannot collect ammo to gain more cloak while invisible.

Secondary:
Any Primary should do.

Melee:
The Big Earner will allow you to restore Cloak without having to wait around for your watch to recharge.

Dead Ringer

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2716699261
Rather than going invisible, you hold up your watch. When hurt, you fake your own death and disappear, gaining damage resistance and a speed boost. It is a much more offensive watch than the other two.

Secondary:
Any Primary should do.

Melee:
Since you can fake your death and gain damage reduction, the Conniver's Kunai's and Big Earner's health reduction are less detrimental. The Spy-cicle, if you are good, can be used to escape Pyros. Your Eternal Reward's inability to disguise will make getting behind the lines difficult when you cannot cloak either.
Spy - Secondary
Revolver

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1258927805 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1750104561
The Revolver is the default Secondary for Spy. As with most Stock weapons, the Revolver is good in most situations.

Watch:
Any Watch should do.

Melee:
Any Melee should do.

Ambassador

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701754521
This revolver fires slower and does less damage, but you can headshot enemies.

Watch:
Any Watch should do.

Melee:
Any Melee should do.

L'Etranger

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2702452476
L'Etranger grants you more cloak time and cloak-on-hit, but does less damage.

Watch:
Any Watch should do. The increased cloak time can increase the already-long Invis Watch cloak time, or increase the Cloak and Dagger or Dead Ringer cloak time to a more normal level. Alternatively, the cloak-on-hit can be used to gain Cloak and Dagger cloak quicker, since you cannot use ammo packs, or gain full cloak for the Dead Ringer to escape a sticky situation.

Melee:
The Big Earner's cloak-on-kill pairs well with L'Etranger's cloak-on-hit, allowing more cloak time.

Enforcer

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698182975
The Enforcer has a slower fire rate, but grants additional damage when disguised.

Watch:
Any Watch should do.

Melee:
Your Eternal Reward prevents you from disguising manually, so you will be left without a disguise until you get a backstab. The Enforcer will do less damage until you get a backstab, which will make things more difficult.

Diamondback

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695986830
The Diamondback, as with most revolvers, does less damage. However, you can store a crit for every backstab and building destroyed.

Watch:
Any Watch should do.

Melee:
Any Melee should do.
Spy - Melee
Knife

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1025746627 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1022196215 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1061236578
The Knife is the default Melee for Spy. As with most Stock weapons, the Knife is good in most situations. It is important to note that, ignoring aesthetic changes, the Sharp Dresser is a straight downgrade to the Knife due to its lack taunt kill.

Watch:
Since the Knife is Stock, it has no specific downsides. Experiment with Watches to determine which is right for you.

Secondary:
Since the Knife is Stock, it has no specific downsides. Experiment with Secondaries to determine which is right for you.

Your Eternal Reward

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2701022370 http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_1014653248
This weapon prevents you from disguising manually, but instantly disguises you and hides the corpse when you kill an enemy, and does not show up in the killfeed.

Watch:
Any Watch should do. The normal walking time of the Invis Watch will allow you to walk long distances while cloaked, since you cannot disguise. The infinite cloak time of the Cloak and Dagger will allow you to find the perfect moment to backstab someone to get your first disguise. The Dead Ringer will allow you to escape situations so you do not need to fight back, losing your disguise.

Secondary:
The Enforcer does more damage when disguised, which is horrible before you get your first disguise. L'Etranger grants cloak on hit, so in order to take advantage of it, you must lose your disguise.

Conniver's Kunai

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698780343
You start with only 70 health, but can overheal up to 210 upon a backstab. This overheal wears off slower than a Medic's overheal, and can stop fire and bleed.

Watch:
Any Watch should do. The normal walking time of the Invis Watch will allow you to walk long distances while cloaked, since you are very weak. The infinite cloak time of the Cloak and Dagger will allow you to find the perfect moment to backstab someone to get your health boost. The Dead Ringer will allow you to escape situations so your reduced health does not get you killed.

Secondary:
Any Secondary should do.

Big Earner

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2698177630
This weapon puts you at 100 health, but kills grant 30% of your cloak and a short increase in speed.

Watch:
The cloak-on-kill allows you to decloak with the Dead Ringer, get a backstab or two, and be able to cloak again much quicker. The reduced health is less of a disadvantage when you have damage resistance. Alternatively, since you cannot restore your cloak with ammo packs while invisible, the Big Earner can help when using the Cloak and Dagger.

Secondary:
Any Secondary should do.

Spy-cicle

http://steamcommunity.com/id/Secretmessagefound/inventory/#440_2_2695981762
This acts just like the default Knife, but if you have it out when caught on fire, you will extinguish yourself and be immune to fire for a few seconds, but you will be left without a knife for some time.

Watch:
The Dead Ringer in combination with the Spy-cicle will allow you to escape both a Pyro's flames and his other weaponry. The Cloak and Dagger's reduced walking distance will limit how easily you can escape a Pyro once he melts your Spy-cicle, but if you find a good hiding spot you can wait it out until he gives up.

Secondary:
A damaging revolver will allow you to defend yourself when you have no knife. If you think you will lose your knife before you get kills, use the Revolver or Ambassador. If you think you can get a few kills first, use the Diamondback.
Conclusion and Credits
Again, these are just suggestions. Feel free to experiment with every weapon and find good combinations for you.

If you have any interesting combinations, feel free to leave a comment. If I like it too, I will add it to the guide, and give you credit below.


Special Thanks

Pkms, for helping with the guide's original creation before the rewrite, including providing inventory links to every weapon in the game.

Images

Pulled from the TF2 Official Wiki

Idea Contributors

Before Rewrite:
aabicus - via SPUF
Captain Blades - via SPUF
Dr.MonkeyXing - via SPUF
MathaMeticulous
Delincious - via Steam chat
Bacon
Espurr 404
Kelkador
Thway the AetherKnight
«Schaden»

Corrections

Thanks to those who have pointed out errors in the comments below. I won't delete your comment so your contribution can be recognized.



This guide was last updated November of 2020
204 Comments
Technomancer  [author] Jan 27, 2023 @ 7:14pm 
I hadn't played in ages so I never really updated lol
GeneralSpycrab Jan 26, 2023 @ 9:39pm 
nvm im broke
GeneralSpycrab Jan 26, 2023 @ 9:39pm 
wow updating for that long? take my award!
Knusperfrosch Mar 31, 2019 @ 3:23pm 
A most useful guide. Thank you for taking the time.
Et tu, B? Jun 22, 2017 @ 2:01am 
Now I know this is kinda necro to do when the last coment was made a year ago but if I was a pro at kunai I would use the diamondback because when you backstab someone with the kunai you get a ton of health so why not add in a crit in the middle of it?
lil yeet Mar 28, 2016 @ 7:30pm 
Everyone makes mistake:jarate:
Technomancer  [author] Mar 28, 2016 @ 9:18am 
Thanks, I apparently got it mixed up with the minimum health gain
lil yeet Mar 28, 2016 @ 7:00am 
Kunai is 70 not 75
Technomancer  [author] Mar 9, 2016 @ 8:13pm 
You'd be correct.
moon Mar 9, 2016 @ 6:33pm 
If I'm correct, Shortstop does not draw from pistol ammo pool anymore. It draws from its own pool that also has 36 bullets in reserve.